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Author Topic: Dwarf fortress D&D - Ideas needed  (Read 4500 times)

DauntlessGolem

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Dwarf fortress D&D - Ideas needed
« on: January 16, 2018, 05:53:57 pm »

So I've been DMing for about three years now, and I've finally decided to just generate a world in DF and just toss my players into it. I will need to flesh it out (the generator isn't exactly perfect) and I was wondering what kinds of places should I add into the world, what sort of quests I can push in, and what kind of world I should generate.

Here's what I have so far.

- I'm going to use Pathfinder (3.5) as my edition
- Races are limited to Human, Elf, Dwarf, Half-elf, and whatever animal person the world allows you to play as.
- Any Dungeons, Labyrinths, etc, I'll personally stat out.
- No magic, with the exception of Bard and Inquisitor/War priest. This also means no magical items.

Any ideas/suggestions would be much appreciated  :)
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Loud Whispers

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Re: Dwarf fortress D&D - Ideas needed
« Reply #1 on: January 16, 2018, 09:49:47 pm »

-A terrifying night creature has been attacking the towns of a human civilization, and they are offering a reward to anyone who can deal with this threat. They can go about this by finding out the night creature's weakness to a type of metal, by getting the curse lifted from the hapless sod who has been cursed by appeasing the pissed off god that sod profaned.

-The Party are loyal cultists in service to a Law-giver demon who they believe to be a legitimate deity of their human civilization, tasked with protecting a valuable artifact made out of an otherworldy material, like a divine metal spear or something. The party believe no human would be stupid enough to try rob the artifact from within the Fortress, as the deity and the guards and themselves are all formidable foes; unexpectedly, a Kobold does the impossible and steals the artifact right from under everyone's noses. The party must find some way of appeasing the Law-giver deity, retrieve the spear from the escaped Kobold, all the while avoiding the Law-giver's agents who seek to arrest and execute the party for their failure. Whether they discover that their deity is a false god or not is another possible campaign arc that might be interesting for your players.

-The party are hired to escort a human merchant caravan to a Dwarven Fortress, to exchange human glassware in exchange for Dwarven steel mechanisms/weapons/armour. This should be pretty straightforward, defending against bandits and highwaymen, or the odd pack of dingoes here and there, until the caravan leader declares that they will be taking a shortcut. The party caravan soon enters an area of the woods where all the trees are dead. The grass gives way to writhing tentacles, with eyeballs staring at the caravan passively. A rolling fog and blood rain descends upon the party, undead ravens circle overhead, undead deer and other fauna emerge from the mist to attack the party trying to protect as much of the caravan in a hardcore oregon trail to the Dorf Fortress. Effectively the party are in an evil biome, and if you want to ramp it up a notch, have them fight off undead hordes (trying to protect their squishy caravan merchants, or deciding to flee to protect themselves at the cost of less monetary reward), or dial the horror up 100 by adding rolling clouds of murk and gloom turning caravan members into nigh-unkillable husks, husks that try to convert the party members and are invulnerable to disgusting levels of bodily damage. The more merchants & caravans full of goods survive the trip, the more the players get paid, or they could make the decision to simply abandon the merchants and try to save themselves.

-Have a heroic campaign progression, from the party dealing with local bandits and gaining fame in their local hamlet. Then move onto the local town, killing something more intimidating like a minatour in its labyrinth. Progress all the way to the final challenge: Issued from the capital, they find their way to a mossy temple, where the beast that has afflicted the humans since before history lives. They find a statue of a forgotten god sitting on a broken throne, overgrown with vines. The statue however is in nearly perfect condition, with only some minor chipping here and there. Horrifyingly, the statue of a colossus picks up a spear and shield and awakens: The party must defeat the Bronze Colossus or it will attack the humans.

