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Author Topic: The darkness of the Seven Peaks: Turn 4 - Closed until further notice.  (Read 3811 times)

Imic

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The Darkness of the Seven Peaks
A suggestion game by Imic

Spoiler: Original Post (click to show/hide)

Far to the North, you have long heard of an ancient Stronghold of Dwarves, beneath the mountain range known as the Seven Spears. For reasons known only to you, you have decided to venture to the Seven spears, and enter the dark tunnels and halls that once buzzed with activity, now abandoned for reasons unknown. With nothing but your weapon, the clothes on your back, and a basic understanding of the Dwarven Language, you are the next doomed soul to enter the Darkness of the seven spears.
The deep is calling.

Spoiler: Character details (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Discoveries (click to show/hide)
« Last Edit: January 26, 2019, 06:30:49 pm by Imic »
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Imic

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Re: The darkness of the Seven Peaks: an SG.
« Reply #1 on: January 22, 2019, 04:25:45 pm »

The beginning

Who are you?
You must now choose a name, a gender, a weapon, one skill you are good at, two skills you are okay at, one item of interest to take with you that may assist in your travels, and your reason for entering the dark Halls of the Dwarves. Items and skills bearing magical qualities are not permitted, though you may come across some in the future. All skills and items may be invented or decided upon by the players, but may be prone to GM balancing. Make the most of this, you will not be seeing the light of day for some time.

Once you have decided the above, you get one final decision: What Entrance shall you take?
A conspicuous cave under the Trollspear?
A rusted ventilation shaft atop the Silverspear?
A crumbling watchtower overlooking the Redspear?
Or the great gates themselves, looming tall and dark beneath the Skyspear?

What shall be your descision? Consider it well, as it may affect you in many ways. Good luck.
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Doubloon-Seven

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Re: The darkness of the Seven Peaks: an SG.
« Reply #2 on: January 22, 2019, 07:40:52 pm »

Name: Marwyn the Puce
Sex: Skeleton
Weapon: Quarterstaff
Good Skill: Martial Arts
Okay Skill A: Acrobatics
Okay Skill B: Minor Magic
Item: Water-Damaged Spellbook
Reason: You used to live here, but were tragically killed by an escaped boar. Construction for a grave site began, but the Fortress fell before it was completed. As such, the God of Death gave you a chance to enter the Fortress from beyond the veil to attain final rest in your grave.
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Avanti!

King Zultan

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Re: The darkness of the Seven Peaks: an SG.
« Reply #3 on: January 23, 2019, 03:03:11 am »

I'm gonna repost this.

Name: John Jackson
Gender: Male
Weapon: War Hammer
Skills:
 Good - Hammerman
 Okay - Survival
 Okay - Swimming
Item: A book of Dwarven language and symbols
Reason: You heard people talking about it one day and decided to go and see if the stories about it were true.

the great gates themselves, looming tall and dark beneath the Skyspear?
We shall walk right through the front door.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Imic

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Re: The darkness of the Seven Peaks: an SG.
« Reply #4 on: January 23, 2019, 04:55:04 am »

Magical items, skills, or existances can’t be brought in at the start of the game, since that’s a rabbit hole I haven’t finished digging yet.
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Funk

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Re: The darkness of the Seven Peaks: an SG.
« Reply #5 on: January 23, 2019, 01:18:24 pm »

I'm gonna repost this.

Name: John Jackson
Gender: Male
Weapon: War Hammer
Skills:
 Good - Hammerman
 Okay - Survival
 Okay - Swimming
Item: A book of Dwarven language and symbols
Reason: You heard people talking about it one day and decided to go and see if the stories about it were true.

the great gates themselves, looming tall and dark beneath the Skyspear?
We shall walk right through the front door.
+1
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Death to the false emperor a warhammer40k SG

Imic

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Re: The darkness of the Seven Peaks: an SG.
« Reply #6 on: January 23, 2019, 03:13:51 pm »

The first halls

You are John Jackson. You’re a wanderer. You see places, you help the odd person who lets you sleep in their home, and you’ve heard lots of tales in your day. One that interested you was an old one; Of a Dwarven city far to the north, far beyond the borders of Human lands. One day, while in a market, you saw a Dwarf selling a number of interesting objects, speaking of the great perils he had faced, and of the City to the north, which he had almost died to see just one glimpse of. One of the objects he was selling was an old book which translated the Dwarven language into Common Heldic. You had nothing better to do at the time, and you were far to the north, so you decided that you would fulfill an ambition of yours, and see the legendary City under the Seven Spears.
That was a month ago.
Now, you stand in before the gates of the City. Tall, foreboding and dark, it looms over you like a portal to the underworld. In spite of yourself, You feel a twinge of fear. It will not be the last time. There is no turning back now. The deep is calling.

