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Author Topic: Museum III, adventure succession game (DF 0.47.05)  (Read 506861 times)

dikbutdagrate

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4305 on: January 15, 2025, 06:47:43 pm »

I'm not really sure about that

Yeah whatev's Kesp. Looks like its just me and the boys then.
("the boys" being the rather unneighborly raccoons with whom I associate. And occasionally imbibe trash with.)

Ahhh, screw it. Trash-Fortress would be such a shit-show.

Screw the whole thing.

A non-lethal bruised spinal cord?
Yeah that can happen. You can effectively lose the ability to walk via that kind of injury.

You might be thinking of injuries to a creature's "brain"?
« Last Edit: January 15, 2025, 06:57:30 pm by dikbutdagrate »
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TheFlame52

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4306 on: January 15, 2025, 07:10:49 pm »

Upper and middle spinal injuries cause lethal suffocation in non-undead. 99% of the time.

kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4307 on: January 16, 2025, 03:46:53 am »

Upper and middle spinal injuries cause lethal suffocation in non-undead. 99% of the time.

You’ll notice that when my neck is injured my guy doesn’t drop his weapons. I get what you’re saying but it wasn’t a torn spinal cord, just bruised. I assure you no editing/healing.
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Wow. I believe Kesperan has just won adventurer mode.

Lurker Z

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4308 on: January 16, 2025, 09:38:46 pm »

I did forget to mention, my character's spine may also either be cracked, broken or become a mushy pile in his undead body. It may be activated by age and if so, it's awesome in theory. Well, not for poor Lurker, but what can you do.
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Sigtext updated 13-03-2024.

dikbutdagrate

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4309 on: January 16, 2025, 11:42:22 pm »

I did forget to mention, my character's spine may also either be cracked, broken or become a mushy pile in his undead body. It may be activated by age and if so, it's awesome in theory. Well, not for poor Lurker, but what can you do.

Aging past adult hood isn't really a mechanic, except for how it applies to certain tissues, specifically greying hair.
Although I'd support its inclusion. It'd make for a number of interesting and lively debates over who would beat who in a fight, provided X was still in their prime. That sort of thing.
« Last Edit: January 16, 2025, 11:45:31 pm by dikbutdagrate »
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kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4310 on: January 17, 2025, 09:17:24 am »

"Kadi I, Turn 164, Part 2"

Tobul Cindercoal

Tobul Cindercoal was nervous. He didn't trust humans; he didn't understand them or their strange ways, but he needed their help - no; his Queen demanded it! Carminedonkey was a strange little place. Tobul sweated in his steel armour despite the cold of winter. He'd never get used to the foul sun, nor the blasted rain. He trudged towards the mead hall, hoping inside would be the answer to his quest. Inside were two strange humans. One very old, one younger. The ancient one, Em Soldbrook, agreed to hear his plan, strange as it may be.

Tobul explained at length the growing emnity between his clan, The Staff of Kissing, and the other dwarves, a coalition lead in the most by The Page of Tiredness, and the nefarious Champion of The Eternal Citadal, Moldath Mournsaints. Kadi's eyes grew large at this. He knew little of Mournsaints beyond childrens tales.

Tobul talked at length about dwarven politics and grudges, long into the night, and Kadi could feel his eyes getting heavier. The jist of it was that the other clans had stolen the metal of their flame-god Midor, divine metal from an angelic vault, and had used it to great ends consolidating their power. Meanwhile the Staff of Kissing were left with a few small strongholds, and no divine metal of their own. Their Queen, a learned necromancer called Sodel, sick of ruling from a capital in the frozen Tundra of Heroes and feeding on scraps from the Sadist's table, had suggested an audacious plan, which required, of all things, the blessing of Rogon the Umber!

Tobul grinned as he explained this part of the plan. The dwarves of Nomal Alis would build a fortress, a new bastion of light, to fight back the renewed hordes of goblins brought back by the infamous Returning. But instead of begging The Eternal Citadel for blistered metal, they would use a new form of divine ingots. And that is where Rogon came in.

When the necromancer Queen Sodel Openroad of the Staff of Kissing had scoured the libraries of this world over many decades, she found several memoirs of Mournsaints himself. It transpires that some 400 years ago a citizen of the Creamy Confederacy had beseeched the blessing of Rogon in Hoodconstructs while searching for an ancient tablet of knowledge, and was granted a divine boon. This part at least was known to Em. She was abbot still in the early eighth century when a cougar man called Nocam Crabhawks claimed a divine artifact after rolling the dice at the shrine of Rogon. The artifact, Ringedwires, was a small, slender sliver of metal unlike any seen before. Bright metal. Rogon's metal. Beautiful, yes, but useless in battle. But the prong was lost, along with Nocam. The cougar man was slain by an eldritch beast while exploring an abandoned dwarven fortress, as the tale went, and all of his trinkets were lost in the deeps with him.

Tobul, with a twinkle in his eye, explained that the dwarves had access to tomes of Moldath Mournsaints many journeys across the length and breadth of Orid Xem. One such volume told of him slaying a beast in the abandoned citadel of Shotgleeful. The same beast that slew Nocam Crabhawks. And not only that, but the prong Ringedwires was found there, in the depths. What is more, Queen Sodel had a pretty good idea where the prong was sequestered away, long forgotten by the Sadist as he sought more power and hoarded more priceless artifacts.

