Dwarf Fortress: The RP (Dead)

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Zacharine

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STE3L said:
hmm, no i beleave that is all...
Very well.

You awaken after only a few hours of sleep. The stone underneath your bed vibrates strangely, when it should be still and quiet. Straining your ears, you barely hear cries of battle and calls to arms reveberate trough your home. Amidst the yells to Armok, god of blood and battle, you hear someone shout "Go back to the depths, you multi-legged freak!"

That seems to clear things up a bit for you: you are being invaded by spiders. You are in your room, you have your set of leather armor on an armor stand next to your door. Laying against it, is your shield and handaxe.

You are currently wearing trousers, and nothing else.

You remember the layout of your home, and the shortest route to the tunnels leading downwards is a short sprint trough the main hall. There is a slightly longer route as well: trough your food stores and farming area, downstairs, out from your small meeting hall/dining room to your wood stores, where the natural caverns slope up and connect to the main passage. Depending how far the enemy has got, you might be able to outflank them by using the longer route.

What do you do?
 

STE3L

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Get my armor, sheald and wepon and get ready for a fight. After i have everything on, begin joging down the log way, waking everyone along the way. when i reach the wood store, cach my breth and scan the area. if i find a spiders along the way, attack. if i find two or more, evade. (sun tzu is most wise)
 

EvilJoe1

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The dwarf and I will get as close to the human flanking attempt as possible before rushing it, and if we manage to kill all the humans in the flanking attempt to try and fold the enemy onto themselves. Also, I will tell the dwarves to keep calm and not take any unneeded risks.
 

Zacharine

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STE3L said:
Get my armor, sheald and wepon and get ready for a fight. After i have everything on, begin joging down the log way, waking everyone along the way. when i reach the wood store, cach my breth and scan the area. if i find a spiders along the way, attack. if i find two or more, evade. (sun tzu is most wise)
It takes you a few minutes to don the armor, but soon you are out of your room and shouting a call to arms. Swiftly (for a dwarf) you reach the storecavern filled with wood and logs of all kinds. The short sprint barely has you warmed up, but you halt you steps, quiet down, and carefully begin to advance with your shield at the ready. You meet no spiders along the way, although the gathering dust in the stores might have as well been spiders webs with the way the dust seemed to clung to everything.

As you near the natural ramp upwards, you begin to hear the distinctive chittering of spiders, and the foul smell of their bodies fills the air. These however are overwhelmed by the surge of pride to your fellow clansmen as the words of a well-known childrens song begin to carry over the sounds of battle:

"Itsy Bitsy spider, crawling on the wall
Down came the axe, and split the spider's back.
Next was the mace, it mashed up all remains.
Itsy Bitsy spider, no more will it crawl!

You cautiously peer from behind a ragged edge of wall, and see a veritable horde of spiders, dozens of them, of all sizes from slightly bigger than your head to a full-grown dwarf, pushing eachother around and accidentally killing each other in their apparently instictive rage and need to kill dwarves. You do not see the dwarf frontline, but if they acted based on the little basic training they received back at mountainhome, they should have formed a tight shield-wall and then proceed to grind the spiders to bloody pulp.

What you see before you is a veritable mass of spider legs and hairly flesh. It has been a few years since your last good brawl and you feel inside you the wish to call out to Armok and just jump in to that mass of spiders and tear them to bits. For the moment you resist it, but the longer you simply stay and watch, the more you will want to begin to swing your axe.

Your next move?
 

Zacharine

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EvilJoe1 said:
The dwarf and I will get as close to the human flanking attempt as possible before rushing it, and if we manage to kill all the humans in the flanking attempt to try and fold the enemy onto themselves. Also, I will tell the dwarves to keep calm and not take any unneeded risks.
You shout a charge at the flanking humans, shield up front, and the dwarf next to you charges with you. A few feeble blows bounce off of them, before you crash into two of the three humans with considerable strenght; they topple and fall to the ground outright, stunned from the powerful blow. Dispatching the third one is easy, when you have shields, effective weapons, your wits about you and you outnumber him two to one. Not wishing to leave live enemies behind you, your axe bashes the skulls of the two downed humans in swift strikes.

The two humans now closest to you and your comrade dwarf ignores you both, as he tries to climb over the shield of the dwarf he is engaging with a dagger. The dwarf is practically hiding behind his shield, unable to retaliate in any fashion as blows from a club and a dagger hammer at his shield at an inhuman pace and try to get to the squishy bits behind it.

