Welcome to my RTD. I've been planning on making one of these based loosely on three games I'm fond of. Crawl, Nethack and DF. So, this is essentially a community Crawl/Hack in a DF fortress. For those of you that have played those games you're already aware of one simple fact. You can die in almost any way imaginable.
I'm going to try and make this as consistent to the three worlds as possible. Since the fortress is a DF setting, most of the DF characteristics apply. However, magic is permissible, and the gods take a more active role than in DF. I will let you choose a character of the standard DF races, i.e. Human, Elf, Kobold, Dwarf or Goblin. They each have their bonuses and penalties. You will also get to choose your starting 'class' and these will loosely determine you're skill proficiencies. Nobody will start the game being able to cast spells. You're a commoner/starting adventurer fresh out in the world.
Skills come in varied levels and provide certain bonuses. As do items and many other things. This is designed to be a thinking game. Your actions determine how long you survive. I can't stress this enough, so I won't. I'll let your deaths attest to it.
You will be required to eat and drink and occasionally rest/sleep. Each day will be broken into 1 hour turns. All combat for the turn will be resolved within that turn. You will get 16 turns before you rest for eight turns so you will need to find/make secure locations. Weather will be a factor. As will encumbrance.
Your goal is to delve the ancient ruins of Geshud Osod, The Fortress of Bones. It's roughly fifteen hundred years since it's founding and has been a source of speculation and rumor for most of that time. Few have lived to see it, fewer have returned. I will be keeping a High Score list that delvers will be entered on. Each item you obtain at the fortress has an associated value.
Your goal is to escape with as much wealth as possible! If you die, you'll be recorded on a separate list with an approximate value of goods found. For you to get a good score you have to survive or it doesn't count. Artifacts can have magical properties. As can some other items.
For expediency I'll allow no more than
four players in at once and a
waiting list of four players. If you die and you want to try again you'll be put on the end of the list (Whether or not there is room). Please don't take deaths personally.
I've not actually finished the fortress itself, but have a very good idea how I want the design to be, so that's not a problem. I will include screenshots and information from in game as I am able. The link to the story/community fort itself is:
http://www.bay12games.com/forum/index.php?topic=19967.435Geshud Osod starts on page 30. There will be hints and clues in the story as I go as to what you may be facing. It's still a work in progress but, to be honest, I expect it to be a little while before you actually make it into the fortress proper, and much longer than that before you actually begin to uncover some of my intended hidden secrets.
General RTD rules apply, however with a slight twist:
(Below are the general rules as quoted in Sean's RTD)
You then post your actions, exactly one action per turn. Once all players have made their actions, the GM posts again, with the results of the actions and the state of the world around you. I will try to to a turn every day and if you haven't posted in that time frame you go into survival mode. (food, water, shelter in that order) After which you post actions again, ad infinitum.
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Whatever you tried to achieve, you didn't, and you made it worse.
[2]: Fail. You didn't, or couldn't do what you tried to.
[3]: Meager success: You didn't fail, but you didn't succeed either. Like trying to sit on two chairs but ending up on one.
[4]: Success: You succeeded in your plight. All consequences are now your problem.
[5]: Epic Success: You succeed in the most positive way possible. The universe will bend to your will.
[6]: Overshot: You achieved what you tried to achieve, but you made it worse by doing so in the most inhumanely overpowerful way possible. Casualties are inevitable.
I'm adding a twist to this classic. Above are the rules for STANDARD actions. Standard actions apply if you have BASIC skill in the required action. Basically it's 1-2 is fail, 3-6 is success. Very easy actions shift one fail to success. Hard actions (or if you're unskilled) shift it up. (I.e. 1-3 is fail, 4-6 is success). There are also Very hard actions, complicated actions and universe-bending freakishly impossible actions. All of which can potentially be successful. With the right rolls. The caveat... on a 6 you get a critical success. With standard actions a further roll will determine whether the resulting action will be a positive critical success or a negative one. 1-3 has a negative action, 4-6 has a positive one. Bonuses that push the roll past six can affect this roll.
