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Author Topic: RTD - Escape the Dwarves, Turn 18. Aqizzar dooms us all!  (Read 28750 times)

Nirur Torir

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RTD - Escape the Dwarves, Turn 18. Aqizzar dooms us all!
« on: December 02, 2008, 03:45:06 pm »

Game is full for now.

The Dwarf Fortress world part of Sean’s Multiworld Madness RTD has inspired me. Now I shall try something that will probably make the DF community ostracize me: the players in this RTD will be part of an elf caravan, escaping from a fairly standard Dwarf Fortress (With the exceptions of no kitten-based economy, and no massive corridors of weapon traps).

The rules are a bit different for this one, and are as follows:
The game will use a fairly standard DF universe with the newest version (28_181_40d), so no transcending into a deity or doing anything else that completely breaks the universe. Merchants need not eat or sleep. Death is permanent; no ghosts. Magic is allowed, but limited in effect. You're not here to become a legendary nature mage.
If you fail to post an action within 24 hours of the turn going up and do not have an action cued up, you’ll probably be on AI for that turn. I’ll use standard D6 AIs, which won’t be listed here unless it is requested.
The fortress will be pre-planned. Digging through a wall might or might not lead to somewhere useful, even with a 9.
Unless there is an outcry against it, I’ll be using a D10 instead of a D6. Most actions will be of normal difficulty, with the following scale:
1-Critical Failure (While climbing up stairs, you fell down to the bottom and broke your legs.)
2-Total Failure (You fell down a level, but only suffered some bruises)
3,4-Minor Failure (You forgot what you were doing because a fluffy wambler crossed your path)
5-Partial success (You climbed up half a level)
6,7-Minor Success (You climbed up a level)
8-Success (You climbed two levels, and are now where you wanted to be)
9-Perfect (You not only climbed up two levels, you found a secret compartment at the top)
10-Overshot (Racing up the steps, you go up three levels, run into a wall, and break your nose)
If you are unsure of the difficulty of an action, feel free to ask. Convincing a champion swordsdwarf fortress guard to ignore you would be much harder then getting a drunk sober to let you pass. A D10 system allows for more bonuses (or negatives). A 1 always fails, and will critically fail if a 2 could fail. Likewise, a 10 always succeeds, and overshots if a 9 could succeed. Each player gets a major and minor action each turn. Minor actions generally don’t require rolls or much concentration, such as putting a belt on or walking through an already explored small-medium room. Minor actions must come first, if it is used.

If at least four people vote YES, than one random player will be a spy from a third kingdom. The spy will remain secret, generally mucking things up (perhaps pulling a strange lever while everybody else is on a metal bridge over magma). The spy’s goal is to prevent the elves from conquering the dwarves, as that would upset the balance of power. His/her civilization is not allied with either the dwarves or the elves, and he will probably be tortured and killed if he is caught by either faction. I’m not really sure how this would work out, but it might be fun and add to the chaos.

The situation thus far: You are part of an elf caravan, from the civilization of The Forest of Agony. The Fermented Mushroom, a dwarven civilization, has grown increasingly hostile. Your mission is to attempt peaceful diplomatic negotiations at a key fortress, Nazushmigrur, which guards the easiest way into their lands. There is a new administrator there who will surely see the wisdom in an alliance. Should that fail, try to find out as many weaknesses as possible in their fortress, and get out.

Upon reaching the fortress of Nazushmigrur, two dwarves wave you over and lead your caravan into a fairly small passage in the side of the mountain. After what feels like hours of walking through a long, twisting corridor, you finally arrive at a trade depot. The dwarven escorts say to rest here, that the trader is busy, and that he will be with you within the season. One of them mentions ale, and they leave through the southern door. After a few minutes, a massive crash can be heard! Dust fills the room. Looking around, you notice that the corridor where you arrived has collapsed!

This looks bad for your mission of peace. In the room are your six companions, horses with your trade goods, and two bins along the south wall. The walls are lit by a bioluminescent fungus. There are two doors, both along the east wall, with one to the north and one to the south. You entered from the west.

When joining, please state your race, job, spy vote, and first action. PM me if interested in the chance of randomly being chosen a spy. Anyone may join, so long as they are willing to be from an elf civilization.
Races: Elf (+1 dodge, +1 animal friend [lowers chance of animal attacks, even from trained animals], -1 toughness)
Dwarf (+1 toughness, +1 find trap, -1 agi, can dig with a pick)
Human (+1 to hit with a weapon, can use large weapons such as claymores)
Goblin (+1 to damage with a weapon, can see in the dark)
Kobold (+1 to dodge, +1 to sneak, -1 strength, cannot communicate with those not in the party, only one allowed [What good is a merchant caravan that cannot communicate?])

The jobs:
Merchant (+1 communication, +1 starting horse with 3-6 unidentified goods)
Guard (+1 with 1 weapon skill, starts with that weapon, starts with leather armor and a buckler, giving +1 damage absorption and +1 dodge.)
Thief (+1 sneak, +1 stealing, starts with a dagger)
Three jobs seems rather small, but I can’t think of anything else that would be on a caravan, so other jobs are allowed as well.

