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Messages - Xvareon

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16
Forum Games and Roleplaying / Re: Deadly Dungeon Crawl
« on: May 01, 2023, 06:43:51 pm »
Our story begins with a party of four adventurers, seeking fame and fortune within the ruins of an ancient civilization. They were brave souls, to be sure, for the ruin they entered was not for the faint of heart. It was said that evil spirits haunted its halls, and that those who dared to venture within would never return. Despite the warnings, the adventurers pressed on. They descended deeper and deeper into the ruins, uncovering forgotten secrets and hidden treasures... treasures that seemed to be left there as if the residents were simply away on a journey, for the only bodies or skeletons they found bore all-too-familiar clothes and markings of places and beliefs one today could identify. But their greed proved to be their downfall, for they soon found themselves trapped in a locked room with no way out...
...no way out...

...and as their campfire sputters in the center of the eerie stone chamber, the spirits within whisper to them, one by one...
THERE IS NO ESCAPE EXCEPT THROUGH BLOOD

-----

You sit in a rough circle around a darkening fire, the shadows cast by your bodies playing on the walls like oil and water. Four stone walls mark an impenetrable box, furnished all about with stretching racks, an iron maiden with its spikes covered in red, and long-rusted torture implements lying in a half-collapsed wooden rack. In a corner, a set of chains bolted to the stone wall rattle without a hand touching them. Thrrik. Thrrik. An immense and heavy 'wooden' door bars the only way out, no blade or spell able to so much as scratch its surface. There is no way out. ...or is there...?

THEY ARE WEAK. YOU ARE STRONG. CRUSH THEM!

-----ONLY ONE HUMAN CAN LEAVE-----

Spoiler: Lem, the Summoner (click to show/hide)
Spoiler: Tim, the Pyromancer (click to show/hide)
Spoiler: RULES: COMBAT (click to show/hide)

17
You're trapped in a dungeon with no way out—except through each other!

The four of you got caught in a horrible, eldritch dungeon while on a quest, and the evil forces within have snared you in their grasp! There's only one way out, and ONLY ONE of you can escape—by leaving everyone else behind! But the ones who are left can regain their precious humanity by murdering the last human, taking their body and continuing on! Who will be the Ghost with the Most? Will you tear your way through the slavering hordes and escape, or be lost forever?

Running this as a test for a combat & game system I plan to use in another game later. This is a dry run, so I really don't care much if you guys go absolutely bonkers with actions and powers. In fact, I encourage it. The only objective here is to ESCAPE AS THE HUMAN. If you are NOT the human, you are a Ghost, and your job is to MURDER the human to BECOME the human and ESCAPE.

Spoiler: RULES TO START (click to show/hide)


Write-in to join below! All of you will start as HUMAN. But ONLY ONE can leave the first room!

18
We just call it "Forest Tunnel" and call it a day. I shrug and just move on to name the next interesting terrain feature we find. No need to 'resolve' anything.

19
Yes, and yes. Petrichor for the colony, and Greengate-1122 for the tunnel we found to the wooded space beneath us. I plan to use similar designations for other interesting terrain features.

20
Quote from: Votebox
Collect rocks/minerals/gemstones for a zen garden (1) - Xvareon

21
I feel like Phryne might have her hands full. She's just going to continue keeping an eye on operations, assisting with anyone who wants to visit the forest tunnel—by the way, I'm going to tentatively name that loosely according to the Galactic Star Charts standard for classifying celestial bodies. Greengate-1122. The format normally goes... Size:Temperature:Atmosphere:Water. Here it's Greengate for notable feature, i.e. gateway to the forest, then... Size 1(human-passable):Length 1 (crossable in less than a day):Hazard 2 (at least marginal human presence but neither actively secured nor fully explored):Water 2 (no obvious sources, groundwater only).

While I'm generally being helpful and protective, Phryne is also going to use her free time to make something... impractical, for a change. She will assemble... a rock collection.

Well, okay, not 100% that. But, like, I'm imagining a circular bowl-shaped depression carved out of the shale around base, filled with a thin layer of sand, and then a nice zen garden of various stones. I want to collect some quartz and ruby if I can, not much, just pocket it to add to this collection. I'll use any nicely-shaped shale, sandstone, or even erosion-carved creekstones I can find. I'll have little cairns of rocks with pointy shards of quartz sticking out of the points where they meet.

22
I propose to name our colony site Petrichor, after the pleasant smell generated when fresh rainfall strikes ground that's been dry for some time. It's rather fitting, considering we're in the badlands.

23
I reiterate my earlier call to prospect for farmland. We have mushrooms, but we could really use more. We should establish some infrastructure near the base for now that can experimentally grow a few different plants in at least semi-controlled conditions. I want to see how Earth plants like beans and tomatoes do here, and also, break ground for any other promising specimens we find in the environment. It's not necessarily my specialty to do this, but Phryne doesn't mind heavy labor at all.
Quote from: Votebox
Develop farming infrastructure: (1) - Xvareon

24
I would like to point out that our inventory is explicitly stated to have materials suitable for making explosives. If we want to expedite creating a ramp, I can set bombs (pretty sure that's a Defense specialty) to trigger a landslide or similar.