An overhand cleave with you axe downs one, as blood spurts from under your strike the neck and shoulder area. A quick glance tells you this human will live seconds at most as blood is spraying out. The other receives a glancing blow from your shield, and the dwarf behind you pierces his skull with a spear. The four remaining humans falls quickly after that, being no match in anything resembling even numbers.

Your dwarves are mostly in decent shape, the majority of wounds being only small bruises and nicks and cuts that stopped bleeding before the fight was even over. There are two dwarves with shoulder injuries on their shield arms however, both having received deeper cuts from daggers. Simple bandages and a few days of restricted arm movement should be enough to get them underway to normal healing. With any luck, the only long-term hindrance will be scars that won't impressive enough to boast about.

Several questions remain however, regarding who these humans were, why they attacked you, and where did they come from.

A cold feeling, like a solid ball of ice had just been dropped in your stomach, settles over you. You take a quick headcount.

You started this journey with you and five others. When you stopped for the night a few hours earlier, you were still six dwarves.

Now you count only five, including you. You take a quick look at who is present.

Gurnmor Ingelsson, the guard who called the alarm, is not among you. Neither is he among the bodies on the ground.

What do you do?
 

STE3L

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find some higher ground to look for the others and once i find out where thay are, begin working my way to them, calling for them to regroup. fight hard but try not to leave myself open to attack, also keep an eye on the roof, as i do not know if these spiders can clim on them and drop down to attack.
 

Zacharine

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STE3L said:
find some higher ground to look for the others and once i find out where thay are, begin working my way to them, calling for them to regroup. fight hard but try not to leave myself open to attack, also keep an eye on the roof, as i do not know if these spiders can clim on them and drop down to attack.
Your plan is otherwise good, except there is no higher ground. Well, there is high ground in relation to you, but it is the piece of tunnel filled with spiders. If you go forward, you'll be knee-deep in spiders. Turning back means going back the way you came.

So, want to re-evaluate your plan?
 

EvilJoe1

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Tell two dwarves to search for a track or hint of where the humans came from or where some may have left, telling them to stay together. Send out some dwarves to make some improvised crossbows, telling them to stay in twos, they only have to be used once, get some to start to pack up the wagon/s.
 

STE3L

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SakSak said:
STE3L said:
find some higher ground to look for the others and once i find out where thay are, begin working my way to them, calling for them to regroup. fight hard but try not to leave myself open to attack, also keep an eye on the roof, as i do not know if these spiders can clim on them and drop down to attack.
snip
in that cace, follow the sounds of singing.
 

One Seven One

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This seems like it'll be a lot of fun.

Group Name: The Outcast
Settlement name: Toland
Description of area: Very Grassy, there's a small number of trees in the immediate area.
Group history: They have been cast from their original kingdom due to being affiliated with rebels.
Fields of talent: gathering and searching.
Special item and it's description: Nothing A book that lists many different kinds of plants, such as ones that are safe to eat, poisons, durable.

The book was given to one of the outcasts as a parting gift from her family. [no serious repercussion could possibly come from that... right?, I hope that's nothing too overpowered, I'll change it if it is]

[I hope that's good, I don't RP very often so I'm trying to get back in to it.]
 

EvilJoe1

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Ok, just so you know im not incharge of this RP but I think, think, there are a few problems with your sheet.

1) I believe the description is meant to relate to the description of the area in the OP.

2) This is more advise than anything but you really do want to have an item. Depending on what you choose it could really, really help later on in the game.

3) I, again, believe that we are supposed to come from the same dwarven Mountain Home.

P.S Good to have you aboard, I hope as a fairly established group of dwarves can help you if you are in need, and are close enough. Good night all, and Will i'll see you tomorrow.
 

One Seven One

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EvilJoe1 said:
Ok, just so you know im not incharge of this RP but I think, think, there are a few problems with your sheet.

1) I believe the description is meant to relate to the description of the area in the OP.

2) This is more advise than anything but you really do want to have an item. Depending on what you choose it could really, really help later on in the game.

3) I, again, believe that we are supposed to come from the same dwarven Mountain Home.

P.S Good to have you aboard, I hope as a fairly established group of dwarves can help you if you are in need, and are close enough. Good night all, and Will i'll see you tomorrow.
Thanks, I'm going to have to edit it a bit.

I chose nothing becuase they're outcasts and would not have been given anything, I could say they stole something or took something with them, although that first option would have a pretty bad side effect...

Edit: well I could say I'm living a distance away from the Elven kingdom, about as far as possible without angering them.
 

