INTRO
I’ve long been a fan of both Dwarf Fortress and play-by-post roleplaying, and so I’ve decided to force-breed the two into a hideous abomination against God and Science/an enjoyable text-based experience.
The Scourge of Zonocol will follow a ‘Choose Your Adventure’ format. The readers (that’s you! All of you!) will be presented with situations with multiple choices. You will vote for your favorite choice in the poll above, and the choice with the most votes will be the action the player character takes. Feel free to discuss your choices here. Remember, you’re all working together to insure the best (or at least most interesting) ending.
COMBAT AND TRAPS
This game is inspired by Dwarf Fortress, so of course, there will be blood. Combat will be a simple dice-rolling minigame. Each attack the player character makes will have a 50% chance of landing, while each attack made against the player character will have a 50% chance of missing. Weapons can be found to improve your chances of landing a hit, and armor can be found to improve your chances of avoiding a hit. The first creature to take three hits dies, and combat continues until only one combatant is left standing. Remember, death in The Scourge of Zonzocol, like everywhere else in the Dwarf Fortress universe, is permanent.
Dice-rolls will be made using an online dice-roller and posted for your perusal, just to insure that there is no foul play. Please note that combat is not the only possible avenue for death in The Scourge of Zonzocol; if you activate a deadly trap, or awaken an entire demon army, for example, your character has only a 50% chance of escaping. If he or she fails to make this roll, they could very well die without getting a chance to fight their way out. Oops!
Also, please note that you can simply choose to ignore the dice-rattling, if you prefer. All combat scenes will be summarized in DF-inspired prose, full of eye-gouging, arm-breaking, vomit-throwing goodness.
SETTING
Zonzocol, or as it is called in the human tongue, “The Helmed Covens” was once a dwarven fortress of epic splendor. It was built deep within the bowels of a majestic, sweeping bluff, and farms and windmills above helped power the gearworks and legendary forges below. It was particularly famed for its stonecrafts and fine steel weapons, and there were even rumors of glittering adamantine hidden within Zonzocol’s depths.
Unfortunately, Zonzocol’s days of glory were all too fleeting. Somehow, the fortress attracted the ire of Oslanbecor (“Windtempted”) the Dragon. Windtempted began his assault four years ago by burning the windmills that powered the fortress. The fiend then destroyed Zonzocol’s front gate, effectively locking the dwarves of the fortress inside. Once the dwarves of Zonzocol starved to death, Windtempted blasted a hole in the side of the bluff, sealed it up with his mighty tail, and went into hibernation among the mountains of ill-gotten plunder, using the ruins of the once-mighty fortress as his new roost.
Zonzocol was all but forgotten until a trio of plucky adventurers discovered a mineshaft leading straight down into its long-lost tunnels and chambers. Dare they enter the scorched dwarven ruins? Dare they tempt fate, death, and Armok-knows-what-else deep beneath the world’s crust? Dare they battle Windtempted, “The Scourge of Zonzocol”?
GOALS
In order to achieve the ‘best’ ending, the trio of adventurers must achieve the following goals:
-Discover the lost Treasury of Zonzocol, so the three can retire in style.
-Slay Windtempted the Dragon, so that Quick can rejoin his tribe.
-Find a cure for Dirk’s dying village.
-Discover whether or not Digger truly hails from the lost clan of Zonzocol.
-A fifth and secret objective, to be revealed later!
A tall order, to be sure. But remember, this is the realm of Dwarf Fortress. Losing, especially in an unnecessarily gory fashion, can be fun as well!
CHARACTER BIOS
This trio of adventurers have discovered a secret entrance to the fabled Zonzocol. Unfortunately, the entrance is only large enough for a single adventurer to fit through, so your first choice will be who goes first into the abyss!