All of this lead to the proposition. A new dwarven fortress was founded, and within that fort the dwarves would melt down Ringedwires, and using the ancient arts of forge-sorcery, make ingots of the blessed metal, and fight back the goblins, and reclaim their rightful place as a true dwarven clan.
They needed, of course, the blessing of Rogon. Profaning a divine artifact was no easy task for mortals, and Rogon would no doubt curse those who tried unless they had a blessing from a priest of hers, and who more able to give it than the abbot of Hoodconstructs?

Em thought hard on this topic, but the silence was broken by Kadi, who suggested that in return for the offering of a blessing, this new dwarven city would be, of itself, a new temple to Rogon the Umber.

Tobul grinned. That was the dwarven plan all along. Only then did he reveal that the foundations of Shinzon, Brighthelm, had been laid three years prior. And within, a holy furnace dedicated to Rogon was built. He needed only a priest of Rogon to sanctify the forge. And before that, he needed to find the artifact in the first place - in an old half abandoned fortress far to the south... Ashcinders.

Kadi was reminded of the statue he saw in Hoodconstructs, of Rogon cursing Moldath Mournsaints with the red thirst. What poetic justice that Rogon would be the architect of the return of this chastised clan, against the power the Sadist so clearly craved. Em agreed to this joint venture, and instructed Kadi to go with this gruff dwarf. First to this place in the south, Ashcinders, and then to the new fort, Brighthelm, for the glory of Rogon the Umber! Kadi was fearful, but agreed. He saw that Tobul, under his tattered cloak, wore fine armour of steel, and a magnificent warhammer was strung on his belt. He felt confident that Tobul could handle the quest just as he could.

As winter grasped the land, the two unlikely adventurers set off - Kadi Dawnheart, monk of The Bejewelled Communion, and Tobul Cindercoal, hammerlord and furnace dwarf of The Staff of Kissing.
« Last Edit: January 18, 2025, 11:44:08 am by kesperan »
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Wow. I believe Kesperan has just won adventurer mode.

kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4311 on: January 17, 2025, 09:32:18 am »

"Kadi I, Turn 164, Part 3"

Kadi and Tobul and the Quest for Bright Metal

17th Moonstone 1175

We gather our possessions and prepare for the journey ahead of us. Tobul has a good idea where Ashcinders is, nestled into the western reaches of the great Perfect Horns which encircle this world. It is a long journey, but we are well stocked with food and beer. The first place we encounter is a castle, Spicetrails, which is inhabited by human merchants, and an enormous giant black bear covered in many scars and wounds. This beast would make a fine mount, but it refuses to be ridden by any but its lost master.

Spoiler (click to show/hide)

Strange artefacts are found in the keep - pouches of impossible leather. I take one of foul blendec leather, Tobul one of the hide of a forgotten beast. We continue south. We may reach Growlsupper in a day or two - ancient capital of The Creamy Confederacy, though whether or not it has fallen to goblins or ghouls I do not know.

In sacklures we find many humans of The Armored Confederacy, and their immortal law-giver, Avolition Crystalcrab the Ruler of Jewels. He tells us of the surrounding area. South East lies Growlsupper, and further south Pricerings. Directly south lies Futureseals, a dwarven fort. Strange temporal anomolies swirl around the human towns, and the scorpion urges caution, lest we find ourselves back where we started. We do not know what to make of this advice, but Tobul nods sagely.

We spend the night in Lawtaker, seemingly abandoned.

18th Moonstone 1175

We visit Growlsuppers. Within the keep are several goblin corpses, and two members of the ruling cabinet. The law-giver is nowhere to be seen, but the head doctor seems friendly enough. It transpires dwarves of the Walled Dye sacked this place shortly after the Returning during the upheaval of thousands of souls returning to life. I claim it once more for The Creamy Confederacy and install the strangely named Aspka as new lord. We spend a few hours tidying up the place before sleeping in the keep for the night.

Spoiler (click to show/hide)

19th Moonstone 1175

Our gracious lord is already awake when we rise shortly before dawn. How peculiar. His teeth do look strangely long. We travel south, through a number of towns now under dwarven rule - it seems The Matched Hame rules many of the previously goblin-infested towns near Growlsuppers. Eventually, as night falls we arrive in Pricerings, sleeping in an abandoned house.

20th Moonstone 1175

The central spire of the citadel is home to many wondrous things. An artefact battle axe is on display, alongside armour of adamantine and blistered metal belonging to King Ineth of the Matched Hame. We meet the General Zefon Paddledrinkers of The Matched Hame. He seems pleasant enough, but he knows as I do that these lands were stolen by the dwarves. The Matched Hame claimed this place as capital before reclaiming their old seat of Palaceeork, though it seems some of the nobles still reside here. We leave before tensions rise any further.