Example: Kronk is a talented swordsman. He attacks with his sword, attempting to cleave through two insectoid ambushers in front of him. He has a weapon that grants a +1 to atk and +1 to dmg. His skill gives him a further +2 to attk. Cleaving through two is a complicated action but due to his skill level he suffers no penalties to sword related complicated skills. (the +2 still applies as well)
He rolls a 5! (+3) which makes it a 6 (+2) and rolls a further dice (it's a 2! +2 which makes it 4) So he rolls a critical success with positive results.
Another far fetched example:
Dork sits in front of the wall, scratching his head and wondering how to get past it. He decides to try to bend the very powers of the earth to his will reshaping the wall itself to be fluid as he passes through it. (Meld with stone type spell, Earth domain)
It's a VERY hard action for him to do as he has no skill in magic, no particular earth affinity nor a deity that has an earth domain. So he has to roll a 6 to succeed and a second six for it not to have very very unstable results.He rolls a 3!
He concentrates intent of forcing the wall to do his bidding, getting very red in the face. His veins stick out and he begins turning red in the face before a small fart escapes his clenched behind. His head hurts a little. (-1 to mental actions for two turns)
The second post I'll reserve for a formal rule sheet.
The third post will be the High Score list.
The forth will be the introduction.
Current Players:
Dwarmin
Dwareet'ik
Kobold
Shaman
Deity:Worshipper of Elyvilon; Follower (0/10)
Invoke:
Turn Undead (1)
Minor healing (2)
Status: Healthy (Food in 7, Drink in 6), Small, Quiet, Timid(except against undead), Unbiased Omnivore, Quite Content (morale), Disfigured (torn ear),
Injuries: Lf leg (2,0)
Bonuses/Penalties: +1 to Dodge, -1 to Strength, -1 to Toughness, +1 to avoid detection, -2 to Morale when fighting, Partial darkvision (60'),
Magic contamination (1/A)
Kills:
Named kills: Cius, Human monk (PVP)
3 Zombie Mountain goats
2 Zombie elves
Spells:
Cure light wounds (1,2)
Skills:
Novice Herbalist (5/10) (Allows the identification of basic plants)
Novice Healer (mundane) (5/10) (Allows simple first aid)
Observer (15/20) (+1 on all active search checks, +1 to critical success bad stuff prevention)
Intro to Curses (4/5) (Voodoo) (unskilled)
Intro to Meditation (1/10) (Allows basic meditative trances)
Novice Invoker (4/10) (+1 bonus to prevent Critical success bad stuff)
Staff wielder (19/50) (Allows Intermediate attacks with no penalty)
Novice Unarmed Combat (12/20) (Allows basic unarmed combat)
Novice Dodger (6/20) (+1 bonus to prevent critical sucess bad stuff)
Novice Bone carver (2/10) (Allows basic crafts)
Intro to Traps and Snares (2/4) (unskilled)
Novice Stealth (0/10) (+1 bonus to prevent Critical sucess bad stuff)
Intro to Appraisal (3/4) (unskilled but no penalty due to racial inclination)
Novice Butcher (0/10) (Knowledge of basic anatomy)
Novice Cook (0/10) (Allows basic cooking, understanding of food)
Intro to Tanning (2/4) (unskilled)
Intro to Throwing (1/5) (unskilled but no penalty)
Novice Healing Magic (1/20) (Allows casting of basic spells)
Inventory:
Felsite crown * (unidentified)
A Felsite scepter* (unidentified)
-small iron chain shirt-
small iron cap
Dog leather shoulder bag (full!):
2 pieces of cooked large demon rat meat
1 Kobold bulb
1 crude Mountain goat bone pestle
1 crude Large demon rat skull bowl (dirty, turtle blood)
1 flint and striker
1 bandage