Zacharine

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STE3L said:
SakSak said:
STE3L said:
find some higher ground to look for the others and once i find out where thay are, begin working my way to them, calling for them to regroup. fight hard but try not to leave myself open to attack, also keep an eye on the roof, as i do not know if these spiders can clim on them and drop down to attack.
snip
in that cace, follow the sounds of singing.
With an incoherent scream, you dive shield-first into the mass of spiders. There is surprisingly little resistance, and you manage to squash a smaller one between your shield and the opposite tunnel wall. Immediately, spiders beging to attack you from all around. Dozens of bites try to get you, but your armor protects you fomr most of them. You do take some hits, mostly to ankles and joints in your arms, but you ignore the pain.

With wide, sweeping motions, you begin to swing your axe, slicing and hacking spiders indiscriminately. You manage to create a bit of maneuvering room for yourself, and begin to advance to the direction of your main hall, and your dwarves doing their best to keep pace in their singing.

Your shield is proving invaluable in your advance, as its sheer size manages to protect your from several attacks, all the while bashing smaller spiders away. But slowly, bites and stings are beginning to mount up; your legs feel like jelly, your ankles like they are on fire, and your own blood is beginning to colour the cuirboulli armor covering your arms.

You stumble around a bend in the tunnel, now more cavernous, and sight in relief. The singing is clear now, and you see a wall of shields blocking off the tunnel. Both the walls of the tunnel, as well as the shields, are painted red with spider blood. And behind the shield wall, you see a tunnel with a veritable floor made of spider corpses and hacked off body parts. The shield wall has clearly been advancing, perhaps in part due to your assault acting as a diversion to the mass of spiders.

Then, your left leg begins to spasm. The muscles contract painfully, and in the short pause it causes makes you aware of the headache that has been building during the past minutes. You fall to a knee, and reflexively you raise your shield up. Just in time for a spider to drop down on it, and chomp down on the wood instead of your shoulder.

But the apparent weight of the spider drives the point home. You feel tired, dizzy - nauseous even - and strenght seems to flee from your muscles even as more and more begin to cramp and spasm.

Poison.

Some of the bigger spiders inhabiting the deeper caves back at Mountainhome had paralytic poison coating their teeth. If this is similar, or a far more deadly version, you do not know.

The natural thing here would be to lay down and die, to give in to the tiredness and to allow the spiders to bite and tear.

That wouldn't be wise.

That wouldn't be heroic.

And most certainly, it wouldn't be dwarvish.

You let loose a cry to Armok. Fitting, considering the amount of blood both you and the spiders have spilled. You focus on your own yell, and split open the head of a spider larger than you. You take half of a step forward, towards the shield wall that is even now grinding spider to dust with flashes of weapons emerging from behind it.

You are a dwarf. Harder than the rock you dig, stubborn enough to give lessons to mules and too brave to die a death like this.

"Armok!" You cry again, stomping on a small spider with your good leg, and utterly squashing beneath your boot.

The spider on top of your shield bites your shoulder, even through the armor, and another bites your bloody ankle.

You do not even notice.

"Armok!"

The cavern seems to echo your yell, but you do not care as you twist your shield upside down and smash it down, turning both the spider hanging on to it, and an unlucky spider on the floor to a pulp.

"ARMOK!"

You use the handle of your axe to bash in the head of another spider, then jump on top of a second one, as big as a dog, and with a single swing cleave it in half. Detached, you notice a spider biting your knee and hanging on to you. You swing your shield at it, and it flies away, hitting a wall with a 'splat' and rising no more.

Your blood is burning, and seems to churn inside you. What weakness you felt moments ago is all but gone. Your muscles are still cramping, but they do not hurt and respond to your commands faster and with more strenght than they have in years.

You realize that your god has responded, even as you hack two more spiders to pieces.

This both terrifies and exhilarates you. The Diciples of Armok, dedicated warrior priests back at Mountainhome, were known to be all but unbeatable in battle. They are all also remarkably young: the god of blood and battle is strong, but just like the winds of war, fickle and ever-changing. The best a long-term follower of Armok can wish for is a heroic death.

But you feel confident it is not your fate tonight. For Armok is also just, in his own way. Dedication is not stricktly speaking required to gain his blessing every now and then, as long as his dues are paid. And while death is just an integral part of war and battle as it is of Him, Armok has ever cared only for dwarves.

You are covered in blood. Your comrades are almost wading trough corpses. The walls are sticky and red.

In a twisted sort of way, this entire tunnel is one consecration short of an altar.

