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Messages - MadMonkey

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31
Roll To Dodge / Re: Deepdelve - A ChatGPT Forum Game
« on: November 23, 2023, 01:34:43 pm »
B Lets go see what's for sale before we head to the mines.



As Urist makes his way through the market, four stalls stand out, each with its own character and wares to offer:

A. The Armorer’s Anvil:
This stall is run by a stout dwarven smith whose muscles speak of years at the forge. Armor of various sizes and styles gleams under the torchlight, ranging from chainmail to full plate, each piece promising stout protection. The smith also offers custom fittings, ensuring that any armor purchased will not hinder the movements of its wearer.

B. The Enchanter’s Corner:
A mysterious air surrounds this stall, where a wizened dwarf with twinkling eyes sells tools that glow with enchantment. Pickaxes that can cleave through the hardest stone, hammers that never miss their mark, and drills that operate with a whisper—each item here is a testament to the fusion of craftsmanship and arcane prowess.

C. The Alchemist’s Array:
Potions bubble and brews simmer at this vibrant stall. The air is thick with the scent of herbs and the tang of minerals. The alchemist, a dwarf with an eye patch and a ready smile, sells potions for healing, strength, and even a few that claim to make the imbiber resistant to the fiery bursts of dragon breath.

D. The Reliquary:
This stall is a trove of ancient artifacts, managed by a dwarf whose beard nearly touches the ground. Here, Urist finds relics of past ages: statues that are said to be blessed by the gods, tomes of lost knowledge, and mysterious trinkets that are rumored to be keys to long-forgotten treasures within the depths of Deepdelve.

Each stall beckons Urist with the promise of wares that could aid him in his adventures through the fortress and beyond. Which stall to you peruse?

32
Roll To Dodge / Re: Deepdelve - A ChatGPT Forum Game
« on: November 22, 2023, 11:20:09 am »
Name: Urist
Title: The Miner
Race: Dwarf
Heritage: Not sure about this one
Profession: Miner
Skills: Mining
Appearance: He looks like your average dwarf with a long beard and everything.
Equipment: Pickaxe
Background: Was orphaned as a child and sent to work in the mines, and never left them.
Personality Traits: Hates nature, hates peace, hates love, hates a whole lot of other things, loves mining, loves violence.



The customs agent finishes taking down your information, "Ye can enter. We are always in need of more miners." It looks like your skill in miner is ξ78 and you need 9¢β exp to go to your next miner level.



As Urist, The Miner, you step through the grand archway leading into the heart of Deepdelve. The atmosphere shifts palpably—the air is warmer, filled with the clang of metal and the distant echo of dwarven songs. The stone underfoot is worn smooth by centuries of use, and the walls are adorned with carvings that tell the history of your people: battles won, kingdoms forged, and legends born from stone and sweat.

You take a moment to absorb the grandeur of the lobby. It's a vast chamber, alive with the hustle and bustle of dwarven life. Merchants haggle over precious stones, warriors share tales of their exploits, and artisans showcase their finest work. The scent of roasting meat and freshly baked bread wafts from a nearby tavern, mingling with the smoky tang of forge fires.

Now, as you acclimate to the lively surroundings, you consider your next move:

Options for Next Actions
A. Visit the Tavern: The aroma of food and the sound of raucous laughter draw you towards the tavern. It’s a place to gather information, meet other adventurers, or simply enjoy a hearty meal and a pint of the finest dwarven ale.

B. Explore the Market: Intrigued by the array of goods on display, you decide to wander through the market. It's an opportunity to purchase supplies, trade goods, or perhaps uncover rare items that could prove useful in your ventures.

C. Head to the Guild Hall: Knowing the importance of connections, you contemplate heading straight to the guild hall. It could be a chance to take on quests, learn of recent happenings, or even join a group of adventurers planning their next foray into the depths of the fortress or beyond.

Each choice leads down a different path, shaping your journey in the world of Deepdelve. The fortress is alive with possibilities, and your story is just beginning.