The first hall is long and thin, and in the gloom it takes you a minute to see that you are standing on a stone bridge. Below, it seems, are spikes, impaled with the skeletons of Goblin warriors. Their armour looks nice, but the spikes look sharp. You move on. At the hall’s end, there is a gap, crossed by a drawbridge made from timber and steel. Far above is a portcullis. It is raised, but it’s been melted and pulverized by some monster, unlikely to make any difference if it was up or down. There’s nowhere to go but forward, and so you press on.

Through the gate at the far end is a long stone hall, and you are immediately taken aback by the beauty and majesty of it all. On each side, there are enormous statues of bearded figures, glowering down at you. From the vaulted ceiling above you there are crystal lamps hung on long chains that shine so bright you can see your own reflection in the polished stone walls. One of them has fallen and lies on the ground in a sad state. Ahead is a towering gate, similar in size to the one you just came through from the first hall. To your right is a smaller gate leading to another, smaller hall. It has the word “Hostel” carved on the floor in several languages. On your left is a small door made from steel, with the dwarven word for Guard displayed on it. In the far corner is a number of boxes, and a rusted cabinet leans against the left wall. Everything in the hall bears the scars of battle from the statues to the walls themselves.

What shall you do?

Spoiler: Inventory (click to show/hide)
« Last Edit: January 24, 2019, 06:16:47 am by Imic »
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King Zultan

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Re: The darkness of the Seven Peaks: an SG.
« Reply #7 on: January 24, 2019, 05:28:13 am »

Lets look through the boxes and the cabinet, then go through the guard door.

Shouldn't the book on the dwarven language be in our inventory?
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Imic

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Re: The darkness of the Seven Peaks: Turn 1
« Reply #8 on: January 24, 2019, 06:34:54 am »

Shouldn't the book on the dwarven language be in our inventory?
Fixed.

You head over to the boxes at the far end of the hall, and begin to search through them.
Quote from: 1d6
3
Searching through the boxes reveals little. There are a few coins, but nothing else of interest.
[Dwarven coins added to discoveries]
[1x Dark gray Dwarf coin added to inventory. 7x light gray Dwarf coin added to inventory.]
You walk over to the Guard door, and open it gingerly. It swings open easily and soundlessly. You peek inside.
Quote from: 1d6
2
The first thing you see is a hideous, gray skinned Goblin with sharp claws a dn long teeth, and the first thing the Goblin sees is you. He lunges at you, and takes a scrape of skin off your arm before you can react.
Your left arm is damaged and bleeding

What shall you do?

Spoiler: Inventory (click to show/hide)
« Last Edit: January 24, 2019, 08:53:15 am by Imic »
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King Zultan

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Re: The darkness of the Seven Peaks: Turn 1
« Reply #9 on: January 24, 2019, 07:20:41 am »

Use the war hammer on the goblin until its dead.

Just gonna mention that there's 7 light gray coins in the inventory in the OP but there's only 1 light gray coin in the inventory in the turn post.
Sorry if I'm being difficult.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Imic

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Re: The darkness of the Seven Peaks: Turn 2
« Reply #10 on: January 24, 2019, 09:26:00 am »

Just gonna mention that there's 7 light gray coins in the inventory in the OP but there's only 1 light gray coin in the inventory in the turn post.
Sorry if I'm being difficult.
Fixed.