The Kobold will be a thief, and there needs to be at least two merchants or two will be picked at random. The Kobold has been taken.

The players are:
1- Frelock, Kobold Thief
2- Andrea, Human Merchant
3- Sean Mirrsen, Human Guard
4- Aqizzar, Dwarf Thief
5- Inaluct, Elf Thief
6- Armok, Elf Merchant
7- DF Newb, Elf Merchant
8- Tylui, Human Guard named Nulo Firebrands (He really wanted in, and I'm feeling nice. It's December, Christmas month)

I'll try to update daily, please do not join if you will frequently be using AI. Three AI uses in a row will allow another player to take your place. If any NPCs are convinced to join, they might allow a new player to join.

Edits due to forgetfulness: The spy is randomly chosen from the pool of people who PMed me asking to be the spy.

Do not try to loot everything. You will become heavily burdened, unable to move, and somebody will be sure to notice the loss of their *pig tail socks*.

Merchants start with 3-6 random trade goods on their horse.

Game is full for now.
« Last Edit: February 11, 2009, 06:53:52 pm by Nirur Torir »
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Frelock

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #1 on: December 02, 2008, 03:59:29 pm »

I'll take the kobold thief!  And definitely vote yes for the spy.
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Nirur Torir

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #2 on: December 02, 2008, 04:06:55 pm »

Alright, Frelock got the kobold. I forgot to mention that an action should be stated as well. I proofread that wall of text three times and still left that out. I wonder what else I forgot.
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andrea

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #3 on: December 02, 2008, 04:15:06 pm »

human merchant, i vote yes for spy and i examine the goods we have , trying to find something that might be useful.

Sean Mirrsen

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #4 on: December 02, 2008, 04:16:46 pm »

I'm not sure I want to, but let's say I take a human guard. With a whip. If I can get a fedora hat to go with it, it'll be great. I examine the area, searching for hidden walls and switches, but do NOT push/open them if I find them!!!

I'm not sure I want a spy, but it might be interesting, so yes is my vote.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Aqizzar

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #5 on: December 02, 2008, 04:58:16 pm »

What the hell, why not do an RTD.

I'll take a Dwarven Thief.  First action - try to sneak into the fortress proper and blend in.  And Votin' Yes On Spies.
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inaluct

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #6 on: December 02, 2008, 05:01:18 pm »

Sign me up with Inaluct, Elf Thief.
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Nirur Torir

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #7 on: December 02, 2008, 05:03:02 pm »

Keep in mind that you were raised by elves, and have their mannerisms, clothing, and accent. Of course, only the dice will know for sure if you succeed in blending in. Don't get too far ahead, it'd be bad if you ran into somebody who recognized you as a spy while there were no friendlies around.

Edited for clarity
« Last Edit: December 02, 2008, 05:27:52 pm by Nirur Torir »
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inaluct

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #8 on: December 02, 2008, 05:10:41 pm »

Yeah, consider an elf, guys.

Anyway, you can change my class to Merchant if no one else picks that, Nirur. I also vote yes of the spy proposition.

Great idea, here, by the way. Providing actual races and classes in a RTD could catch on.
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andrea

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #9 on: December 02, 2008, 05:18:35 pm »

nice to have a dwarf in the team. if we get a pick...

Nirur Torir

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #10 on: December 02, 2008, 05:29:02 pm »

Yeah, consider an elf, guys.

Anyway, you can change my class to Merchant if no one else picks that, Nirur. I also vote yes of the spy proposition.

Great idea, here, by the way. Providing actual races and classes in a RTD could catch on.

Thanks. Mostly, I was copying Sean's races and Zako's traits. I'm not sure how popular this RTD would be if I forced everybody to play as elf merchants. Also, nobody has PMed me about being a spy yet, despite everybody voting for it.
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Armok

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #11 on: December 02, 2008, 06:11:43 pm »

Reserved! probably, I'm posting this so fast I haven't read the setting yet.

Edit: ok, I'm an elven merchant, my action is shouting desperately until I see a dwarf, if I do I follow and stand over it watching it sleep or whatever it does. If I see something wooden I scream out in terror.
« Last Edit: December 02, 2008, 07:34:18 pm by Armok »
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DFNewb

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #12 on: December 02, 2008, 06:38:13 pm »

this looks like fun... I will join
sign me up as a elf Merchant
I vote yes on the spy thing and my first action is to go explore through the north door.



I just have a question are we using DF physics?
« Last Edit: December 02, 2008, 07:03:13 pm by DF newb »
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A_Fey_Dwarf

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #13 on: December 02, 2008, 06:49:19 pm »

I'll join,

Give me an elven guard with bow, I'll vote yes to a spy.


e:Oh it looks like there are too many players, If anyone changes their mind ill take their place...
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qwertyuiopas

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Re: RTD - Escape the Dwarves, Turn 1
« Reply #14 on: December 02, 2008, 06:51:15 pm »

Is there space left?

If so(unlikely, but still, if so) I'll oin as a dwarf theif.
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