Spoiler: Your Inventory (click to show/hide)

33
Roll To Dodge / Re: Keyforged Adventurer's Guild
« on: November 22, 2023, 10:52:18 am »
I am sticking with the original rules for resolving encounters except if there are multiple characters of the same type they add their modifiers together. Bruv can lead The Unsung Heros to The Cultist Camp. Can we get a new headcount since it's been over a week? I'm trying to get this dungeon started while it's still morning.

34
Roll To Dodge / Deepdelve - A ChatGPT Forum Game
« on: November 19, 2023, 02:15:14 pm »
I'm using ChatGPT to run this forum game where the audience votes on the actions of the main character to explore a dwarven fortress. Expect some ai weirdness. We will see how this goes...

When an player action needs to be resolved we will use these rules rolled on a d6:
1) - Epic Fail. The action was not performed, and backfired horribly.
2) - Fail. Nothing happened.
3) - Partial Success. The exact degree of success is established by the GM.
4) - Success. The action was carried out adequately.
5) - Epic Success. The action succeeded in the most positive way possible.
6) - Overshot. The result was achieved, but with so much effort that there are unfortunate side effects.



The Dwarven Fortress of Deepdelve
Nestled in the heart of the Ironpeak Mountains, the fortress of Deepdelve stands as a monument to dwarven endurance and craftsmanship. Known as "Grondal-Khar" in the old Dwarvish tongue, Deepdelve has survived the ebb and flow of ages, its storied halls bearing witness to countless tales of valor and the unyielding spirit of its inhabitants.

History
Established in the bygone Era of Founders, Deepdelve was carved out by the esteemed Dwarven King Borin Stoutarm. It started as a humble settlement but quickly flourished into a fortress of great might and renown, renowned for its labyrinthine mines rich with ores and gems.

Culture
Deepdelve's dwarves are celebrated for their masterful artisanship, hearty feasts, and resonant folk songs. They uphold values of loyalty, craftsmanship, and strength. Ruled by King Balin Firebeard, a direct descendant of Borin, their society is a tapestry of ancient traditions and skilled artisans.

Economy
The economic lifeblood of Deepdelve revolves around its extensive mining operations and renowned craftsmanship. Artifacts forged in Deepdelve, be it weaponry or jewelry, are highly sought after in distant lands, making the fortress a bustling center for trade.

The Fortress Itself
An architectural wonder, Deepdelve features magnificent halls, towering columns, and expansive underground chambers. Its defenses are near impregnable, with myriad traps and steadfast warriors guarding its depths. Rumors speak of hidden chambers and secret treasures lying in wait for those daring enough to explore.



As you step through the towering gates of Deepdelve, the air changes from the crisp mountain chill to the warm, earthy scent of the underground halls. The sound of your footsteps echoes on the ancient stone floor, leading you to the bustling customs hall.

Before you stands a sturdy desk, behind which a burly dwarf with a braided beard looks up from his ledger. His eyes, sharp and assessing, quickly size you up. He gestures you forward with a nod, his voice a deep rumble echoing off the stone walls.



"Welcome to Deepdelve, traveler," he says, dipping his quill into an inkwell. "Before ye can venture further, I'll be needin' some particulars. Let's start with the basics, shall we?"

Information Required for Character Creation

1) Name and Title: "What's yer name, and do ye have a title ye go by? Folk here value names greatly, so choose wisely."

2) Race and Heritage: "Now, what kin are ye? A stout dwarf like meself, a nimble elf, or somethin' else? Your heritage speaks of yer strengths and the tales ye bring."

3) Profession and Skills: "What's yer trade? Are ye a warrior, a mage, or perhaps a crafty rogue? This will determine yer skills and how ye'll fare in Deepdelve."

4) Appearance: "How do ye look? The color of yer eyes, the build of yer body, the style of yer hair - all tell a story. Dwarves have a keen eye for detail, so be specific."

5) Equipment: "What do ye carry? A sword, a staff, or tools of a trade? In Deepdelve, what ye have at yer side can mean the difference between glory and the deep dark."

