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Author Topic: [SG] Fear the Night!  (Read 1585 times)

escaped lurker

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[SG] Fear the Night!
« on: March 27, 2017, 06:14:34 pm »

Fear the Night!


In recent years, you often thought about leaving home, carving out a place for yourself, looking for a partner, starting a family of your own – the works. 'Somenight. Somenight soon!', or so you told yourself.
With the cave entrance to your current family home blockaded by a blazing pyre, plus a thirty-strong host of heavily armed daylight races, it seems like that uncertain future night, might have come a bit sooner than expected.



~


Four handful of humans, some elves, dwarves and several halfbreeds, is the surprising reception that awaits you at your homestead. Some of the hosts weaponry is netted in black blood, and one elven mage keeps the fires' smoke billowing into the cave, but you aren't terribly worried about your family. For one, Nufghrin Terrorglazed, isn't a Shadow Ogre easily bested – with an age of over two centuries, father draws from an ample well of experience and skills. As for your mother, while she is "only" one of his consorts, she is greatly favoured for having borne him a trueborn night troll. While a bit unfair of a thought towards your aunts and lesser siblings, she would be one of the last in the family to be sacrificed.
The gross of your confidence though, lies in the fact that the cave in question once housed a mine. A mine, which breached the local caverns, and lies quite close to a nearby subterranean trade-route. Only a goblin host would be able to follow your family into there, and those know better than that. Since you were also the only one tasked with hunting for tonight, and the hostile group not seeming sneaky enough to get the drop on any of you either, you conclude that your family should be safe.

Still, attacking your home and family, you can't have that scum walk off completely unscathed. It isn't only about revenge, but also about night trolls having to uphold a repuation. Alright, it might be more about revenge, but still. You know the area, dawn is still a few hours away – and they are currently focused on the cave entrance. At the very least hounding them from a distance, would be an easy task, without much risk involved on your part. But first, you try to remember what your elders taught you.

The first point of order before approaching combat, is to always use or consider your abilities, as it will have the largest impact on all that follows. For fighting against your father – and by extension, the rest of your close family – these daylight creatures certainly have the right idea. The flames they lit are strong enough to make casting illusions hard work, and the cave, currently not sealed by a stone slab due to it being night-time, isn't going to help much with that either - provided that they keep pumping smoke into it. Or so they think. They did not seem to count on your appearance though.




Aah, yes. This, could work. As for the second lesson of your elders, it is to not enter into melee combat blindly, but with a goal. Achieve that goal, and withdraw to strike anew - that, is the night troll way. While it may seem cowardly, especially with all of your kind strong enough for several persons of other races, your race is accustomed to being out-numbered heavily. Just, as it is right now; Considering your own family as their enemy, the attacking low-lives have planned it all out. A spear-wall placed in front of the pyre, blocks the entrance to your former home. With your family having an ogre physique, they would have been hard-pressed to run through, much less even fight, in those goblin-sized tunnels.

You though, are out in the open – which not only leaves your body far more room, but also more tactics available, than a blind charge into several speartips.




The last point of interest for combat tactics, is, unsurprisingly, your own gender. Many a night troll has anguished in hindsight at killing a promising potential mate, and while you are unsure about taking someone from this particular batch, that is not all. The enemies reaction towards you, too, might also differ slightly depending upon your gender. This is primarily based on most races fielding a good deal more men into combat, the later often vying to protect the present womenfolk against possible abduction – or shivering in their boots at the thought of a lady troll abducting them instead.



Ducking behind a nearby glumprong with a chuckle – and taking the best treats from the deer you originally hunted for your family - plans slowly take form. Mmmh. Delicious Innards. You can't wait to have a taste from some of theirs, too. Before dawn breaks, so you decide, they will know...


Please complete the following;
We are a "Gender" "Night" "Troll".


Well then, I am pleased enough with this set-up, as to start it. I hope I made a good deal of different options available, without giving any unneccessary / redundant choices. My originaly planned "points for perks"-system, clearly wound up that way, and also too extensive for a SG. Eh. Either way.
Enjoy~
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escaped lurker

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Re: [SG] Fear the Night!
« Reply #1 on: March 27, 2017, 06:15:20 pm »

Just let me get in this placeholder. One will do~
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Shadowclaw777

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Re: [SG] Fear the Night!
« Reply #2 on: March 27, 2017, 06:25:31 pm »

We are a Male Terror Shadow Troll
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Puppyguard

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Re: [SG] Fear the Night!
« Reply #3 on: March 27, 2017, 08:22:27 pm »

We are a Male Terror Shadow Troll
+1

Do we get a name?
No wait, would that come later in dwarf fortress logic, after we kill someone?
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StrawBarrel

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Re: [SG] Fear the Night!
« Reply #4 on: March 27, 2017, 08:26:05 pm »

Night Trolls!