You take your hammer, and you rush forwards to beat him to death.
Quote from: 1d6
3 [-1 wounded arm, +1 Hammerman skill]
He sh
Quote from: 1d6
1
He shrieks, runs up, lunges for your face, and is swiftly parried into the wall, courtesy of your Warhammer. He lies on the ground, unconscious.
Quote from: 1d6
4 [-1 wounded arm, +1 Hamerman skill]
You aim a swift blow to the skull with the spiked end of the Warhammer, and quickly destroy his skull.
Quote from: 1d6
3
You search his corpse, but find nothing on him, save a dirty loincloth and a shiny stone. The room is small, but oddly cosy. In the far wall is a fireplace, still bright from the fire of the late Goblin who used to live here. It has a small metal door above it. Armour racks line the walls, and weapon racks hang above them, but there’s nothing left there of use. There are five stone beds in one corner, thougn whatever bedding they once had is long since rotted and gone, except for one which has the fur of an unknown animal laid across it. There are a few intact crystal lamps, which seem redundant with the fire, but nevertheless make the room brighter.
Quote from: 1d6
4
You come to discover that one of the lamps is looser than the rest, and tug on it out of curiosity. Some pulleys go off somewhere in the distance, and a flat piece of wall opens to reveal a very small hidden cabinet. There are some coins in it, a round dark object with a pin stuck to the top, and a few small glass bottles of varying colours.
Strange tonics added to discoveries.
Round thing added to discoveries.
2x blue tonic added to invantory. 1x orange tonic added to invantory. 1x dark tonic added to inventory.
3x Dark gray coins added to inventory. 2x Light gray coins added to inventkey. 8x bronze coins added to inventory.
1x Round thing added to inventory.

Your left arm is damaged and bleeding

What shall you do?

Spoiler (click to show/hide)
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King Zultan

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Re: The darkness of the Seven Peaks: Turn 2
« Reply #11 on: January 25, 2019, 07:51:31 am »

Go through the small door and see what the tonics smell like but don't drink any of them.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Imic

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Re: The darkness of the Seven Peaks: Turn 3 - Two dark passageways
« Reply #12 on: January 25, 2019, 08:31:26 am »

You sit down, and go to take a whiff of the tonics. The blue one, you note, smells sweet, with the slightest hint of... Lavender? Maybe? The dark one, however, smells bitter, yet pleasant, and you notice that the vial is ever so slightly warm. The final, orange vial, has the faint whiff of burned almonds radiating from it. Putting these in your deep, dark bag, you go to the carved stairs beside the fireplace, and enter the small metal door they lead to. The lock, upon close inspection, has been thoroughly and irreversibly mangled, and as such, the door opens easily. It leads to... more stairs. Leading up, and turning to the left, twice. At it’s end is a decorated arch that may once have had a door, and beyond it is a T-junction. To your right, you can see a faint light, and to the left, you see stairs going downwards, into the darkness.
Your left arm is damaged. Your left arm is no longer bleeding.

What shall you do?

Spoiler: Inventory (click to show/hide)
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King Zultan

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Re: The darkness of the Seven Peaks: Turn 3 - Two Dark passageways.
« Reply #13 on: January 25, 2019, 10:27:51 am »

Go towards the light.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Imic

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Re: The darkness of the Seven Peaks: Turn 4 - A Dwarf’s last words.
« Reply #14 on: January 25, 2019, 04:15:13 pm »

You go towards the light, and find a hidden balcony overlooking the first hall, the walls filled with crossbow slits aimed for the bridge below. To your right is a passage, presumably leading to the other side, but it’s been blocked by a cave-in, so who knows, really. At the end, however, there is something quite interesting. A short, broad shouldered skeleton lies on the floor, beside a firepit, long cold. Above him are carved his last words. Quite a few of them, in fact. His last essay would be more accurate.
Quote from: 1d6
2[+1 Dwarven phrasebook]=3
Despite a considerable amount of time spent translating, you still can’t make out all of it out. It starts with him coming here frim the lower halls via the dark passage to make camp here, but he then... does something? But he can’t finish it, because the passage he came from collapsed after an earthquake. He tries to get out, but none of the doors will open, and... You can’t get the next few bits... And it ends with him claiming that something has trapped him, is watching him, is torturing him, etc. etc. etc. He seems a bit looney, all things considered, but you soon forgive his looniness when you find that he had a small stone pot filled with alcohol. A sip tells you nothing, except that it’s been there to strengthen for a very long time. You stash it away in your bag.
1x rations added to inventory.
Wait, where’d the other passage go to? The one that was going down into the darkness... it’s gone, just... gone. The way back down to the Guard room is fine, or at least, it seems so from this angle...
Your arm is damaged.

What shall you do?

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