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Author Topic: Bay 12 Plays Candyland  (Read 2325 times)

Sensei

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Bay 12 Plays Candyland
« on: September 17, 2015, 08:05:21 pm »

Welcome to

Bay 12 Plays


This will be a cooperative suggestion game! Each turn, you will draw a card and advance together. When you reach the end of the board to find King Kandy, everybody wins!

However, it will not be that easy. The road to King Kandy is perilous. This land is forbidden- few people who sail to its shore ever return. But you cannot turn back, you would never have come if it were not a matter of life and death.

In your home kingdom, the great land of Marburg, your king took it upon himself to outlaw candy. Too many people, he said, had their bodies sickened and their teeth blackened by sugar cane and its many derivatives. Within a week, strange events began to occur- entire crops of wheat turned to sugarcane. Bakers unlocked their stores in the morning to find bags full of powdered sugar instead of flour. Gummy worms crawl in the soil, and cattle are slaughtered only to bleed strawberry jam.. Some of the people who ate this cursed sugar were found gone from their beds, replaced only with a strikingly perfect hard-candy sculpture of themselves. The King awoke one day to find his own wife the Queen, nothing but a sculpture, frozen in place tasting from a hidden bag of sugar in the pantry.

Thus the king chose 100 men and women, you among them, to sail a ship to the shores of Candyland. Your goal is to find King Kandy, and ask, beg or force him to lift the candy curse from Marburg. Your need is dire, more of your people are turned to candy or die of famine each day. You have a large supply of precious un-cursed jerky, hard tack and other foods, as well as tools and weapons. You complete list of supplies follows:

-100 Men
-Food enough for everyone
-Climbing tools
-Swords, axes, shields, bows etc
-10 Muskets
-50 Tents (two men to a tent)
-Firewood, with flint and steel
-Compasses
-Carts and mules
-Hand tools (saws, hammers and nails)
-Waterskins
-Clothes for hot and cold weather
-Medicine
-1 Telescope
-1 Mirror
-A crude map (below)

Spoiler (click to show/hide)

For the majority of the game, I will draw from a deck of cards to determine where on the map you move to next. There are cards of each color, and they will move you forward to the next colored space. Cards with two colored blocks on them move you forward to the second space of that color. There are also cards which take you to specific locations. On each space you will have an encounter which you must overcome. The themes of these encounters are:

-Red: Monsters or animals which block your path
-Purple: Riddles and puzzles
-Yellow: Strange artifacts
-Blue: Navigational hazards
-Orange: Intelligent people or creatures, who might be friend or foe
-Green: Chances to resupply and craft

You, the players, are the leadership of this expedition, and will have to suggest how to deal with each encounter before drawing the next card. You can vote on suggestions, or I will just pick a suggestion I like. There may or may not be dice rolls, I reserve the right to be capricious and inconsistent.

Now, your first decision: You and the entire crew are on your ship, having spotted the shores of candyland. There is a rocky cliff, with a sort of natural harbor where perhaps supplies can be roped up directly. There is also a flat beach, leading into a grassy plain of trees with purple fruit. No doubt the ship cannot come to close to the beach, you will have to put her to anchor and move everything by rowboat.

Welcome, to Candyland. What will you do?
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IronyOwl

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Re: Bay 12 Plays Candyland
« Reply #1 on: September 17, 2015, 08:23:06 pm »

I mistrust the harbor and those cliffs. Perhaps it's just paranoia, but I'd prefer to do this the hard way and land on the beach.
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birdy51

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Re: Bay 12 Plays Candyland
« Reply #2 on: September 17, 2015, 08:31:28 pm »

I am in accord with this venture.

We cannot trust that the Candylandians will be sweet and merciful us. No! They don not have eyes of mercy. With enemies in every corner, I must second Ironyowl's course of action.

Storm the Beaches!
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Scottsman

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Re: Bay 12 Plays Candyland
« Reply #3 on: September 17, 2015, 10:49:39 pm »

I say head for the cliffs. Given the rough nature of our destination, the beaches might very well be just as perilous if not more. With the cliffs, the danger is obvious, and the reward is so much

sweeter.
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evictedSaint

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Re: Bay 12 Plays Candyland
« Reply #4 on: September 18, 2015, 01:21:07 am »

Candy Land forum game, huh? 
Spoiler (click to show/hide)

+1 to cliffs.  The road ahead is perilous, and we'll need every shortcut and advantage we can get.

helmacon

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Re: Bay 12 Plays Candyland
« Reply #5 on: September 18, 2015, 01:29:22 am »

Send a small group of men by boat to scout the cliff tops; if they signal us all clear, use the cliffs. If the run screaming and dive off the edges of the cliff, use the beach.
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Harry Baldman

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Re: Bay 12 Plays Candyland
« Reply #6 on: September 18, 2015, 01:31:28 am »

Send a small group of men by boat to scout the cliff tops; if they signal us all clear, use the cliffs. If the run screaming and dive off the edges of the cliff, use the beach.

'Strewth! This man has the right idea!
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Andres

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Re: Bay 12 Plays Candyland
« Reply #7 on: September 18, 2015, 01:32:34 am »

I say head for the cliffs. Given the rough nature of our destination, the beaches might very well be just as perilous if not more. With the cliffs, the danger is obvious, and the reward is so much

sweeter.
You deserve to die for this joke alone.
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evictedSaint

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Re: Bay 12 Plays Candyland
« Reply #8 on: September 18, 2015, 01:50:13 am »

Send a small group of men by boat to scout the cliff tops; if they signal us all clear, use the cliffs. If the run screaming and dive off the edges of the cliff, use the beach.

