Game is full for now.
The Dwarf Fortress world part of Sean’s Multiworld Madness RTD has inspired me. Now I shall try something that will probably make the DF community ostracize me: the players in this RTD will be part of an elf caravan, escaping from a fairly standard Dwarf Fortress (With the exceptions of no kitten-based economy, and no massive corridors of weapon traps).
The rules are a bit different for this one, and are as follows:
The game will use a fairly standard DF universe with the newest version (28_181_40d), so no transcending into a deity or doing anything else that completely breaks the universe. Merchants need not eat or sleep. Death is permanent; no ghosts. Magic is allowed, but limited in effect. You're not here to become a legendary nature mage.
If you fail to post an action within 24 hours of the turn going up and do not have an action cued up, you’ll probably be on AI for that turn. I’ll use standard D6 AIs, which won’t be listed here unless it is requested.
The fortress will be pre-planned. Digging through a wall might or might not lead to somewhere useful, even with a 9.
Unless there is an outcry against it, I’ll be using a D10 instead of a D6. Most actions will be of normal difficulty, with the following scale:
1-Critical Failure (While climbing up stairs, you fell down to the bottom and broke your legs.)
2-Total Failure (You fell down a level, but only suffered some bruises)
3,4-Minor Failure (You forgot what you were doing because a fluffy wambler crossed your path)
5-Partial success (You climbed up half a level)
6,7-Minor Success (You climbed up a level)
8-Success (You climbed two levels, and are now where you wanted to be)
9-Perfect (You not only climbed up two levels, you found a secret compartment at the top)
10-Overshot (Racing up the steps, you go up three levels, run into a wall, and break your nose)
If you are unsure of the difficulty of an action, feel free to ask. Convincing a champion swordsdwarf fortress guard to ignore you would be much harder then getting a drunk sober to let you pass. A D10 system allows for more bonuses (or negatives). A 1 always fails, and will critically fail if a 2 could fail. Likewise, a 10 always succeeds, and overshots if a 9 could succeed. Each player gets a major and minor action each turn. Minor actions generally don’t require rolls or much concentration, such as putting a belt on or walking through an already explored small-medium room. Minor actions must come first, if it is used.
If at least four people vote YES, than one random player will be a spy from a third kingdom. The spy will remain secret, generally mucking things up (perhaps pulling a strange lever while everybody else is on a metal bridge over magma). The spy’s goal is to prevent the elves from conquering the dwarves, as that would upset the balance of power. His/her civilization is not allied with either the dwarves or the elves, and he will probably be tortured and killed if he is caught by either faction. I’m not really sure how this would work out, but it might be fun and add to the chaos.
The situation thus far: You are part of an elf caravan, from the civilization of The Forest of Agony. The Fermented Mushroom, a dwarven civilization, has grown increasingly hostile. Your mission is to attempt peaceful diplomatic negotiations at a key fortress, Nazushmigrur, which guards the easiest way into their lands. There is a new administrator there who will surely see the wisdom in an alliance. Should that fail, try to find out as many weaknesses as possible in their fortress, and get out.
Upon reaching the fortress of Nazushmigrur, two dwarves wave you over and lead your caravan into a fairly small passage in the side of the mountain. After what feels like hours of walking through a long, twisting corridor, you finally arrive at a trade depot. The dwarven escorts say to rest here, that the trader is busy, and that he will be with you within the season. One of them mentions ale, and they leave through the southern door. After a few minutes, a massive crash can be heard! Dust fills the room. Looking around, you notice that the corridor where you arrived has collapsed!
This looks bad for your mission of peace. In the room are your six companions, horses with your trade goods, and two bins along the south wall. The walls are lit by a bioluminescent fungus. There are two doors, both along the east wall, with one to the north and one to the south. You entered from the west.
When joining, please state your race, job, spy vote, and first action. PM me if interested in the chance of randomly being chosen a spy. Anyone may join, so long as they are willing to be from an elf civilization.
Races: Elf (+1 dodge, +1 animal friend [lowers chance of animal attacks, even from trained animals], -1 toughness)
Dwarf (+1 toughness, +1 find trap, -1 agi, can dig with a pick)
Human (+1 to hit with a weapon, can use large weapons such as claymores)
Goblin (+1 to damage with a weapon, can see in the dark)
Kobold (+1 to dodge, +1 to sneak, -1 strength, cannot communicate with those not in the party, only one allowed [What good is a merchant caravan that cannot communicate?])
The jobs:
Merchant (+1 communication, +1 starting horse with 3-6 unidentified goods)
Guard (+1 with 1 weapon skill, starts with that weapon, starts with leather armor and a buckler, giving +1 damage absorption and +1 dodge.)
Thief (+1 sneak, +1 stealing, starts with a dagger)
Three jobs seems rather small, but I can’t think of anything else that would be on a caravan, so other jobs are allowed as well.
The Kobold will be a thief, and there needs to be at least two merchants or two will be picked at random. The Kobold has been taken.
The players are:
1- Frelock, Kobold Thief
2- Andrea, Human Merchant
3- Sean Mirrsen, Human Guard
4- Aqizzar, Dwarf Thief
5- Inaluct, Elf Thief
6- Armok, Elf Merchant
7- DF Newb, Elf Merchant
8- Tylui, Human Guard named Nulo Firebrands (He really wanted in, and I'm feeling nice. It's December, Christmas month)
I'll try to update daily, please do not join if you will frequently be using AI. Three AI uses in a row will allow another player to take your place. If any NPCs are convinced to join, they might allow a new player to join.
Edits due to forgetfulness: The spy is randomly chosen from the pool of people who PMed me asking to be the spy.
Do not try to loot everything. You will become heavily burdened, unable to move, and somebody will be sure to notice the loss of their *pig tail socks*.
Merchants start with 3-6 random trade goods on their horse.
Game is full for now.