-The party are caught in the crossfire between a human-elf war, with the elves protesting the humans' rapid deforestation, while the humans protest that the elves are raiding and eating their people. Depending on who the party choose to side with, they will gain different allies or enemies. The Elves will be incredibly numerous, incredibly skilled and armed with wooden clubs, spears, swords, bows and arrows (wooden weapons shouldn't be entirely discounted as useless - Roman soldiers found gallic infantry wielding edged clubs were more than capable of killing Romans wearing iron armour outright), with many exotic animals at their side, versus the humans who beside a core of warrior nobles who are well-equipped and well trained, mostly consist of peasants armed with metal weapons & armour.

-The party are cursed by a mummy after robbing its tomb. This makes them incredibly unlucky, messing with all of their rolls, and if they are ever to survive this incredibly bad luck, they must find some temple which can lift the curse.

-The party are invited to a book club. Unexpectedly, the book club is run by necromancers.

As to what world to generate or what to include, default settings are probably all right, unless you have something particularly in mind. Imagination is the limit. Desert nomads riding giant desert scorpions? Villagers plagued by giant badger attacks every time the river freezes in Winter? Arctic goblins riding giant wolves amidst terrifying blizzards? You could even play around with how your players view certain sites with familiarity. So for example have one city be their "homebase," where they own property, titles, have access to shops and generally have it feel like a safe place to be. Then mid-way through the campaign have murders begin popping up in their safe city, as a Vampire has moved in, and paranoia grips the city. I suppose one campaign end would be the most spoilery way for any Dorf Forts, an absolute classic:

-The players campaign throughout the world and are mighty heroes, well-equipped and sporting many scars (maybe even missing teeth, fingers or limbs - wouldn't be DF without a few scratches!). All along the way they've been traveling, and have grown familiar with many sites full of friends. One of their friends and known sites was a Dwarf Fortress, which they enjoyed many wonderful nights at, drinking and carousing with Dwarven drunkards and bards, with many fond and familiar memories. They return to send their regards to an old friend, but find that the inn is empty - tables overturn, burnt, signs of fierce conflict everywhere. The floor is slightly flooded, and the entirety of the Fortress seems deserted. They delve deeper, trying to find any signs of Dwarves, and as they go deeper, they find a massive steel drawbridge closed upon a wall. It is the deepest, most central part of the Fortress, holding the treasured vaults, living spaces and armouries of the Dwarves - if there are Dwarves alive, they will be in there. Unwisely, they knock on the drawbridge.
Unexpectedly, it begins to open, and the party steps back before it atom slams them. Friendly Dwarves usher them inside and quickly seal the drawbridge shut again, beseeching their help, bringing them down many dark stairways, ancient chambers, forgeworks, grandiose dining halls and long, forking hallways, down through the caverns and through a minecart railway to a singular hallway, lined with Dwarves wielding wicked weapons, arcane metals, ballistae, catapults and wicked mechanisms. The players have known this Fortress to be incredibly mighty, so much so that nothing should feasibly threaten it. Inquiring the Dwarves as to what they need help with, the Dwarves reply all of their miners in this layer have gone missing, with their ghosts having been sighted in the Dining Halls warning of tremendous calamity soon to come. The players find that the Dwarves believe the goblins have found an underground passage, as the goblins raided them above at the same time as the Dwarves went missing and their ghosts appeared in the dining hall (explaining the damage). The goblins sought to kidnap as many children as they could find for reasons unknown.

If the players investigate further, they may capture a goblin who believes they are trying to rescue Dwarven children from a great doom. If they investigate further, they may find one such mine where a crack in a gleaming vein of blue metal has been made. From within this breach, out will emanate a terrifying sound: A cacophony of horrifying screams echo from below.

DauntlessGolem

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Re: Dwarf fortress D&D - Ideas needed
« Reply #2 on: January 17, 2018, 12:44:27 am »

That was all really good whispers, I don't know how you were able to think of all of that, haha. I'm finally happy with a world, humans managed to gain the majority, and they've been warring with everyone but the dwarves, so that's good I guess. I'm going to stat wolfmen, elephentmen, plumphelmet men, and ravenmen as the animal races they can play as. I think I'm going to use a decent chunk of what you offered, perhaps not to the finer details, because I might post their progression onto the forums for all to enjoy.