We are a Female Nightly Freak Umbral Troll.
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Prophet

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Re: [SG] Fear the Night!
« Reply #5 on: March 27, 2017, 11:35:25 pm »

We are a Male Nightly Freak Vile Troll.
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

escaped lurker

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Re: [SG] Fear the Night!
« Reply #6 on: March 28, 2017, 02:52:02 am »

So, I tried to be crafty with the name-setup, but it seems that this has backfired somewhat. Any "Nightly" for body type, and "Troll" for ability types, are placeholders for the other choice. My bad.

To translate, the current suggestions are;
Shadow Terror (M), 2 votes
Umbral Freak (F), 1 vote
Vile Freak (M), 1 vote

I'll get to work on the turn later today, with most of it detailing the situation enough that we can actually deal with it, so no rush~


Do we get a name?
No wait, would that come later in dwarf fortress logic, after we kill someone?
;3
Well, something like that.
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Ardent Debater

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Re: [SG] Fear the Night!
« Reply #7 on: March 28, 2017, 09:27:46 am »

We are a Vile Male Night Fiend Troll, and nigh unstoppable in battle!
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crazyabe

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Re: [SG] Fear the Night!
« Reply #8 on: March 28, 2017, 09:55:54 am »

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Weirdsound

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Re: [SG] Fear the Night!
« Reply #9 on: March 28, 2017, 05:38:36 pm »

PTW. I think I'll abstain from voting for character creation though. I like alot of the options.
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TheBiggerFish

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Re: [SG] Fear the Night!
« Reply #10 on: March 28, 2017, 05:41:12 pm »

PTW.
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escaped lurker

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Re: [SG] Fear the Night!
« Reply #11 on: March 28, 2017, 06:06:31 pm »

Quote from: Shadowclaw777, Puppyguard, crazyabe
We are a Male Shadow Terror

Fear the Night!
Male Shadow Terror, Son of Nufghrin Terrorglazed
Late Summer, The Putrid Foothills - Waning Moon, Five hours until dawn


Slowly circling around the enemy camp at a safe distance, has given you further insight into the intruders strength, and how to teach them a much-needed lesson. As for any attacks of opportunity, you have cut up their camp into three different layers.

The Entrance
Forming the backbone of their spear-wall, are three dwarves at the front. Two have placed tower-shields in front of them, while the one in the middle is clutching a two-handed war-hammer you'd rather not make contact with. Considering the especially heavy-seeming set of armour, this dwarf clearly appears to be a seasoned warrior, if not even a hammer lord of sorts. You'd rather not put that assumption to the test, unless it would be in single combat. Maybe not even then.
Much less impressive, are the ten spear-wielding humans which are bunched up behind them, the butt of their spears and all of their weight, firmly placed against the ground. Their leather equipment only looks two steps above what most militias tend to wear, which would make them easy targets were it not for their numbers.
Overall, their defence seems almost fool-proof – safe for their backs facing towards you.

Unless you plan to simply lob a few rocks at them, it would prove difficult to have at these fellows. If you were to attack them though, it should should seem like you want to help those they still think trapped inside.



The Pyre
Looking at it from a bit closer up, you can safely say that someone really, really hates your father. These madmen are burning featherwood, and while you doubt it to be weapon-grade material, even bad cuts of it have a rather high market value outside, nay, even inside of elven lands.
As for who might be so wasteful, it appears to you that it should be the two human knights clad in plate, emblazoned with their crest and colours of their respective houses. That, and plenty of the grey muck which fills the swampy parts around here, the nearest non-goblin villages half a week on horseback away, clearly showing on them.
They are attended by two swordsmen each, which share in their respective masters colours and emblems, though they are only decked out in chainmail. One of the two crests, you quickly recognize as belonging to a nearby human kingdom. Five years or so back, your family spent a few months plundering the borders there, just a while after the goblins attacked the other end of the country in full force. During that time, you also “might” have attacked his family home or somesuch, now that you think about it, because it was draped in the same symbol aplenty.
Also close to the fire, is the elven mage fanning the smoke, another human militiaman feeding the fire – and a human priestess with her less-than human acolytes. The later trio keeps close company to the two knights, a precaution that would make attacking any of them rather difficult. While you are too far away to make out the regalia or foci of their faith, you strongly presume them to be healers, and wouldn't be surprised if they knew how to weave light as well - The knights' pockets, certainly seem deep enough for it.

Stirring this beehive to quickly take out one or two targets of choice before retreating, might be possible - as long as it isn't one of the two knights.



Outer Perimeter
Spread out up to ten meters around the pyre, you count another four human skirmishers, armed with axes, and clothed in the same questionable leathers as their peers. Getting by them, would pose no big problem nor threat, their task more to alert the big-wigs within to any hostile presence approaching. By the scared stares they throw into the surrounding dark, they also seem to fear as much.
Heading the outer parts of their little defence, is a trio of elven rangers with composite bows and nocked arrows, which only look out with alert concentration. Were this not the putrid foothills, you might fear them detecting you, but these woods won't tell them anything.
Their contribution to this attack, isn't only their presence though. Two elven war-chariots, carved out of featherwood and previously driven by tamed cassowaries, are standing somewhat close to the entrance. They share a spot with two pompously decked-out horses, and the vehicles explain just how they ferried all that wood here.
The second surprise of the evening, also comes into sight in this area. Standing guard with his half-brethren, is an ιlblin hunter. One, which you know. While it would be news to you that anyone in the family ever had actual contact with him, you know about this hermit living about two leagues distance away from here. You thought he only was tending to his traps, but it seems selling deer and beakdog leather, wasn't profitable enough for him. Blatant treachery, just as one would expect of one of goblin blood – and the later wonder why night trolls never settle down into their lands.