We try to forge further south, but each time we do, we find ourselves back in Pricerings. This must be what Avolition warned us of. Determined not to let this set us back, we try a different route - west skirting the mountains towards Palacework. The trek through the snowy mountains is gruelling but uneventful, and soon enough we find ourselves on a frozen lake. A squat snow covered structure is visible on the western bank of the lake. Tobul thinks this is Futureseals, a dwarven fort of The Walled Dye. It is mostly abandoned now, the site of many battles against goblins as the corpses attest to. Tobul touches the stones and his brow furrows. This place is trapped, and no place for a human.

I try not to take offence, but moments later he shows how right he was. Trap, after trap! I spot a few but his dwarf eyes see more. I gingerly crawl along the corridor as menacing spikes fly left and right.

Spoiler (click to show/hide)

One gores me in the leg. It is a superficial wound, but my greaves are damaged. Suddenly, from nowhere a goblin runs round the corner! Tobul starts chatting to him, before realising he is clearly a bandit and lodging his hammer in its skull.

Spoiler (click to show/hide)

We descend to the forgehalls, which appear recently flooded, and meet the militia commander Mebzuth. Disaster strikes, another weapon trap for some reason down here amongst the forges - a copper spear slices off my nose!

Spoiler (click to show/hide)

My limbs are bloody ruin but they will heal. I will forever be noseless. Regaining my wits, I manage to craft replacement greaves, a steel helm and some gauntlets, before we decide to leave this place before uncovering any more traps. I take more swigs of rye bear from my pack than I should to dull the pain. This is a bad idea. I feel ill.

We travel south into the Bearded Horns as the moon rises. I need to make camp for the night. My body aches, as does my head.

Spoiler (click to show/hide)

21st Moonstone 1175

I have the worst hangover I have ever had. I melt some snow to slake my thirst - I dare not touch the beer for a day or two. Tobul leads the way south, cursing my weak human constitution. By midmorning we have come down the hillside into the Tame Plain. There are a few hillocks to the south, according to Tobul, then it is a westerly route towards Palacework. In the hillock of Bridgedaggers, we find two great beasts to act as mounts. I take a giant leopard, and Tobul harnesses a massive giant raven. This should make the journey less arduous. We head west, past cursed Warshrieks, in the direction of Palacework. We make good progress, before sleeping in the mountains.

22nd Moonstone 1175

Palacework is oddly overrun by wildlife. Scores of ravens caw in the sky, and foxes and deer prance in the snow. Time slows to a standstill, and we decide to leave and continue the voyage south. Before we leave, we gift our two mounts to the King, Ineth Relicheart as a token of respect.

Spoiler (click to show/hide)

23rd Moonstone 1175

We skirt The Eternal Citadel - we have no desire to disturb the Blind Sadist, and our true goal lies many miles to the south. Snow still blankets the world and it is brutally cold. The weather here has never been the same since the sun twisted in the sky, but that is a worry for another day.

24th Moonstone 1175

We are interrupted in our sleep by a muscular cougar. It is quickly dealt with.

Spoiler (click to show/hide)

The Merged Jungles are huge and spread out before us like a white carpet. The going is easy, the land is flat, and cougar meat fills our bellies. The rivers which normally flow through this once lush land are all frozen, and we are thankful for the rye beer which we have rationed since Carminedonkey. We arrive in a small hillock near dusk, and the militia commander allows us to spend the night. We are not far from Ashcinders, as these hillocks rely on it for trade.

Spoiler (click to show/hide)

25th Moonstone 1175

Finally it seems the snow has melted. We continue in the direction pointed out by the dwavres of Shotgulfs, when suddenly we are attacked by wolves. Tobul and I draw our weapons and fend the beasts off.

Spoiler (click to show/hide)

We arrive at Lightningrope, a Staff of Kissing fort. Tobul relishes speaking with his kin again. This place used to be a vault of Udir, strip mined for all its angelic crafts by The Walled Dye and Page of Tiredness. Only scraps left for the Staff of Kissing. Inside we meet several strange creatures which must be angels, and a very familiar looking Captain of the Guard - Bralbaard Hammerfishes.

Spoiler (click to show/hide)

Tobul is complaining about having to drink rye beer every day, so I find him some peach cider. His face lights up.

26th Moonstone 1175

We arrive at our intended destination, Ashcinders the Molten Scar, after sunrise. Tobul has a spring in his step after a breakfast of peach cider and wolf meat. The entrance way is open, and lined with statues representing The Walled Dye, and also the Molten Scar, the local government - a depiction of an angel being slain by a dwarf.

Spoiler (click to show/hide)

If the prong is here we will find it. This place has been scarcely populated for over three centuries, so we are more expecting to find looters than noble dwarves. The first living creature we encounter during our exploration is a duck called Avuz. This would appear to be Avuz Figuremirrored, a 376 year old bird. Finally we find the Champion, Vucar Lancermoistened, and a militia captain, Dobar. Neither are willing to divulge any information as to the relics here. In the forge halls we spot a skulking human bandit. Tobul makes quick work of her.

Spoiler (click to show/hide)

Our search remains unfruitful, until Tobul suggests we try the strange green glass structure built into the side of the mountain. This appears to be an inn of sorts. Blistered metal statues guard the steel doors. This would appear to be "The Glorius Adventure" - set up as a stocking up shop for would be Adventurers of the Museum.