This is the world
Spoiler (click to show/hide)
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Loud Whispers

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Re: Dwarf fortress D&D - Ideas needed
« Reply #3 on: January 17, 2018, 06:34:21 pm »

The Kobols are surprisingly more numerous than I thought they'd be capable of

Dozebôm Lolumzalìs

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Re: Dwarf fortress D&D - Ideas needed
« Reply #4 on: January 17, 2018, 06:42:15 pm »

So I've been DMing for about three years now, and I've finally decided to just generate a world in DF and just toss my players into it. I will need to flesh it out (the generator isn't exactly perfect) and I was wondering what kinds of places should I add into the world, what sort of quests I can push in, and what kind of world I should generate.

Here's what I have so far.

- I'm going to use Pathfinder (3.5) as my edition
- Races are limited to Human, Elf, Dwarf, Half-elf, and whatever animal person the world allows you to play as.
- Any Dungeons, Labyrinths, etc, I'll personally stat out.
- No magic, with the exception of Bard and Inquisitor/War priest. This also means no magical items.

Any ideas/suggestions would be much appreciated  :)
There are no half-elves in Dwarf Fortress, by the way. (I understand that it might be an artistic/pragmatic decision, though.)
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Loud Whispers

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Re: Dwarf fortress D&D - Ideas needed
« Reply #5 on: January 17, 2018, 07:01:20 pm »

There are no half-elves in Dwarf Fortress, by the way. (I understand that it might be an artistic/pragmatic decision, though.)
According to deepest DF lore, we know of Elf-Goblin hybrids in Threetoe's Snatcher, and hybrids are not in game now out of current mechanical limits than by planned design. Thus from a lore perspective, hybrids are perfectly legit for a D&D roleplay, since hybrids are canon. Also stuff like other species being citizens in other Empires (with notable examples like Cacame) show culturally it is possible for other species to become one civilization. Also I must admit I eagerly await more news for how the players navigate a DF world in another system

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Re: Dwarf fortress D&D - Ideas needed
« Reply #6 on: January 17, 2018, 07:18:19 pm »

There are no half-elves in Dwarf Fortress, by the way. (I understand that it might be an artistic/pragmatic decision, though.)
According to deepest DF lore, we know of Elf-Goblin hybrids in Threetoe's Snatcher, and hybrids are not in game now out of current mechanical limits than by planned design. Thus from a lore perspective, hybrids are perfectly legit for a D&D roleplay, since hybrids are canon. Also stuff like other species being citizens in other Empires (with notable examples like Cacame) show culturally it is possible for other species to become one civilization. Also I must admit I eagerly await more news for how the players navigate a DF world in another system
I had not seen that story. Quite interesting, thank you. You're right about half-elves making sense, I see that now.
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Loud Whispers

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Re: Dwarf fortress D&D - Ideas needed
« Reply #7 on: January 17, 2018, 07:22:25 pm »

deepest lore

DauntlessGolem

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Re: Dwarf fortress D&D - Ideas needed
« Reply #8 on: January 18, 2018, 02:00:32 am »

Also I must admit I eagerly await more news for how the players navigate a DF world in another system

First session will be Tuesday, await my post around then or Wednesday, I'll try to keep everything as detailed as my creative abilities can muster!  :D
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Silverthrone

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Re: Dwarf fortress D&D - Ideas needed
« Reply #9 on: January 18, 2018, 12:34:36 pm »

There is a lot of opportunities for comedy, as well.