Unless you plan to take out a specific target with your first, and only “true” surprise attack, disabling any of the four elf-blooded bow-users would cut down on their ranged potential, and possible guides out of this mess.





Impossible. After mulling it over, that is your verdict. While it isn't the first time that you have killed sentient folk, you can't envision to take out all of those gathered here. Killing a few of them, though, is more than possible.

Your options, include the following;

Greet them with a surprise!
While the elves are sure to detect your approach before you come into melee range, you can easily cloak yourself in an illusion to trick them. Appearing as an indistinguishable member of your own family, is one of your commonly used tricks, and would see them targeting half of a body which isn't even there. They are sure to wise up to this after your first attack though, as the fire is too bright as to not mess with your illusions.

Let them play with the shadows!
Nufghrin Terrorglazed and his family, are infamous for appearing as other creatures, or even other night trolls – it also is the method by which he hid you and a previous true-blooded sibling so well into adulthood. You could forego any illusion on yourself altogether, have a shadow play as one of your family, and be presumed to be an illusion, or a cloaked shadow ogre, until you get up close. Unnerving them with jeers from the surrounding darkness, is also in the cards – albeit not the best first move you could throw at them.

Throw boulders at them!
A simple, time-honoured tradition of night-trolls, is the throwing of rocks to engage in ranged combat. You were also trained in these arts, and with the current throwing-range nearby, you also have an ample supply of projectiles at hand – though getting enough of them here, would still take some time. You can easily carry five sizeable, throw-worthy boulders here, and it should only take ten minutes per trip. For actually throwing them, you'd be well within the elves' weapon range - but still outside of their sight.

Spook their mounts!
With the vast majority of your enemies being here on foot, this would not hurt them all too much, unless it is to stop the chance of their pursuit of you. The animals would also be sure to make quite a ruckus, possibly even breaking up their lines, and add to the chance of having them descend into chaos.

Snatch away one of them!
There are several targets that might just interest you in their group, and nothing should rile them up more than you gaining any hostage – of sorts.
While all of the elven rangers look feminine, one of them assuredly is. She appears to be at least sixty years old – still young for an elf, and gives the occasional tweeted instruction to the cassowaries.
The human priestess, seems younger than thirty to you, would leave them without their main healer, and might even leave them unable or even more hard-pressed to purify your poison. If she knows any light magic though, this could become a painful affair.
While barking back something at the nobles, you are sure you saw it – the presumed hammer lord, has no beard. You could, in theory, clamber up over the spears, jump down in front of the dwarves, and... quite possibly get yourself killed by her.
That damned ιlblin traitor! Snatch him, bundle him up, and take him to the nearest tower after this night blows over. Goblins, don't give out light sentences to traitors, even if they are half-bloods – his death, surely wouldn't come quick nor easy.
If you just plan on doing so for the shock value, there also is a woman or three among the nondescript human troops.



My plan went from "today evening" to "tomorrow early morning" somewhere while writing this. The situation seemed so much easier in my head, than jotted down in writing. Go figure~
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crazyabe

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Re: [SG] Fear the Night!
« Reply #12 on: March 28, 2017, 06:14:12 pm »

Grab their Healer, and Keep a Hand over her mouth however we run from here!
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Shadowclaw777

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Re: [SG] Fear the Night!
« Reply #13 on: March 28, 2017, 06:27:31 pm »

Grab their Healer, and Keep a Hand over her mouth however we run from here!
+1, Hostage Techniques are ago! Could we also "create" a shadow ogre as a bodyguard as well so that we seem even more intimidating. Our double-jointed limbs and acid will surely make this women fear for her life, these people are probably chivalrous and couldn't attempt any risky maneuvers for this precious thing they call "life".
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Puppyguard

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Re: [SG] Fear the Night!
« Reply #14 on: March 28, 2017, 06:43:51 pm »

Grab their Healer, and Keep a Hand over her mouth however we run from here!
+1, Hostage Techniques are ago! Could we also "create" a shadow ogre as a bodyguard as well so that we seem even more intimidating. Our double-jointed limbs and acid will surely make this women fear for her life, these people are probably chivalrous and couldn't attempt any risky maneuvers for this precious thing they call "life".

+1
When they see us running away, (and they will, once we're far enough.) the trolls inside the cave will be able to strike.
« Last Edit: March 29, 2017, 03:51:51 pm by Puppyguard »
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