1 Obsidian mug (Masterful, 150 value) (May double as mortar) (Full of rust monster goo)
1 wood torches (good for 5 hours each)
1 xmeals worth of roasted garlicx
1 small bundles of healing herbs
1 Hatchet
1 Knife
1 small Hammer
1 File and Drill
1 small chunk of copper
1 small chunk of silver
1 handful green glass beads
Turtle shell
1 dirty bandage
Craftshall:
1 drying tanned large demon rat skin (slightly cut)
1 set of Leather Stretching tools
3 pieces of large demon rat meat (rotten)
1 ruined Large demon rat pelt
1 pile of chunks
1 Large demon rat skull
1 small pile of large demon rat bones
Quarry:
[4] large demon rat bones
Medium pile of dry wood
[3] Mountain goat bones
1 Mountain goat skull
Stash:
1 chestnut toy boat *
1 obsidian earring (50 value)
1 obsidian mug -*
1 felsite ring*
5 Bone bolts (4 excellent (2 value each), 1 gem studded) *(unidentified)
Carved Juniper Staff (2-handed for you)
Cow leather Waterskin: Kobold stew (1 uses each use provides 5 food, 5 drink)
XBirch bark WaterskinX: Water (3 uses)
Actions needed:
Day 6, Turn 5
Location: Quarry
tehstefan
Reece Worstell
Human
Knight
Status: Healthy (Food in 3, Drink in -3), Large, Flexible learner, Content (morale)
Injuries: Right arm (4,2), Right leg (2,0)
Bonuses/Penalties:-1 to Dodge, +1 to Strength,
Skills:
Swordsman (36/50) (intermediate attacks /w no penalty)
Novice Tanner (0/10) (Allows basic tanning)
Observer (0/20) (+1 Bonus when actively searching, +1 to prevent critical failures)
Intro Traps and Snares (1/4) (Unskilled)
Intro Dodge (1/10) (+1 bonus to prevent critical success bad stuff)
Intro Weaponsmithing (3/4) (Unskilled)
Novice Leadership (0/10) (Allows basic command of underlings)
Intro Armor user (3/5) (Unskilled but in class)
Kills-
5 Zombie elves
1 Skeletal Giant rust monster
1 Speargoblin
Inventory:
*xXRope reed plate armorXx*
XGiant iguana leather capeX (armor)
xWooden practice short-swordx (x denotes badly worn)
x Scratched Iron gauntletsx
Wooden long-sword*
+Iron long-sword+
1 piece of Turtle meat
XMule leather BackpackX:
1 lantern with oil (5/15 turns) Lit
Rope reed bag:
1 flint and steel
1 small chunk of copper
1 small chunk of silver
xRope reed bagx:
2 bars of Charcoal (10 turns of low light each)
Dog leather waterskin: Water (3 uses)
xXUnicorn leather waterskinXx: Water (3 uses)
Action needed:
Day 6, Turn 5
Location: Ramp to trade hall
Dragnar
Dragnar
Dwarf
Runesmith
Status: (Drink in -8, Food in -6), Medium creature, Able to see in dark, Racial fortress morale boost, Inherent knowledge, Hungry, Thirsty
Bonuses/Penalties:Faint tingle (Penalties apply when sober), Lucky (3 turns)
Injuries: Rt. arm (3,0), Lf. arm (3,0), Chest (3,1)
Skills:
Swordsman (12/50) (Allows Intermediate combat actions /w no penalty)
Novice Armorsmith (3/10) (Allows basic armor crafting and repair)
Novice Weaponsmith (4/10) (Allows basic weapon crafting)
Novice Observer (9/10) (+1 Bonus when actively searching)
Intro Traps and Snares (2/4) (unskilled)
Intro Unarmed combat (3/5) (Unskilled)
Novice Dodger (7/20) (+1 to prevent critical success bad stuff)
Intro Appraisal (2/4) (Unskilled but no penalty)
Intro Lore (2/4) (Unskilled but no penalty)
Intro Runesmith (4/5) (Class skill, no penalty for unskilled)
Intro Stealth (2/5) (unskilled)
Intro Healing(mundane) (1/4) (unskilled but no penalty)
Intro Intimidation (2/4) (Unskilled)
Spells, Runes, Abilities: (difficulty)
Strengthen Metal (Moderate) (1)
Weaken Metal (Moderate) (1)
Kills-
2 Zombie elves
1 Goblin thief
1 Axegoblin
Inventory: (Rolled a 6!,1!)
