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Author Topic: Applying dwarfy logic to D&D.  (Read 5611 times)

druid91

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Applying dwarfy logic to D&D.
« on: April 12, 2010, 08:45:55 pm »

I need help using the same violent, dwarfy, ingenuity that we use to defend our fortresses to make a death warren for a D&D game. I will try to work out the crunch side I just need ideas.

I should note that we have access to hot-springs.
« Last Edit: April 12, 2010, 08:56:35 pm by druid91 »
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Poojawa

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Re: Applying dwarfy logic to D&D.
« Reply #1 on: April 12, 2010, 08:51:17 pm »

The group arrives in a room full of levers.

There are no signs or other means of knowing what they do.

There are also dozens of statues surrounding you. With various beasts, dwarven heroes, and food products in the stone.
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Sizik

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Re: Applying dwarfy logic to D&D.
« Reply #2 on: April 12, 2010, 08:52:53 pm »

Cage traps lining the entrance.
A lever in an opulent room that fills the room with magma.
A hastily (i.e. can be opened with enough force) walled up/boarded up passageway that leads to a demon pit.
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Renault

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Re: Applying dwarfy logic to D&D.
« Reply #3 on: April 12, 2010, 08:54:10 pm »

As soon as they enter the next room, a giant grabs one by the tooth and hurls him across the room where he shatters.
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PsyberianHusky

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Re: Applying dwarfy logic to D&D.
« Reply #4 on: April 12, 2010, 08:54:45 pm »

Honestly DF is a great map maker because making a fortress leaves you with a more logical dungeon where the items the adventure encounter all have a purpose.

DM: You see a pile of miniforges.
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Hyndis

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Re: Applying dwarfy logic to D&D.
« Reply #5 on: April 12, 2010, 08:58:21 pm »

Honestly DF is a great map maker because making a fortress leaves you with a more logical dungeon where the items the adventure encounter all have a purpose.

DM: You see a pile of miniforges.


It certainly is!

Take a booming fortress. Then abandon it. Age it a few hundred years. Wood rots, metal rusts, mechanisms may no longer work, the occasional tunnel may collapse. Some flood may happen in the lower levels.

Basically just take a booming fortress, then in your mind, have it be aged, abandoned, and damaged by time. Maybe some animals, but figure in the entrance traps worked to keep away the sentient looters, so things may have been moved around but everything is still more or less in the right places still.

Makes for awesome D&D dungeons.  :D The randomly generated stuff is just junk, all random, all purposeless.

You are in a maze of twisty corridors, each one identical.
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SIGVARDR

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Re: Applying dwarfy logic to D&D.
« Reply #6 on: April 12, 2010, 08:59:25 pm »

Make most hallways filled with engravings,ranging from crude drawings of beasts to masterful tapestry's depicting glorious battles.Make many winding  paths,narrow staircases leading downward for what seems like ever.add in some Traps based of of DF ones.

very low light coming in the deepest parts,cavern systems,HFS,Use what you yourself have experienced in df,then visualize what it would be like in first person view.

the more i think about it,the more DF is made for exporting to a d&d game.It has practically everything you need to make the "we dug too deep" Mineshaft of hell scenario and then some.
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Astramancer

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Re: Applying dwarfy logic to D&D.
« Reply #7 on: April 12, 2010, 09:03:08 pm »

You could always just do a 'best of' of some of the projects and overly-complicated mechanics from the forums.

Imagine the awe (and confusion) of the adventurers when confronted with a closed-cycle waterwheel power plant powering a multi-ton dwarven adding machine that can go all the way to 15! (not digits, mind you, but 4 binary digits)

Not to mention the pens and barns being on top of a 100-foot vertical shaft, so that the dwarven herders can just shove a cow over the edge and it lands 'pre-butchered' and ready to be stored in the food stockpile.  And the conveniently sealable trade depot with a ready supply of water.

And who can forget the intriguing 200 pound "quarry bush leaves/quarry bush leaves/quarry bush leaves" roast that will feed a kingdom for a year!

Plus, your adventurers will be baffled by the constant repetition of "Dwarf surrounded by dwarves" on the walls, and will probably spend way to much time trying to figure out why there are hundreds of carvings of cheese on the walls and floor.

Not to forget my personal favorite:  A wooden door, with a sign posted on it "DO NOT OPEN."  (maybe a really small deadbolt for comedic value)  Behind it?  Magma.
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PencilinHand

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Re: Applying dwarfy logic to D&D.
« Reply #8 on: April 12, 2010, 09:04:16 pm »

You are in a narrow corridor that ends in a T.  On the orthoclase wall in front of you in large letters made of cinnabar you see "FUN!" and an arrow pointing to the right.  Below this, in dolomite, you see "HAPPINESS!" and an arrow pointing to the left.  On the ground below you, you see an exceptional engraving of Dwarfs surrounded by Demons, the Demons are committing a depraved acts on Dwarfs.

Down the left and right halls you can hear what seems to be doors opening and closing together.

Which way do you go?
« Last Edit: April 12, 2010, 09:08:22 pm by PencilinHand »
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Odd!x

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Re: Applying dwarfy logic to D&D.
« Reply #9 on: April 12, 2010, 09:34:38 pm »

this thread has promise... I will observe it.
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njero

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Re: Applying dwarfy logic to D&D.
« Reply #10 on: April 12, 2010, 10:19:03 pm »

Not to forget my personal favorite:  A wooden door, with a sign posted on it "DO NOT OPEN."  (maybe a really small deadbolt for comedic value)  Behind it?  Magma.
You make that result sound like a given. I was expecting cats
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Renault

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Re: Applying dwarfy logic to D&D.
« Reply #11 on: April 12, 2010, 10:21:26 pm »

OHGODCATSWARMS

Parties would be skeletonized instantly.
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Odd!x

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Re: Applying dwarfy logic to D&D.
« Reply #12 on: April 12, 2010, 10:31:04 pm »

dwarven showers, which take advantage of the hot springs.

Of course they'll be activated by barely noticeable pressure plates in the floor that release sudden torrents of scalding water intended to blast/scorch through a wide variety of grime several layers thick, and possibly also working as a means to dispose of worn out clothes (they get shredded by water pressure.)
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monk12

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Re: Applying dwarfy logic to D&D.
« Reply #13 on: April 12, 2010, 10:34:09 pm »

If I interpret your post correctly, you are in fact one of the PC's hoping to fortify a recent acquisition. With that in mind...

GIANT slabs of rocks on hinges, for use both in defense, as well as in allowing access to, say your own personal airship.

Hot springs are always good for a scalding, and the entranceway should be designed with this in mind, perhaps including full flooding. Has the added benefit that, once full, opening the front gates washes out the pesky intruders instead of leaving them to rot right in the door.

Engravings of cheese. THOUSANDS OF THEM.

Personal arenas for death sports, either with captured combatants or via invitationals.

Pump the water from the springs for hot baths, showers, cooking, uses in alchemy, etc.

I shall return if I think of more.

druid91

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Re: Applying dwarfy logic to D&D.
« Reply #14 on: April 12, 2010, 11:00:09 pm »

Well yes, its a complicated game, I am two npc's and a pc, npc's can contribute skills and labor, pcs will be adventuring so no help there. right now all I have is a whole in the ground near the tavern that we use as a base. this is the tavern where adventurers retires to.
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The least you could have done was throw down some booze and seasoning. Abyssal Monsters that Creatures of the Light Know Not Of aren't savages, y'know. Sharing's caring.
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