Perhaps, on one adventure, the players might encounter a vicious champion that has, by the help of old knowledge kept in secret tomes, abused the stranger ways the world work to build up their power to its height. That is, they effectively encounter a min/maxing Adventure Mode player. Something akin to a roving Black Knight, but one that, according to rumour, wrestled precisely 2718 penguins to death as to increase his skills, that sort of thing.

It might fracture believeability and the mood a bit, but they could also encounter an enemy entirely covered in shields (somehow).

I must attend my dinner, but I shall think of more contributions. It is a very fun idea, this!
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Loud Whispers

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Re: Dwarf fortress D&D - Ideas needed
« Reply #10 on: January 18, 2018, 12:36:49 pm »

I must attend my dinner, but I shall think of more contributions. It is a very fun idea, this!
Giant Desert Scorpion duel wielding crossbows? Hydras wearing numerous funny hats? Weresloths?

deathpunch578

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Re: Dwarf fortress D&D - Ideas needed
« Reply #11 on: January 18, 2018, 12:44:47 pm »

It might fracture believeability and the mood a bit, but they could also encounter an enemy entirely covered in shields (somehow).
he wears the shields of fallen enemies as armor


also why aren't you using teiflings or aasimar? I get that they are not in DF but they are born from gods and demons so that should work fine with DF.
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Re: Dwarf fortress D&D - Ideas needed
« Reply #12 on: January 20, 2018, 12:09:13 am »

- No magic, with the exception of Bard and Inquisitor/War priest. This also means no magical items.

Any ideas/suggestions would be much appreciated  :)

This actually goes out of context for Dwarf Fortress. There were always meant to be magical items in the game, and even the early versions had a special indicator for them. The reason they aren't in the game is that magic mostly hasn't been added. Yet.

You might want to allow your players to choose an animal person to play as and then generate that animal person as a race template.

Other than that you're mostly fine. You might want to restrict the party to all dwarves though, or if you're feeling lucky, look at the racial makeup of the dwarven settlements to see what is acceptable.
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DauntlessGolem

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Re: Dwarf fortress D&D - Ideas needed
« Reply #13 on: January 20, 2018, 01:29:27 am »

- No magic, with the exception of Bard and Inquisitor/War priest. This also means no magical items.

Any ideas/suggestions would be much appreciated  :)

This actually goes out of context for Dwarf Fortress. There were always meant to be magical items in the game, and even the early versions had a special indicator for them. The reason they aren't in the game is that magic mostly hasn't been added. Yet.

You might want to allow your players to choose an animal person to play as and then generate that animal person as a race template.

Other than that you're mostly fine. You might want to restrict the party to all dwarves though, or if you're feeling lucky, look at the racial makeup of the dwarven settlements to see what is acceptable.

Apologies, as after rereading this I didn't make it clear at all. There are no magic items (+1 longs word) however I want to breathe life into artifacts from valuable but useless trinkets and turn then into actual magical things. The adorned skull of a powerful priest may still possess the healing powers that he held in life. That peach wood amulet might grant its wearer minor control of plant life and so on and so forth.

As for the races, I can add more feeling and life into the races if I only use a select few, rather than give them access to everything. Also some of them would be super busted, so this gives me some control.  Don't worry, all the civs look super mixed, so it'll feel right for a not entirely Dwarven party


also why aren't you using teiflings or aasimar? I get that they are not in DF but they are born from gods and demons so that should work fine with DF.

It should, but since I am limiting myself to what the world has available, it makes sense not to include them. This is not to say they do not exist in the world, rather they are not common enough for my players to play as them

Giant Desert Scorpion duel wielding crossbows? Hydras wearing numerous funny hats? Weresloths?

  ;)
« Last Edit: January 20, 2018, 01:31:34 am by DauntlessGolem »
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Silverthrone

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Re: Dwarf fortress D&D - Ideas needed
« Reply #14 on: January 20, 2018, 12:38:00 pm »

Ah, yes, might be good to ask now; what sort of general tone are you aiming for? Humourous, light-hearted adventure or something more sombre?
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