Spoiler (click to show/hide)

Atop the inn we find what we seek! On several pedestals, looking out through gold opal gem windows, are artefact weapons. To the north is The Quake of Allying - an adamantine mace. Tobul appraises it slowly, running his calloused hands across its surface. "Ushrir Astel" he whispers. This was found in the angelic vault, having been lost there by the dwarf hero who later came to be known as Nazbardum - The Divine Fight - Erith Whippedumbral the Granite Gears of Aquamarine, who slew angels and demons. To the south is Illnessbrainds the Muscular Wines. Tobul lifts it and hefts it in a wide arc. It is perfectly balanced, and in the arms of a hammerlord such as he, a weapon of infinite destruction. It was made in Kindlingrings, not far from where I was born, over a thousand years ago. It was retrieved from Heroicgem and the clutches of the Scholarly Manors by the Blind Sadist and brought here in the 9th century. Tobul claims it as his own.

Atop the central pedestal, is something unlike anything we have encountered before. It is tiny, thin, impossibly sharp, and made of a shimmering white metal that gives off its own glow in the dim surroundings of the inn. Bright Metal! This is Utoksnug, Ringedwires, gift of Rogon the Umber. We stow it carefully and decide to leave before the few remaining dwarves here get suspicious.

Spoiler (click to show/hide)

28th Moonstone 1175

We travel north, occasionally fending off packs of starving wolves. On our second day of our journey back north, we encounter a small linen camp, within which is a tall, pale and powerful looking undead elf. She is Emofe Stormcrystal, swordmaster hollow hunter. She has stalked these lands for decades and agrees to be our companion in this harsh climate.

Spoiler (click to show/hide)

We stop for a while at Emofe's camp, Hollowhold, before continuing our journey. We pass an abandoned necromancer's tower, Eldergrave, and plan our next steps. We must head north, but the travel is dangerous with all the temporal anomalies. Tobul remains tightlipped about the location of his new fort, but states we must travel past the Museum and north through the territory of the High Confederacies. In any case, we should return to Carminedonkey first and tell Em of our discovery.

2nd Opal 1175

The journey seems faster with the undead Emofe leading the charge. She is quiet but capable, and never tires. We have to occasionally remind her we need to eat and sleep. We are attacked by wolves once more. They are getting desperate as the seemingly endless winter continues to ravage the land.

4th Opal 1175

We arrive at Palacework once more. The route north east over the mountains lies before us. On this occasion, the fort is surrounded by packs of dingoes and raccoons. Emofe shimmers and vanishes from sight in a cloud of darkness. Seconds later the terrified howls of wildlife echo around us as the hollow hunter mercilessly slaughters her prey. We head east, Emofe appearing again wiping blood from her thin black sword. I would not like to get on her bad side. After many hours treking through the frozen Bearded Horns, with Emofe's guidance we reach The Forest of Axes.

Spoiler (click to show/hide)

We take care to avoid cursed Warshrieks, and head in the general direction of Futureseals, attempting to avoid the human towns to the east plagued with anomalies. Passing through the hillocks we visited what feels like weeks ago, we continue north, skirting Futureseals through the unforgiving snow of the Horns.

Out of nowhere an unnatural thick fog descends and we are under attack! An undead speardwarf! It stabs Tobul in the foot as I draw my sword. The elven banshee Emofe vanishes again in a whisper of black smoke. Tobul bashes the undead dwarf with his great legendary steel hammer shattering many bones, but the monstrous dwarf does not slow down. It punches Tobul in the head, knocking him to the ground, his neck twisting awkwardly. The Fallen Slayer's head splits apart a moments later as the shimmering form of the elf hollow hunter coalesces around the black longsword in her grip.

Spoiler (click to show/hide)

She nods towards me grimly, strapping the blistered metal blade to her back. Both Tobul and I have sustained injuries and will require rest to recover. It is only then I realise that Tobul is not moving. Oh no. No no no. He's... dead!

I stumble and grasp the dwarf's still warm body in my arms. I feel a cold hand on my shoulder. The elf wight's face is unreadable as she softly says "Death is not always the end, human."

She gathers all of Tobul's belongings, lifting his broken body effortlessly, and we make camp for the night. His masterful steel helm is dented where the supernaturally strong speardwarf crushed his neck with its bare hands. I am distraught, the burning fire in my ankle no match for the anguish in my heart.

We must complete Tobul's plan or all of this was for nothing. With his corpse, perhaps Em can restore him to life? Without the knowdlege in his head I cannot find this new temple to Rogon. I cannot get to Carminedonkey fast enough.

5th Opal 1175

We arrive in the Adventurous Steppes. The more arduous part of our journey is done for now. We rest a while and continue north, heading for Carminedonkey. Em will know what to do. The first human village we find is Juggledclaps. It appears deserted. I am anxious to continue but Emofe makes me stay until my ankle is healed. There is a large hole in my steel boot and my ankle aches, but I can walk.