'Strewth! This man has the right idea!

I retract my former suggestion and put my support into this idea.

Harry Baldman

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Re: Bay 12 Plays Candyland
« Reply #9 on: September 18, 2015, 03:56:02 am »

Perhaps send just two fellows, though. One to fatally discover the danger and the other to run straight back and inform us before getting killed.
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Powder Miner

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Re: Bay 12 Plays Candyland
« Reply #10 on: September 18, 2015, 05:50:24 am »

Are we perhaps Francisco Pisouro?
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Andres

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Re: Bay 12 Plays Candyland
« Reply #11 on: September 18, 2015, 06:55:28 am »

Send a small group of men by boat to scout the cliff tops; if they signal us all clear, use the cliffs. If the run screaming and dive off the edges of the cliff, use the beach.

'Strewth! This man has the right idea!

I retract my former suggestion and put my support into this idea.
+1
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Sensei

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Re: Bay 12 Plays Candyland
« Reply #12 on: September 18, 2015, 06:59:39 am »

You elect to send two men on a boat to the cliff. They bump up against the rocky shore, where the waves splash against the sharp jags and crevices. One of the men, after a minute or two of trying, manages to start the climb up. The other, more portly crewman slips and falls before getting far at all, and decides to stay in the boat rather than risk climbing. After about an hour, he has made his way up to the top, where he ties a rope around a tree and waves an 'ok' signal. Your helmsman brings the ship up close to the side of the cliff. When you look down over the railing, the little rowboat is empty- the portly crewman is nowhere to be seen, though he was only out of your sight for a minute. Something stirs in the water. Another crewman ties a rope to himself and dives into the water, but emerges a minute later having seen nothing but sharp rocks and a sea of kelp ("soft, chewy and sweet kelp, it was, by the way.") There is nothing to do but begin raising crates and men ashore. Another hour later, a couple dozen men are up the cliff, and more goods and men are being raised with ropes slung over the branches. The sun sinks in the sky, turning the sea orange and red, torches are lit on the deck. The ship bucks suddenly in the water- not a wave in sight, only ripples from the hull. The crew redoubles their efforts to raise everything out of the ship as quickly as possible. Nonetheless, it falls dark before the last of the men and crates are off deck. The ship mysteriously bucks a few more times. Ropes raise up the cliff and men tie knots by lamplight.

Suddenly, out of the water, an enormous green tentacle rises and smashes across the deck, gleaming wet under the torches! It's thicker than the main mast, and rocks the ship about. Another one rises, blue this time, and another bright red! The three of them reach completely around the hull. The ship bends with a deafening groan, and snaps in half. Half a dozen men and all the goods on board are thrown into the sea, all the lamps and torches are quenched. From the clifftop, you can't see a thing in the pale moonlight, but you can clearly hear the men scream in the water. They shout and beg for help, for ropes, and one is yelling prayers at the top of his lungs. From above you throw ropes, but to no avail, their screams are cut off one by one. It's too dark to do anything, you can barely set up camp. The ground at the top of the cliff is grassy and soft, but sleep does not come easily.

In the morning, you take a tally of supplies, and fry bacon for breakfast. The area you're in looks sort of like an orchard- the grass is neat, and stumpy trees with purple fruits are spaced well apart in rows, but there's not sign of civilization anywhere. The sun is yellow and bright in the blue sky. Some of the crew clearly haven't slept all night, and they claim to have heard strange howls. Before you can stop them, some of them also try eating the fruits on the trees- they're sweet plums. Well, they haven't turned into candy sculptures yet, but you'll keep an eye on them. Perhaps it's for the better that they sample the fruits, a good deal of food was still on the ship last night when that... thing, struck. Your supplies follow:

-93 Men (oh yeah, and women too)
-Food enough for a week, maybe?
-Climbing tools
-Swords, axes, shields, bows etc
-30 Tents (two men to a tent... or three. It's going to be cramped.)
-Firewood, with flint and steel
-Compasses
-Carts and mules
-Hand tools (saws, hammers and nails)
-Waterskins
-Clothes for hot weather only
-1 Telescope
-1 Mirror
-A crude map

You consult your map and start the long march towards King Kandy's palace as soon as you can.



You make excellent time. A full day's travel leads you to here:

Spoiler (click to show/hide)

You're apparently now in the demesne of someone, or something, known as "Lord Licorice". The grassy fields and orchards have given way to brown and rocky mountains. The path narrows into a valley with steep walls on either side. The stones are seemingly made of some crumbly nut brittle, and crackle underfoot. The group has spread into a long caravan on the narrow path, with people walking two abreast, in line with mule carts that carry you precious supplies. One of the men at the back of the line lets out a yell- a "rock" about knee-tall has revealed itself to have two eyes and a mouth full of sharp teeth, and bitten him in the leg. He kicks it, and it howls in pain. In a moment, dozens of "rocks" awaken, and snarl from the valley above. One on the ground has hopped into a cart and started gnawing on a crate of jerky- it seems they crave flesh. Three more are encircling a man who's fumbling for his axe.

What do you do?
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birdy51

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Re: Bay 12 Plays Candyland
« Reply #13 on: September 18, 2015, 07:09:42 am »

Damn that Lord Licorice! Axes high! Smite the little devils! Get the mules out of here!
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Tomasque

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Re: Bay 12 Plays Candyland
« Reply #14 on: September 18, 2015, 08:14:02 am »

Damn that Lord Licorice! Axes high! Smite the little devils! Get the mules out of here!
smack the Britt,e rocks with our hammers! Our climbing axes should excel as well!
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