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Author Topic: You are in front of a dungeon  (Read 659 times)

cerapa

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You are in front of a dungeon
« on: September 22, 2014, 10:34:38 am »

You are a Mighty AdventurerTM, and you have the certificate to prove it, which you would read it aloud if you could actually read the writing on the damn thing. You believe it's in some gnome language or one of those magical pixie drawings. Pretty damn sure the damn thing is authentic though.

But in any case, you are currently at the entrance to the Dungeon of Salt. Named after the fact that it used to be a salt mine, before the incident with all salt in the kingdom turning into gold. Damn thing crashed the economy, but that's not very important at the moment. The dungeon is filled with all sorts of goblins and skeletons who took up residence after it was abandoned, but they shouldn't be too hard to handle. The entrance is lined with the skeletons of wild moose which the goblins hunt, and the dungeons insides are pretty dark except for the occasional torch.

Before you enter, you should probably take a look at what you have with you.

You currently have:
10 copper coins
1 Mighty AdventurerTM certificate
1 decent iron dagger of stabbing
Full set of leather armour of anti-stabbing

And a family heirloom/ancient artifact/clockwork clock/broom/warm coat of your choosing.


What is that thing you are lugging around, and how do you proceed?
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

Funk

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Re: You are in front of a dungeon
« Reply #1 on: September 22, 2014, 10:44:00 am »

We Hold our family heirloom the ancient sword Death-Hewer, a 7 foot blade of unbreakable and all most attainably sharp god steel.
We slice the door in half.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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escaped lurker

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Re: You are in front of a dungeon
« Reply #2 on: September 22, 2014, 11:07:24 am »

We hold our clockwork clock in our hands. While we need to re-wind it every two hours or so, it is quite accurate.

Seeing as it is - presumably - 8 o'clock, we knock on the door. We were, after all, hired for a security inspection. They wanted to focus their reaction against possible invaders, and we are glad to play that role for them.

( Oh wow, such bolding is just as obnoxious as I would remember it.  :P )
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cerapa

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Re: You are in front of a dungeon
« Reply #3 on: September 23, 2014, 01:57:59 pm »

Random.org rolls 1, Funk wins.



You hold the ancient sword Death-Hewer, which is as huge as it is sharp, which is ludicrously so. It is in fact so large and heavy that you move by dragging it behind you, leaving a large gap in the ground wherever you go. You have been thrown out of a few cities for digging up the roads, which hasn't been a pleasant experience. Quite handy for checking whether you have been somewhere before though.

In any case, you swing the gigantic hunk of steel at the entrance to the dungeon. Sadly your attempt at an impressive entry is ruined by the fact that there isn't a door there. You do cut the air in half though, which I guess is impressive in some way? [+1 Airslayer XP] The gigantic hunk of metal you call a sword lodges itself into the ground and you spend several minutes pulling it out.

Seemingly a goblin heard your grunting as you attempted to dislodge the ancient sword. It emerges from the darkness of the dungeon and approaches you with a spear. It looks quite nimble.

What do you do?
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.