6th Opal 1175

We continue all night and reach Carminedonkey before dawn. I am exhausted, but try to explain what has happened to Tobul to the concerned abbot. The elf places his corpse and equipment in the mead hall. At length we recount our adventure, out retrieval of the bright metal prong and our fateful encounter with the undead dwarf.

Em sighs. She makes a complex gesture and the corpse of Tobul stirs. He stands up, confused. His leg is broken and his neck lols at an unnatural angle. A cool light shines behind his eyes, but all of the warmth and laughter have been torn from him. We will need to rest here for a while so we can repair his undying body for the coming journey. May Rogon have mercy on him, and pity on me.

Spoiler (click to show/hide)

9th Opal 1175

I stay in Carminedonkey for several days, repairing Tobul's body as best I can. Emofe takes her leave, returning to her vigil in the Merged Jungles. Tobul is now a Rotten Slayer, gifted new life by Kas Bannershocked and the power of Stabbedwring. He gathers his equipment and is keen to complete the mission. We must head west, then north into the territory of the High Confederacies. They are a human kingdom, at war with the Staff of Kissing for some reason lost to time. Tobul explains that one of their great citadels, Emeraldcrown, was conquered by these humans not so long ago. We may pass it on the way to The Heavenly Steppes, where Brighthelm was founded.

10th Opal 1175

We travel west through the snow, avoiding the goblin pits and the roaming monsters around Ironwards. We visit the old fort Bodiceblunt, lost to the undead but reclaimed by the Staff of Kissing nearly five centuries ago.

Spoiler (click to show/hide)

Tobul thinks we can take the deep roads to Confusedship, avoiding any human patrols at the southern border of their lands. We meet dwarves of The Bald Ship, who tell us Confusedship was reclaimed by The Eternal Mechanism of The Walled Dye a few decades ago, driving out goblins of the Curious Horror. We descend the central ramp looking for the deep road. Tobul finds a shrine to the Mine of Ambers, Atiladir god of wealth and balance. He is granted good luck, which can only help.

Spoiler (click to show/hide)

We continue into the deeps, through walls of scintillating malachite and fire opal, shining platinum and native copper. This place is surely carved from a treasure trove of mineral wealth and even Tobul is impressed.

Spoiler (click to show/hide)

As a human raised in a dwarven mountain halls, I am used to the wide stone roads of the deep ways. We pass through spectacular caverns and plump helmet farms as far as the eye can see, passing through Laborchains, and finally to Confusedship.

Spoiler (click to show/hide)

11th Opal 1175

We emerge from Confusedship and continue north, hugging the mountains to the east, where many old and abandoned dwarven halls are carved. On the horizon we spot Stakelessons, nestled in the foothills. The carved cinnabar stone reminds Tobul of his home, Bloodspire, in the evil Bad Steppe far to the north.

Spoiler (click to show/hide)

In Stakelessons we find a skulking goblin priest, Asno Juicefiends. His attire marks him as a Sacred Skull of the Umbral Order, worshippers of the death God Tithleth of The Walled Dye. Tobul is happy to grant him his wish to meet his God.

In the lowest level we find the trade goods. Tobul rummages for a replacement helm when suddenly out of the gloom steps a dwarf Dark One. In his hand is an impossible object. A perfect steel shortsword encircled with goat bone and inlaid with precious lapis lazuli.
I have seen this sword before, engraved on the walls of Kindlingrings, near where I grew up. This is Nazushakith, Bloodwrath! It was lost centuries ago, in the hands of a general of Oddom Girdergrove's undead horde. The Returning must have brought its wielder back to life!

Spoiler (click to show/hide)

Tobul hefts his artefact warhammer and we leap into battle against this General of the Scholarly Manors. The dark one is tough, but Tobul was a musclebound hammer lord even before undeath granted him unnatural power. He hefts the hammer again and again, splitting the wight's limbs in showers of bone. I try to help by grabbing the dwarven steel helm from his head, but he is too strong for me. The dark one is impossibly tough. Tobul manages to disarm his crossbow and tear the helm from his rotten head. Even with the artefact steel warhammer lodged in his brain, Sarvesh Cudgelkinded the Honest Shrine is still undefeated.

Tobul lifts a hand and makes a flicking gesture. Sarvesh roars in pain and horror as his flesh blisters and cracks. Distracted, I heft the steel short sword I took from Ashcinders and in a wild slash hack at the dark one's arm. Turning its attention to me, Sarvesh is left exposed and Tobul kicks him in the head with his steel boot, crushing it completely.

Spoiler (click to show/hide)

The dark one crumples to a mangled heap on the stone block floor. I lift the sword, Bloodwrath, and strap it to my back. Tobul searches the dwarves steel armour but, aside from a replacement helm, cannot find anything better than his own. We leave, heading north once more, continuing along the foothills.

Encountering a seemingly abandoned vulture leather tent in the vast desert of the Dunes of Song, we stop to rest for the night. Tobul, not requiring sleep or sustenance, keeps watch.

Spoiler (click to show/hide)

We discover an abandoned cave, its walls glitter with embedded amethyst, but sadly no treasure let alone monsters to slay. Rounding the jutting mountain range, the westernmost point of the massive Perfect Horns, we arrive at Largtempest, an ancient necromancer tower. Hob Tiledoctrines performed many cruel experiments here.