“Quick” Woodensteels, the Elven Exile
As a young elf, Quick was training to be the new Druid of his tribe, and was held to the strictest interpretation of their traditions. One day, however, the goblins attacked, and Quick did what he had to; he picked up one of the fallen goblin’s weapons and rallied his people to victory. It was only after the dust of battle had settled that Quick saw that the club he wielded was crafted from wolf bone. By using a weapon cut from a living beast, Quick had accidentally violated one of his people’s most sacred traditions. Quick was branded with the mark of exile, and cast out of his village. In honor of his service to his people, however, Quick was given one all-but-impossible chance at redemption. If he slew the forest-killing dragon Windtempted, he would be welcomed back into the bosom of his people. Once Quick heard that Dirk and Digger were heading to plunder Zonzocol, Windtempted’s last known roost, the elven outcast was quick to sign up.
Quick is a grim and aloof individual, having lost his sense of elven playfulness along with his tribe. Having once trained as an elven Druid, Quick has a slight glimmer of magick in his blood. His real talent, however, is his deadly accuracy with his bow, which he has used to survive in the harsh, unforgiving world since his exile.
Special Ability: As we all know, bows OMGWTFPWNZ0RZ all other weapons. In order to reflect this, any successful strike Quick makes has a 50% chance of killing his opponent instantly.
“Dirk” Siegedknives, the Human Rogue
Dirk has always been a treasure-hunter by trade, although he did tend to “hunt for treasure” primarily in the homes and mansions of the well-to-do. A notorious burglar, charlatan, and general all-round ne’er-do-well, Dirk has long terrorized the capital city of the humans, but recently, his thoughts have turned toward retirement. A month ago, he tried to return to his home village to take a wife and retire from a life of “adventuring”. Unfortunately, upon returning, he found his village had been struck with a terrible plague. Everyone living there, including his childhood friends and family, are doomed to a slow, wasting death unless he discovers a cure within the next sixth months. His only hope is to find the research of the famed dwarven alchemist Unast Idorthikut, or “Unast Howlbook.” Hopefully, the old wizard invented a cure before he fell in the siege of Zonzocol. It’s a long shot, but unless Dirk succeeds, his entire village will surely die.
Dirk is quick-witted and charismatic, but unfortunately also very lazy and treacherous, long accustomed to a life of crime. Clever and agile, Dirk has a knack for getting into places he isn’t meant to get into, and is more than capable of defending himself with knives and short blades.
Special Ability: At the start of combat, Dirk has a 50% chance to automatically win. He might be able to run away, hide, or bluff himself out of combat… or he might just be able to land a knife in his adversary’s back.
“Digger” Hatchetsoldier, the Orphan Dwarf
Digger grew up in an orphanage in the human capitol city, apparently delivered there by her sick and ailing father, who died soon thereafter. The only thing she had to remember him by- her only link to her dwarven heritage- was a bronze hatchet with an inscription in dwarven. Having grown up around humans her whole life, Digger couldn’t read the inscription, something that frustrated her to no end. She spent most of her youth laboring away in a human-run mine outside of the city, slowly earning enough money to hire a tutor to teach her the dwarven tongue. As she slowly mastered the mysteries the dwarven language, the inscription on her ancestral axe became clearer and clearer. One day, she was able to understand it fully. It read, quite simply, “The First Axe of the Royal Guard of Zonzocol, Forged in 113.”
Determined to discover more of her heritage, she swallowed her distaste for the too-talls and signed up with Dirk and Quick. Digger carries with her the afore-mentioned hatchet, a fine steel pickaxe from her mining days, and an excellent understanding of the dwarven language and culture.
Special Ability: While the two other characters have only 50% chance of avoiding insta-death traps, Digger, due to her intricate knowledge of the insane dwarven mind, has a 90% chance of avoiding traps, making her the best explorer of the group.
The elven pariah, the clanless dwarf, and the human scoundrel. An unlikely party, if I do say so myself! Don’t worry, you’ll get a chance to play as all three, but for now, you must decide who will be first on the chopping block! Each has their own strengths; Quick might be able to cast a spell at an opportune moment, Dirk might be able to sweet-talk a cyclops, while Digger might be able to puzzle out a dwarven inscription on the wall. Most important of all, however, are their separate special abilities. Who will you choose? Will it be…
1. Quick the Elf
2. Dirk the Rogue
3. Digger the Dwarf
Voting closes at midnight EST on Friday, August 22nd, and the first chapter of this epic saga will be posted shortly thereafter.