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Author Topic: Oldlands: Age of Dwarves  (Read 34343 times)

King Zultan

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Re: Oldlands: Age of Monsters
« Reply #120 on: November 23, 2019, 06:24:48 am »

Human miners
Adventurers
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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.
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Thanik

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Re: Oldlands: Age of Monsters
« Reply #121 on: November 23, 2019, 06:25:25 am »

[X] Adventurers come seeking treasure and glory.
[X] Human miners create a settlement
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Naturegirl1999

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Re: Oldlands: Age of Monsters
« Reply #122 on: November 23, 2019, 08:41:29 am »

Manticore
Echoes of the cataclysm
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Superdorf

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Re: Oldlands: Age of Monsters
« Reply #123 on: November 23, 2019, 09:09:01 am »

[X] Adventurers come seeking treasure and glory.
[X] Human miners create a settlement

This.
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mightymushroom

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Re: Oldlands: Age of Monsters
« Reply #124 on: November 23, 2019, 09:09:47 am »

Human miners
Echoes of the cataclysm
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Glass

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Re: Oldlands: Age of Monsters
« Reply #125 on: November 23, 2019, 10:37:40 am »

[X] Adventurers come seeking treasure and glory.
[X] Human miners create a settlement

This.
Human miners
Adventurers
+1 to miners and adventurers!
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

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Re: Oldlands: Age of Monsters
« Reply #126 on: November 23, 2019, 10:47:23 am »

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Murphy

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Adventurers visit Oldlands
« Reply #127 on: November 23, 2019, 09:39:46 pm »

"This is the right place, I'm sure of it."
"How can you be sure? The map said it was a barren valley! Do you even know what barren means, Kupek?"
"Quiet."
"It means the opposite of this... rainforest. And how can it even grow here so far to the north, and in the dead of winter, too?"
"I said quiet. There's something up ahead."

Kupek of course knew what barren meant, he didn't bear the name Desertaxe just for nothing. His talkative companion Itvid was a sage who had acquired the map and recruited Kupek to help her track down the elusive ruins of Asteshdatan. The closer they were to their destination, the more she regretted not hiring more people.

Now they met a Theliiri scout who (thanks to Itvid's diplomacy) escorted them to the forest stronghold. Using her linguistic ability, she was able to explain to them the goal of their journey, and barter some tools and jewelry for access to clean water, extra supplies, and vine rope of exceptional strength. They also pointed the travelers towards the local caves, much like one of their kind did to three dwarves in a different Age.

***

Itvid got to examine a tomb, clearly dwarven in origin, with several burial chambers in the wall, some broken, and an intact sarcophagus of polished slate. Kupek knocked on the lid, but nobody responded.

Then they walked right into an ambush. Toadmen! The tunnels were too narrow for Kupek's axe, so he used the tip as a short spear, skewering one of the attackers, then pulling a knife from his boot, ready to stab more.

The dice are rolled!
Adventurers' result: 3.
Toadmen's result: 9.


There were too many, and as the adventurers turned to run they found their escape blocked by more. Last thing Kupek saw was his companion tossing a smoke sphere against the floor. Sadly, it only meant they would die unseen.
« Last Edit: November 24, 2019, 08:26:53 pm by Murphy »
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Glass

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Re: Adventurers visit Oldlands
« Reply #128 on: November 23, 2019, 10:26:02 pm »

The dice are rolled!
Adventurers' result: 3.
Toadmen's result: 9.

RIP.
What was the die size?
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

helmacon

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Re: Oldlands: Age of Monsters
« Reply #129 on: November 23, 2019, 10:46:58 pm »

Well...

That was disappointing.
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Murphy

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Oldlands: Monsters again
« Reply #130 on: November 24, 2019, 12:35:54 am »

What was the die size?
1d6, with each side adding its numbers. This does mean that a group of 5 adventurers would be on even footing with a 5-strong tribe. Adventurers are deadly! They just got unlucky here, also the fact that the only entrance to the dungeon leads right to the Toadmen's doorstep.

In the next year, the Toadmen swarmed the surface. They razed a shepherds' hovel but fell back once the Theliiri started putting up resistance. Both sides bore some losses, then the Toads decided to look for easier prey.