13th Opal 1175

We arrive at Emeraldcrown, a vast city of green glass suspended over a volcano. The once proud city has been ransacked and taken over by wildlife. Yaks and keas swarm the dense forest outside and debris is strewn wide, alongside the corpses of many humans. The High Confederacies have destroyed what was once a treasure of The Staff of Kissing. Perhaps one day it will be reclaimed, but not today. The lone surviving dwarf here is the erstwhile mayor, Ushrir Wordcobalt, who claims he no longer lives in the city. Sad times indeed. Tobul indicates it is not far to Brighthelm, but there are a few goblin cities and contested towns between here and there.

We sneak between two goblin pits - Raspedhells and Ashgouls - and in the distance I can see grassy fields of blue. This is the Heavenly Steppes, a meadow of bubble bulb and feather trees. Brighthelm is on the horizon. The briliant blue cobaltite wall surrounds the fort proper, farmers in the fields wave at us, unsure of our purpose.

Spoiler (click to show/hide)

Unicorns and llamas frolic in the pastures inside the fort. This is truly a blissful place. Rogon smile upon us. We climb the brilliant white granite tower and Tobul gestures into a small room. On all sides are sparkling aluminum statues. They depict Rogon the Umber in all her beauty and glory, holding aloft a shining war hammer of the purest metal, and at her feet, dwarves rejoicing at the shining sun. This is hope. This is a future without death or blight. In the centre of the room, is the Divine Forge.

Spoiler (click to show/hide)

From his pack, Tobul produces something that until now I did not know he had. A backpack, which he says is from Bloodspire, containing ten ingots of blistered metal. A piteous offering from the Eternal Citadel. This black angelic material shimmers and twists in the light. I have seen it before, in the blade of the elf banshee Emofe.

Tobul speaks. He tells me that I now must perform a blessing, as a priest of Rogon. To transmute these foul black metal bars into something worthy of Her glory, using the tiny prong as some kind of conduit. I have never done anything like this before, but I am no stranger to beseeching Rogon for blessings. Tobul gathers charcoal from a store above us, and the Divine Forge roars to life. The blue flames are hotter than anything I have experienced before, but Tobul does not even sweat. He is a high master furnace operator, trained for decades in Bloodspire in the ancient dwarven forge sorcery - trained it seems for this very moment. He begins to heat Ringedwires in the sacred fire.

Spoiler (click to show/hide)

There is a blinding light. A ringing in my ears. I can feel the presence of Rogon the Umber and it is beautiful. Tears stream down my cheeks.

Slowly my senses return to me. In the centre of the forge, Tobul holds aloft a white hot bar of brilliant metal... Bright Metal. The angelic metal of Rogon the Umber. Ringedwires... is untouched! Rogon in her benevolence has granted this boon! Even the aluminum forge shimmers an unearthly brightness!

I feel I have witnessed a true miracle. I will found a temple here, to great Rogon the Umber. The dwarves will toil and work the forges until arms and armour of bright metal clad every dwarven soldier. I have found true purpose in my life, and it is glorious.
« Last Edit: January 18, 2025, 11:44:26 am by kesperan »
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Maloy

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4312 on: January 17, 2025, 10:44:27 am »

I just read the prologue post and man I didn't realize I missed that!

I went to brighthelm a few days ago and I was so distracted by unicorns, the pretty fort design and chatting with satyr's I didn't even think to look at what you were cooking up down below!

kesperan

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Re: Museum III adventure game
« Reply #4313 on: January 17, 2025, 03:07:04 pm »

I figured out how to glitchily edit artifacts into my inventory, so here's something I was hoping to run into on my turn:

Spoiler: BLOODWRATH! (click to show/hide)

Aside from the awesomely edgy name and being one of the best weapons in Orid Xem, Bloodwrath has some neat history. Forged at the end of the first century, just as dwarven civilization was reaching its height, the sword earned its name during the march of the undead under Oddom Girdergrove. It was first claimed by Kib, one of Oddom's lieutenants, but her defeat at Stealmountain saw it pass to the zebra fiend Dreamypuzzled. It was then used to great effect by the demon, along with the rest of her legendary armory. Sadly, the undead hordes proved too numerous for Dreamypuzzled, and she eventually fell to them.

Unfortunately, I think Bloodwrath is completely inaccessible now. It was supposedly lost in Trammeljudges during it's conquest, but because the sword's wielder died, it's not there. The game thinks it's still held by the dead Sarvesh Cudgelkind, so it doesn't physically exist anymore.

Not sure if nogoodnames still lurks here, but they might be interested to learn that, thanks to The Returning (or Anti-Rapture), Bloodwrath has returned to the physical realm once more.

I just read the prologue post and man I didn't realize I missed that!

I went to brighthelm a few days ago and I was so distracted by unicorns, the pretty fort design and chatting with satyr's I didn't even think to look at what you were cooking up down below!

Ah, so nice you visited and got to pet some of the unicorns. Did you happen to bump into our delightful mayor, Romimi Axerings the Glum Shield, the four year old Satyr?