6) Background: "Every soul has a tale. What's yours? What brings ye to Deepdelve? Your past shapes your path forward and the adventures ye'll find."

7) Personality Traits: "Finally, what's in yer heart? Are ye bold, cunning, or wise? Your nature will guide yer decisions and the friendships ye'll forge within these walls."

35
Roll To Dodge / Re: Keyforged Adventurer's Guild
« on: November 16, 2023, 02:30:44 pm »
Here is that spreadsheet. I'm going to rework the way dice roles are resolved a bit. It's a bit convoluted right now. Once I figure that out we can do the cultist camp.

36
Roll To Dodge / Re: Keyforged Adventurer's Guild
« on: November 14, 2023, 11:18:14 pm »
Sorry, still not getting Bay12 notifications. I'll say this again, we can have more than 3 in a party with multiple people as the same role and multiclassed people filling multiple roles.

The tower was half finished when so it counted as half a dungeon for the purposes of leveling. I have a spreadsheet tracking this that I'll share tomorrow.

37
Forum Games and Roleplaying / Re: Keyforged Guild Hall
« on: November 13, 2023, 12:17:55 pm »
The Adventurer's Guild has discovered a new dungeon: a cultist camp in the east. We need all the help we can get to defeat the cultists!

38
Roll To Dodge / Re: Keyforged Adventurer's Guild
« on: November 13, 2023, 12:14:44 pm »


"While that's all being sorted out, on behalf of the Cartography Guild I am happy to inform the Adventuring Guild that they have met the qualifications for use of a second plot of land. This can be a building or landscaping. It can be for beautification or you can work it into your guild activities in some way. Where would you like, and what would you like to build?"


"I think we could use a vault for storing magic artifacts on B6. Best to keep the kobolds out of our business."

39
Roll To Dodge / Re: Keyforged Adventurer's Guild
« on: November 13, 2023, 12:12:07 pm »
A new dungeon has been discovered and I'm willing to GM!

Spoiler: Cultist Camp (click to show/hide)

I am going to mention this now that we have multiclassing and harder dungeons. Players who have leveled up into a second class can participate as multiple roles. Also we can have parties larger than 3 players. Players add their modifiers together if they have the same class. This will be necesary to finish some of these harder dungeons!


Bruv would like to join as a lvl 2 rogue.

40
Forum Games and Roleplaying / Re: Keyforged Outpost: Commander Ripclaw I
« on: November 12, 2023, 11:30:25 pm »

I will go hunting at Gorm's Maw.

41
Forum Games and Roleplaying / Re: Losing Is Fun - Part II
« on: November 11, 2023, 04:07:26 pm »
I'm experimenting with making fan art using Dalle-3 and ChatGPT.



FAN ART CHALLENGE

Use Dalle3 to make fan art of your favorite Losing is Fun characters and post them here!

42
Forum Games and Roleplaying / Re: Keyforged Guild Hall
« on: November 04, 2023, 03:33:39 pm »
Where'd you guys head off to this time?

Aywen lead another adventure to the Abandoned tower and this time they completed it. They found a lot of treasure which Aywen sold and split it with Garret and Elliot.

43
Forum Games and Roleplaying / Re: Keyforged Guild Hall
« on: November 02, 2023, 08:13:00 am »
Adventurer's Guild completed their expedition and got a lot of loot!

44
Roll To Dodge / Re: Keyforged Adventurer's Guild
« on: October 25, 2023, 01:51:20 pm »
If ya'll want to go back to the tower I will let a1s DM. Ya'll can set out when ever you are ready. I would consider it half a dungeon for the purposes of leveling.

45
Forum Games and Roleplaying / Re: Keyforged Guild Hall
« on: October 24, 2023, 10:46:26 pm »
Guild report from The Adventurer's Guild. We are preparing for another expedition. Bruv is trying to buy warm clothes to  facilitate a trip to the arctic caves in the North but no one has any furs to sell. The Alchemists Guild supplied us with 3 skin blistering potions. Not sure yet what we will do with those.

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