Deep in the lower tunnels, their scouting party entered a hall of statues. Depicting fearsome dwarven warriors clad in metal armor, they seemed to stand in a circle, as if guarding something. The scouts ignored them and started rummaging through the hall in search of useful loot, salvageable bronze and golden trinkets they were used to finding in abandoned halls. Nothing. Undeterred, they went downstairs, breaking an old grate to find a dusty, abandoned workshop. Bingo!

Then the "statues" came to life.

***

Despite unsuccessful brushes with the Theliiri and the loss of a scouting team at the hands of the Warped, the Toadmen continued to multiply. Though not sophisticated enough to make their own metal tools, they proved adept at salvaging whatever they could find, and ever so greedy for jewels, territory and fresh meat. The spiders in the spider cave became food, and so did the bats.

In the next season, they fended off an attack from the Antlings (who, having found a treasury, concluded this place might bear many useful secrets, and sent back to the Hive for reinforcement). Some of the Antlings' newfound loot thus ended up in the Toadmen's slimy hands. Subsequently they were again attacked by the Warped, losing more warriors but managing to beat the abominations back into the lower tunnels. As the lower tunnels were being slowly flooded, contact with the enemy was lost. (The Toadmen can move through water with impunity, but the Warped cannot).

The Toadmen now had enough loot, and enough other tribes knew this, that rumor of wealth hidden in the tunnels started spreading with renewed strength, both on the surface and in the underworld.

***

Other groups haven't had such spectacular times.
The newly-arrived human miners dug a shaft down, reaching the underworld in the second season but finding nothing but a plagued cave.
The Gray Behemoth spent a season hunting, using gems to lure prey to its lair. Eventually hunger drove it to move further down, towards the ruins of Tursong and the horror-blobs inhabiting it.
Spoiler: Map (click to show/hide)
That was quick. The Age of Villainy is right around the corner is now possible (but not guaranteed). First, though, I need to finish the year.
« Last Edit: November 24, 2019, 01:46:42 am by Murphy »
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Murphy

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The Deadly Fall of 62
« Reply #131 on: November 24, 2019, 02:14:19 am »

Turns out, Horridlurk and its progeny were more than a match for the Gray Behemoth. The immense predator met its end under the blobs' acidic strikes, its death throes causing a large cave-in, burying it along with its enemies, and sealing the ruins from the outside world once more. Tursong was now empty.

In the fall, the Toadmen's fortunes also came to an end. The Theliiri had recovered from the raid and sent a large expedition into the depths to bring the fight to the amphibian menace. Although many of them perished, frog legs were the dish of the season. The Toad tribe was reduced to almost nothing, which invited an attack from the Antlings, thus ending their domination.

One more layer of blood on the walls, the chroniclers would've lost count by now.
Spoiler (click to show/hide)
The Toadmen are extinct, their ill-gotten gains still piled in the former Great Hall of Asteshdatan.
Since technically no group possesses six treasures anymore, the arrival of the next Age may be postponed. Make a choice:

  • Undeath. Gray Behemoth rises from the dead as a Skeletal Behemoth. Add a skeleton wandering monster to every tomb in the dungeon. The Age of Monsters continues.
  • Dark cult. A dark cult of Chaos is founded somewhere in the depths. They act like a mini-villain, trying to spread their influence and convert groups to chaos. The Age of Monsters continues.
  • Invasion. A human kingdom sends an army to lay siege to the Theliiri grove. The invaders will be friendly with the human miners already on the map. The Age of Monsters continues.
  • Age of Villainy. A proper great villain sets up shop in this dungeon, attracted by unguarded treasure. The Age of Monsters ends now, and the Age of Villainy begins.
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Shadowclaw777

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Re: Oldlands: Age of Monsters
« Reply #132 on: November 24, 2019, 02:36:09 am »

Invasion, this is the only new action to add living mortals to the realm, and the humans deserve to have a stronger concentration here:
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Glass

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Re: Oldlands: Age of Monsters
« Reply #133 on: November 24, 2019, 12:58:37 pm »

No option for the Antinium Antlings to be doing stuff? :(
Let's go with Invasion.

[Just bolded a thing to make my wants more clear.]
« Last Edit: November 24, 2019, 05:05:56 pm by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

mightymushroom

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Re: Oldlands: Age of Monsters
« Reply #134 on: November 24, 2019, 12:59:16 pm »

Dark Cult
Pair the rumors of ancient treasure with whispered rumors of cursed madness.
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