Corroded -Iron Bastard sword- (May break on a bad critical hit. 6!,1!) (2 handed for dwarf)
Lustrous coppery Bastard sword
Scratched Copper Cuirass (like a breastplate)
Donkey leather cap
Smilodon leather Backpack:
Flint and steel
Small hammer for forging and assorted tools. (Iron)
2 wooden short swords*
Bone carving tools
1 small chunk of copper
1 small chunk of silver
Bronze flask: Water (1 uses)
xDeer leather waterskinx: Water (3 uses)
Needed: Day 6, Turn 5
Location: Ramp to Skull-keep
Anti-Paragon
Ajax Peltthrower
Human
Ranger
Status: Healthy (Food in -6, Drink in 11), Large, Flexible learner, Happy (morale), Hungry,
Injuries:
Bonuses/Penalties:-1 to Dodge, +1 to Strength,
Skills:
Novice Crossbowdwarf (7/20) (Allows basic attacks)
Novice Animal Husbandry (0/10) (Allows basic animal interaction)
Intro Hammerman (3/5) (Unskilled)
Intro Stealth (3/20) (Allows basic stealth)
Intro Cooking (2/4) (Unskilled but no penalties)
Novice Observation (2/10) (+1 bonus when searching actively)
Intro Divination (0/5) (unskilled)
Spells:
Detect creatures (very hard) (2/1)
Kills:
1 Mountain goat
1 Otter
1 Swan
Inventory:
Copper Crossbow
Large rat leather quiver:
23 iron bolts
Rope reed bag:
4 loaves Longland flour bread
flint and steel
Crude obsidian skinning knife
12 Mountain goat teeth
4 Otter teeth
1 battered copper lantern (30' light, 10 turns use)
Donkey leather waterskin: Water (3 uses)
plucked swan
4 handfuls of swan feathers
1 handful of down
Obsidian pieces
Location: Inside west gate
Needed: Day 6, Turn 5
Groveller-
Suspostu
Goblin
Priest (wannabe)
Worshipper of Snong Ratosnodub Ngos (Snong the Lovely Plague of Princes-succubus) Peon (0/5)
Invoke:
Status: Healthy (Food in 7, Drink in -3),Narrow, Unbiased omnivore, Depressed (morale), Darkvision, Poorly rested (T12)
Injuries:Right arm (4/2), Chest (3/2), Left leg (1/0), Left arm (2/1)
Bonuses/Penalties:-1 to Dodge, +1 to Strength,
Skills:
Intro Unarmed combat (3/5) (Unskilled)
Intro Whipgoblin (2/5) (Unskilled)
Novice Observer (0/10) (+1 bonus when actively searching)
Novice Daggergoblin (5/10) (Allows basic attacks)
Intro Invocation (4/5) (Class skill)
Intro Butchery (1/5) (Unskilled but in class)
Spells:
Kills:
1 Zombie elf
Inventory:
Cow leather armor
Deer leather boots
Cat leather pants
Cat leather gloves (aka Kitten Mitten)
Donkey leather bag:
Location: Trade hall
Needs: Day 6, Turn 5
Waiting List:
Kel - Dwarf, Chaos knight (unarmed combat)
Olon Mikurst- Dwarf, Slayer (Axe preference, Zako)
Labs