The satyrs that turned up and became members of the fort are all considered to have a "default" caste, like the angels you brought to Razorbridge. Unfortunately, they are classed as male, so in order for them to reproduce I had to hack one into being female. The original couple had children, who are all born as adults with (apparently) randomised skills. Romimi happened to be born with elevated social skills, and was voted Mayor while technically still being a toddler.
« Last Edit: January 17, 2025, 03:13:06 pm by kesperan »
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Maloy

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4314 on: January 19, 2025, 06:55:17 am »

My save https://dffd.bay12games.com/file.php?id=17296

My submission is my contribution to medical science and I am submitting one piece of it in Pulmonary medicine:



Ringboot has a second tavern that is in the slums district. An additional railway was built leading from the far north end and connecting to the rest
Built a lot of potential player homes listed as for long term residents so asking one of many tavern keepers if you can stay should work fine
Public library added.
I was so close to finishing my trial by combat minigame! Ran into a couple hiccups and I knew it would take me days to figure out. Next time.
Statues added. Statues either have directions written on them or have historical moments on it. I've added early museum history and some Orid Xem history and hid it around the city
If a door doesn't have the building's purpose labeled on it then it is just residential



The wolf gingerly set the barrel of sloshing liquid into the cart. Hauling it to the top of this tower hadn't been fun, but he was blessed by the fact that he had a tireless body.
Now, he could enjoy the boon of his vision and dwarven engineering prowess! The railway would let him fly across the slums of his city landing him all the way back at its main station. He climbed in with his barrel and pushed off as he was sent flying at Mach speeds.
His pride and satisfaction were only ruined a moment later as he saw what was waiting on the track: A goblin baby was playing on the rails!

There was nothing the wolf man could do as the cart didn't stop until it hit an installed brake near the end of the course. He watched as he flew at mach speeds to the baby. Perhaps, for the first time in this young creature's life, she struggled to her feet and reached her hand toward the approaching wolf man. If she had done this in the comfort of her own home she likely would have been met with cheers, excited parents, and embracing as she overcame this major personal milestone, but instead the only thing to greet her success today was natural selection. The cart impacted right into her front and destroyed her core as she was sent flying and vomiting further down the track.

She landed on the track as the cart continued and smashed her again and she was sent flying through the tree line and hopefully onto something soft below.

"Well, that was awful" the wolf man said to himself
He looked to his left and saw that on the opposite track that lead north was another goblin baby sitting on the tracks
The two made eye contact
Spoiler (click to show/hide)

This was getting out of hand and the railway would need to be stopped until they could be rescued, but then things only got worse for the wolf man's conscience:

Another goblin baby was on his track
Spoiler (click to show/hide)

This one saw the oncoming doom and seemed to realize he was in peril. The baby boy valiantly threw up one arm to stop the cart, as if he was a hollow zombie, and could launch the cart another direction. If only.
The boy's arm was instantly mashed to a paste and the rest of him crushed onto the front of the cart. He was pushed along the track for a good while as the cart ground his flesh against the track and more precious body parts were pasted. This continued for awhile until he too was launched away into the tree line hopefully into something very hard to put him out of his misery.

The, now blood covered, mine cart came to a stop at its destination with a stunned wolf man staring into space. A station employee came up to check on him.
"Shut down the railway. There's a child on the other track that needs to be rescued, send clean up crews onto the one I just came from to clean up the viscera and send rescue teams to find the two goblin babies that fell into the tree line somewhere."
The station dwarf paled hearing this and realizing what happened.
The wolf man fell out of the cart and then got out and called to the employee "Soon as your done take that barrel to the combat testing area"

As the wolf man passed through the station he heard another employee shout to all that the railway was shut down for the next few hours. The main station was stuffed with people either on their way home from work or travelers eager to check out the seedy smoldering corpse bar in the slums. They met the news with a mix of groaning, sighing, complaining and shouting. The walk was a few hours long and the people of the city had been spoiled by the ability to simply ride everywhere. Perhaps, they should commercialize wagon riding? the wolf man thought

The wolf man got home, cleaned himself up and went to his personal study to wait for his visitor. Ancient dusty tomes ranging from history to the arcane and forbidden filled his study. He made sure not to leave any open for his guest.

The visitor arrived only an hour later: The elf Onul. The warrior, still coated in blistered metal armor, walked the bounds of the study unbothered.
"Greetings, stray dog." he picked a book off the shelf "Now, what have you been reading lately?"
The elf didn't have to worry about accidentally unleashing evil powers into his soul thanks to his nature and casually flicked through the pages before returning the book and picking another one.
"Onul, is that anyway to treat me? I've made great effort to give you space and not burden you with tasks"
"That has to do more with my own efforts to keep you away from me then your own in doing so" he replied without looking before continuing "Has the baron arrived yet?"
"No. Dwarven nobility is notoriously lazy and unmotivated. This land is legally his, but in practice it is mine and the baron seems unmotivated to change this"
Onul nodded his head slowly in sympathy "Very odd for the dwarves to leave a human feudal system in place, anyways where that elf girl? I fear she may cry if she doesn't get to have one last argument with me before I go"

The wolf man rolled his eyes "Lyth is at an excavation site for me. You should know: the baron isn't coming, Onul"
Onul was just about to say something about Lythienne again until what Maloy said hit him and he turned on his heel towards the wolf man mouth agape
"You said that you would get me an officer's position! It is time to pay your dues!" The elf shouted
"And I am doing so. Today,  even. If you want what will be offered."
Onul's eyes were still with fury as he grit his teeth "I am going to hate this, aren't I?"
"Oh no no! Listen, working for dwarven nobles isn't going to get you anywhere. They aren't interested in young ambitious officers, especially elves! I have something better for you."

