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Author Topic: Elfin Refugees - Rage Against the Dying of the Light  (Read 30897 times)

Twi

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #30 on: December 23, 2010, 04:02:40 pm »

Thus my Dex is high as well.
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Ochita

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #31 on: December 23, 2010, 04:06:32 pm »

Damn it! I can at least help in a fight. Although training by you would be good for dodging and unarmed combat.
(Could there be a system where elfs can train other elfs to half of their levels? So if someone has 4 then they can teach someone to 2.)
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Weirdsound

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #32 on: December 23, 2010, 05:31:18 pm »

Attributes would take months or years to raise, so no. For skills others can train you all the way up to their level.

I think I've PMed everybody. Let me know if I missed you. Hopefully I can add all characters to the first post this evening.
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KineseN

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #33 on: December 23, 2010, 06:41:43 pm »

Quote from: Redone with all needed information
Character name: Selande Nightsight
Player name: KineseN

Subspecies: Mule Elf (Sludge/Night Elf breed)
Physical Description: Her skin is not as thick as the Sludge elfins but compared to a Night elf it is. The skin is a bit more purple and coarse. Because of this it let her hide much easier at night. She have blue piercing eyes but have no other remarkable features. She is not as strong as a Sludge elf but is instead much more agile. She have the hight of a Sludge elf.
Age and Generation: 62 years, Sorrowborn


Stupidly long. Skip to the bolded in each spoiler for a summary.
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Weirdsound

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #34 on: December 23, 2010, 07:37:30 pm »

Ooh me!

Spoiler (click to show/hide)

List all your starting gear. Other than that your good.

Edit: I'm putting everybody in the first post now. I'll just assign you your gear myself so I'm not waiting on you. If you have any objections to what you get just PM me, and we will get if fixed.

Edit 2: I'm still working on putting you into the first post, but it is dinner, and we have guests, so I may be a couple hours. Not sure. I've been have to change or list alot of your items, so if anybody has any problems with what I put, let me know.

Edit 3: Done I think. If I missed anybody on the first post, let me know.
« Last Edit: December 23, 2010, 10:07:16 pm by Weirdsound »
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Weirdsound

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #35 on: December 24, 2010, 12:35:03 am »

Intro Sequence (Just to Give you all someplace to start.)

The small troop of displaced elves passes through the formidable golden portal. The floor beyond it is smoothed mudstone which slowly rises to reach a grand set of double wide stairs. The slow climb up the stairs is brutally difficult, as they are steep and the two remaining pack animals are reluctant to climb; After a good 15-20 minutes however everybody has reached the top.

You find yourselves at the end of a long corridor. Just several yards behind you stands a wondrous relic spoken of in Deep Elf lore. The Masked Blueness of Flame, a legendary door constructed out of Adamantine. Tales of dwarven triumph and labor are etched upon it in nickle silver, and it menaces with spikes of what appears to be kitten bone. The legends state the door was constructed to protect the outside world from the vile force that doomed the Fortresse's inhabitants. Unsightly bulges on the supposedly inalterable artifact seem to imply that something terrible had tried at some point to exit through the door from the other side. Singed ground around the Bluemetal wonder imply that something stupid has tried to blast through.

Six other doors, each made of nickle and bolted tight with heavy lead locks. It appears that whoever tried to blast down the Adamantine door also turned their explosives on the nickle ones. 5 of them are still intact. The one furthest from the stairs and on the left has been blown off its hinges. Beyond the blasted down door is a great dwarven dining hall. Lying facedown on one of the tables is a skeletal eflin corpse, missing its legs. On the table is a faded message written in blood. The words themselves are tough to make out, but they appear to be written in standard deep elf script. The corpse itself is wearing an expensive looking silk robe, and one of its legs appears to be underneath the table on which it sits.

Opposite of The Masked Blueness of Flame is the sun drenched exit to the fortress. The exit appears to be situated on the slope of a mountain. The road to the valley below is eroded and faded from 150 years of non-use. The valley itself is heavily wooded and surrounded by peaks on three sides and a large body of water on the forth. The only way in or out of the valley seems to be a thin strip of beach between water and rock. What appears to be a large wooden structure sits near this strategic choke point.

Among your ranks are two pack animals. A mule, who like the elves present has survived the entire journey through the caverns. It is missing its tail and an eye from a victorious duel with a Rutherer. The other is an Elk Bird who was tamed shortly after the battle with the Termite when it became apparent that most of the pack animals, like most of the elves, were doomed to succumb to dust induced heart rot. Both animals carry heavy looking leather sacks untouched by the dust. Nobody present knows exactly what is inside them.

You can post your actions now. The first turn will give your elves three hours to perform their actions and will end at dusk. Feel free to discuss and debate how long future turns should last, I'm open to suggestions. If everybody posts quickly enough I will roll tomorrow night, otherwise I will wait till the 26th.
 
 
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Twi

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #36 on: December 24, 2010, 12:38:25 am »

((Wait, what? I don't understand the placement of doors whatsoever, other than the fancy artifact one. Map?))
Miriam starts exploring the valley, looking for...trouble, I suppose. Also, investigating the wooden structure.
« Last Edit: December 24, 2010, 12:39:58 am by Twi »
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Weirdsound

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #37 on: December 24, 2010, 12:41:53 am »

I'm working on the maps of the Forrest and valley now. The only parts of the fortress you can access at this point are the places I described. Everything else is behind the sealed off doors.
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Twi

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #38 on: December 24, 2010, 12:43:10 am »

((Well, then, continue with post. Valley, wooden structure.))
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Lillipad

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #39 on: December 24, 2010, 12:51:24 am »

I'll try freezing the bolts on the doors to make them easier to smash off. If I can't do it in my regular form, I'll try my polar bear form.
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Weirdsound

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #40 on: December 24, 2010, 01:13:49 am »

First Post is updated with game information, including maps.
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KineseN

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #41 on: December 24, 2010, 04:12:36 am »

Selande held her dagger in a tight grip, her last possession from the fortress. None of those from the fortress she brought with her had survived the journey and that made her both sad and angry. She knew no one here and she was still afraid that the traitorous Night Elf still was on her tracks.


Selande picks one of the packs and spreads out the contents. If there is food, she takes a small piece. If she finds clothing or armor made of cloth or leather she takes pants and a shirt. Anything else and she leave it be.

She then spends her time tracking after smaller animals in the valley for food, preferably alone. If any animal she finds is larger than a dog see if she can tame it, use the piece of food if available.
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Kadzar

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Re: Elfin Refugees - Sign Ups and Character Creation
« Reply #42 on: December 24, 2010, 02:30:06 pm »

Zrallin will take any leather armor from the packs that he can wear together. If someone else wants some armor, he'll let them have it, but he's trying to get as much armor coverage as he can.

After looking through the packs and equipping what he can, Zrallin will assist in breaking down the doors (except for the adamantine one, which I hope Caboose didn't actually target). Once the doors are opened, he'll assist in clearing out the rooms behind them. He'll look for and take any leather armor in the rooms if he doesn't have much armor on yet and as long as no one else needs it.
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Pillow_Killer

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #43 on: December 24, 2010, 02:51:47 pm »

Karr will go into the red dining hall, and, if there is nothing worth his attention, will assist in door opening
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Ochita

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Re: Elfin Refugees - Post First Actions Now (Stragglers still accepted)
« Reply #44 on: December 27, 2010, 12:05:29 pm »

(Sorry. My comp has been changed and there isnt an adapter cable for the monitor.  :-[)

Ochita will open one of the doors at random and will explore the room beyond it.
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