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Author Topic: D&D with the skulking filth  (Read 4186 times)

jellsprout

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Re: D&D with the skulking filth
« Reply #30 on: January 04, 2011, 03:03:36 pm »

An abandoned fortress with hundreds of kittens roaming the hallways, where time is magically slowed down to a crawl.

Engravings of a legendary lead thong, menacing with spikes of cat leather.
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"Having been equipped with tracking collars so their migration and survival in the wild can be measured, the young Sea Serpent is released into the wild.  It is hoped that this captive breeding program will boost their terribly low population numbers and eventually see them removed from the endangered species list..."

Maklak

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Re: D&D with the skulking filth
« Reply #31 on: January 04, 2011, 04:17:26 pm »

Good God. I hope the players have at least played Dwarf Fortress.

I hope they didn't. Much more fun for the GM and surprises for players that way.  :D

I was more thinking along the lines of a campagin as caravan guards visiting variuos fortresses rather than all the !fun! at once. I especially wouldn't throw clowns at them the first time. Some monstrosities from caverns should be enough. Also, considering when snatchers and thieves come, I'd go for a 2 year fort with 40 dwarfs and 10 somewhat incompetent military plus a few traps. A big fort with brached HFS, corridors of death, over a hundred dwarves and war animals is too much overkill (challeng rating, whatever). Exploring ruins of a fallen fortress to plunder its riches would also make for a good campagin, but for humans / dwarfs.
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Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
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Vertigon

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Re: D&D with the skulking filth
« Reply #32 on: January 04, 2011, 04:51:28 pm »

FPS should be crazy low, and everything on the map that moves does it crazy slow.
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Cruxador

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Re: D&D with the skulking filth
« Reply #33 on: January 05, 2011, 01:31:06 am »

In the lower levels, there were gremlin-trap levers. What could honour Gygax's memory more than having levers around who's only function is to kill their operator?
In the lower levels? No, put them in the most finely appointed rooms.
Or, hell, do both.
3.5, eh. What are your thoughts on pathfinder, then?
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Maklak

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Re: D&D with the skulking filth
« Reply #34 on: January 17, 2011, 04:28:55 pm »

So? How did it go?
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

Groveller

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Re: D&D with the skulking filth
« Reply #35 on: January 18, 2011, 02:56:32 am »

Curious about the result, too.
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Gatleos

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plisskin

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Re: D&D with the skulking filth
« Reply #38 on: January 22, 2011, 01:47:16 pm »

Play a game through until your fort goes down in inevitable flames. Take screenies throughout and use one stage or another of the fort's progress as the "example" state for the adventure.

It would be cool to set the campaign at the same time as a horrible fort catastrophe, such as the dorfs striking the HFS as the players are sneaking in. Use the artifacts your dorfs crafted in-game as shinies for the players to nick off with. Make it possible for the players to use the fortress' defenses against it aka lots of levers.

Man, good seed for a game. Running a basic dungeon run based on returning to a failed fort in adventurer mode would be good too.
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