Maloy reached into his desk side treasure chest and pulled out a helmet shaped like an elephant's skull:


"I'm offering you command of Ringboot's military."
The elf guffawed with a mix of shock and bewilderment "This city? What about Willful labors? The eternal city? That new fortress in the magical forest? What's it called- Brighthelm? Hell, even Shadecavern?! None of these need a new captain?"
Maloy tapped a clawed paw against the helm as he waited for the elf to finish his list and then spoke "Half of the places you're listing are ruins or are incredibly small. Ringboot has the largest population and army. I'm also offering you the position as commander, not as a regular captain"
For once, the elf that never stopped insulting others was silenced by his own inner turmoil which allowed Maloy to continue
"I'm sure you'd done fine at any of the places you listed. I'd write a letter and get you sent there, but tell me, do you really want to spend your days rallying dwarven farmers with copper gear to stop wildlife or fight whatever exiled band from the Most Sin happens to wander into your area? Or do you want to command the largest army in the Walled Dye that is about to embark on a campaign to retake all the lands lost to the Most Sin?"
"Leading an army of your experimental freaks? Ha! Don't make me laugh"
"My experiments aren't for military use, unless you are referring to the goblins, in which case I will tell you they aren't experiments! I've been reading ancient human texts and some of the greatest conquerors in history would take the children of their enemies and raise them in their own ways. Those kids will create a new future for the Most Sin!"
"Yes, but let's talk about how you acquired them"
Maloy stood up "No. We won't talk about that. Take the job, Onul. Lead this army to glory and then go do whatever you like when the campaign is done"

The two stood in silence for a time until someone burst into the room: A warrior of Udir guardswoman. The female cyclops looked frightful as she ran in "Excuse me, lord! Urgent report an elephant that has been infected by the blight has wandered into the outskirts of the city!"
"A what?!" Maloy replied "Casualties?"
"Sir, no civilians were out there other than three unattended goblin infants"
"What?!" The wolf man thought he might pass out
Spoiler (click to show/hide)

Onul walked over and put on the skull helmet and said "Well, I guess we should go and deal with that then"



A lot of silly adventures happened lol Looking forward to sharing them a lot actually

Maloy

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4315 on: January 19, 2025, 07:20:43 am »

Either my next turn or the one after that I'm planning to start a pretty massive campaign against the Most Sin so if anyone wants to drop off an adventurer at Ringboot to take part feel free!


@Kesperan I took a breeding pair of unicorns from you, because I wasn't sure how long my turn would be. I only passed three years total, but I now have several unicorns in Ringboot. Feel free to take them back!

kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4316 on: January 19, 2025, 07:47:50 am »

Do we even want to know why you are stockpiling goblin babies?

Brighthelm is full of unicorns so I’m sure we won’t miss a few. There are also tame giant wild boars and other savage beasts.

Nice elephant bone helm - even though Moldath was only king for two weeks it’s nice to see it commemorated.
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TheFlame52

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4317 on: January 19, 2025, 02:25:13 pm »

Holy shit Bloodwrath has been unlost

dikbutdagrate

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4318 on: January 20, 2025, 12:07:49 pm »

So I still know less and little of the save's steeped and ancient lore. I'm slowly beginning to recognize a number of names, after obtaining several lore fragments, just by reading a number of the write ups since I started playing.

All of my legends viewing apps really struggle to explore the details of the save, crashes and stuff, so I've mostly given up on that approach.

But I actually sort of enjoy it this way? Its pretty neat.
« Last Edit: January 22, 2025, 10:14:41 pm by dikbutdagrate »
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Bralbaard

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4319 on: January 20, 2025, 01:55:58 pm »

I was absolutely not expecting the splatter-horror-madness that was Maloys turn, with an innocent minecart ride escalating in pure nightmare fuel that should haunt the poor wolf man for the rest of his years.
Or.. not. It seems Maloy may have gained the "does not really care about anything anymore trait" because a few minutes later he concludes it might be a good idea to commercialize minecart rides  ;D.
Anyhow, that was a brilliant turn.

I also greatly enjoyed Kesperans entries, with some valuable background stories for many new sites, including Brighthelm, and apparently a 376 year old bird, named Avuz. Is the bird some kind of undead, or has he been experimented on?
Anyow, Emofe that hollow hunter companion, is quite badass as well. 

I've got the save game, I'll keep you updated.
« Last Edit: January 20, 2025, 04:12:31 pm by Bralbaard »
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