25
I just want to say, GM, I'm kinda awed and inspired you're putting in so much effort with all these charts, maps, pics and whatnot. It makes this stand out from other forum games, that's for sure. Just putting my two cents out there.

Now then, exploration. We know the... "Pteroleons" can be friendly, even enough to bring us food to eat. I have to wonder if they would've eaten that big turnip themselves, or if they had an inkling we could from observing us and were just being nice. Our water situation is semi-stable, and we have some shelter, though our food supply is yet weak. I have some ideas to fix the latter, but that'll probably have to wait until the Exploitation phase. One thing I definitely want to do is make a water cistern, basically a well dug into the shale so we have secure supplies if for some reason the line to the creek is interrupted. But that's all for later.

I'd like to start looking for ways to make the local environment work for us. If we're in these badlands for a while, there's no reason we can't tweak things a bit. Search for spots where water collects. Soil-and-sediment hollows that don't get swept by wind and are closer to groundwater. Points where we might be able to divert a bit of the creek and use it to irrigate soil. We should have several samples of hardy Earth plants in our gene bank—kernsa (a grain that thrives in hot climates), cacti, agave, tomatoes, etc. I want to look into any good spots for tillage nearby.
Quote from: Votebox
Search for farming spots nearby: (1) - Xvareon

26
A tentacled creature that seems to prey on these flying beasts, who don't resist at all? Yet they seemed agitated at first? Okay, barring this is somehow part of their life cycle—highly unlikely—that smacks of some kind of control mechanism to me. The drone didn't measurably pick up any sound, so perhaps it's based on scent, light, or something else. That would indicate a creature capable of gearing its hunting mechanism to different species, which means they might be able to do it to humans as well, if they had a sample to work with. I'm going to name this creature the Lorelei, after the mythological beast from Germanic folklore on Earth that lured river bargers to dash their boats on rocks. I hesitate to use "Siren" only because we don't fully understand it yet. I'm also flagging the area we spotted those tentacles in as extremely dangerous. Please note that on the map, GM. Thank you.

Did our cameras pick up any detail at all about this "giant bioluminous thing" we saw come near? Roughly how big was it relative to the other glowing bug-things? Was it the same color? Did it wobble as if having trouble with weight, or was it steady?

27
Changing my vote, then. Defense-related, I still want to look into sound emitter devices powered by our lamp posts that could be used to try and communicate with or scare away these creatures, and others that rely on sound. Research that if possible. It should just be as simple as amplifier circuits, a speaker, and remote radio control.

Oh, there's also one thing I want to point out for when we access the wetlands, since that might give us a new source of iron if my guess is right. One that humans have used for millennia.

Bog iron

Quote from: Votebox
Keep the light posts on: (2) - Xvareon, mightymushroom
Turn the lights off to stop attracting bugs: (0)

Harvest trees & research wood: (0)
Passive study pteroleons: (2) - mm, Xvareon
    ancillary: design sound emitters for communication & deterrent: (1) - Xvareon
Prototype helper robots: (0)

28
I would honestly prefer to just help out with whoever seems to have the better idea. I agree that going out for wood may not be the wisest thing to try at this stage, at least not until we do some more exploration. Messing with our extremely limited and precious exoskeletons by trying to slave them to remote/autonomous control, though... are we sure we want to do that now? I'd be left without an asset if trouble strikes. I don't really see that it'd effect a real difference vs. just having me work with it on projects.

29
I think the most important thing to look into research-wise now is construction materials, actually. We're definitely going to run out of things we can reasonably improvise off the ship. Let's try to come up with something for making both temporary and permanent structures—enclosures for plants and wildlife, panic bunkers we can run into in case of weather or wildlife attacks, fences, and so on.

In review, wood and stone seem most common. We can potentially make concrete, but making a production line for it at reasonable scale would break us at this stage. Metal is out until we find ore veins. So, let's start with trees. We can use the Quad to haul wood on a travois, which is a sled attached to the back, and we have training ropes we can use to tie it with. Let's go out and cut a decent quantity of it and start figuring out what we're dealing with.

How strong is the wood? What are its properties? Does it behave like Earth trees or somehow differently? I basically just want to cut trees (Phryne's exoekeleton will help A LOT here, she's practically made for this stuff). I want to test (varieties if possible) to see if the wood's good for construction. Wood can make buildings, but also sharpened stakes for defense, storage crates & pallets for other things we find, and so on.

EDIT: I would also add to bring a laser gun, and to be ready to abort mission and drive off quickly if our activities disturb those giant creatures somehow. We can't afford to lose the Quad to some stomping elephant-ape.

Quote from: Votebox
Keep the light posts on: (2) - Xvareon, mightymushroom
Turn the lights off to stop attracting bugs: (0)

Harvest trees & research wood: (1) - Xvareon


30
"I agree. That's on you. Let me know if you need help with a... delivery system, or whatever. Even so, I'm keeping an eye on them."

(( Will think of something later. Sorry I didn't vote earlier, I got really distracted. ))

Quote from: Votebox
Keep the light posts on: (1) - Xvareon
Turn the lights off to stop attracting bugs: (0)

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