Yes, He has received plenty of payment tonight.

"ARMOK!" You scream for a final time.

Gravel seems to shake loose from the power behind your yell. Your wounds are still bleeding, but you feel no pain. You've been poisoned and have fought through a horde of spiders, and yet you feel well-rested.

You haven't even noticed it, but the shield wall has reached you. Your clan stands behind you, somewhat tired but ready for more battle.

Arrayed against you, a horde of spiders, as more and more seem to push forward from the tunnel, pushing towards you heedless of their own, driven forward toward your home.

How will you proceed?
 

Zacharine

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Gamekid171 said:
This seems like it'll be a lot of fun.

Group Name: The Outcast
Settlement name: Toland
Description of area: Very Grassy, there's a small number of trees in the immediate area.
Group history: They have been cast from their original kingdom due to being affiliated with rebels.
Fields of talent: gathering and searching.
Special item and it's description: Nothing A book that lists many different kinds of plants, such as ones that are safe to eat, poisons, durable.

The book was given to one of the outcasts as a parting gift from her family. [no serious repercussion could possibly come from that... right?, I hope that's nothing too overpowered, I'll change it if it is]

[I hope that's good, I don't RP very often so I'm trying to get back in to it.]
Welcome!

A few things to be a bit more specific.

1. The area you settle into. Please be specific where you settled on the 'world map' so to speak, or if you settle somewhere outside of provided description (in the OP and copied to the spoiler following), please state where it is in relation to some of the landmarks and the general of terrain as well as some major geographical features:

"Your Mountainhome, place of origin, lies in the east, on the side of a long mountainrange running north-south. The range itself has precious few passages to further east, but those that exist are regularly used by both humans and elves: The elves have one of their greater cities on the heavy forests, almost jungles, right on the eastern side of the mountainrange.

Immediately to the west of your mountainhome in an arid plain, with significant rainfalls only on a few months during the year. Main vegetation in focused along the two rivers travlling from North-east to the south trough the plains.

South of the plains is a hilly area, with a few that actually qualify as mountains. The hills are surrounded by small marshes. Further south is a large ocean.

To the west of the arid plain are forests, mainly unexplored, with some hills. Beyond those are the first large human cities, though their smallest outposts extend their reach all the way to the arid plains. Beyond the humans cities allegedly lies an ocean, but no dwarf has been that far to check and human maps are notoriously unreliable.

To the north of the plains lies an acient hillside, filled more with rocks than trees (but it isn't a wasteland either. From the mountains north of there originates a small river that runs trough the rocky hills and towards the human cities."

EvilJoe1 is in the arid plains, next to a river, and Ste3l in the forested hills west of the plains. Jav3lin, who is on hiatus form this RPG, is in the arid plains, next to a river.

Also, the special item. The book is one of the few rare preserved copies containing knowledge of almost all plants known to any larger group during the past millenia or so, or you can choose something else - so far we have a rock that glows when near precious minerals, and a pendant that glows in different colours based on the intentions of others.

Or you can just keep the plain old normal book, and have a significant karma-advantage at the start.

And yes, as EvilJoe1 said, you all shared the same home until recently: a population 1000+ dwarven (mainly underground) fortress called Mountainhome.

Let's hammer out these details, and we can start your Fortress.

Once again, welcome, and I hope you have fun.

EDIT: Ahh, almost forgot. Please be a bit more specific on your clan specialities. Gathering and searching what? Plants? Knowledge? Small animals/obscure art/rare recipies etc?
 

One Seven One

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SakSak said:
living closer to a river does have a lot of advantages... as I mentioned before I was thinking of living on the outerskirts of the elven kingdom, but that could possibly cuase a lot of problems, I think I'll along the Arid plains, seems like that'll also give the book more use than most areas would.

as for the skills, Gathering - able to hold a lot more then most, this skill is improved even more with bags and such.

searching - able to spot landmarks, animals, markings, and such much more easily.
 

Zacharine

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Gamekid171 said:
SakSak said:
living closer to a river does have a lot of advantages... as I mentioned before I was thinking of living on the outerskirts of the elven kingdom, but that could possibly cuase a lot of problems, I think I'll along the Arid plains, seems like that'll also give the book more use than most areas would.

as for the skills, Gathering - able to hold a lot more then most, this skill is improved even more with bags and such.

searching - able to spot landmarks, animals, markings, and such much more easily.
Roger that.

And do you want your book to be a rare well-preserved 3000+ page copy of All Ye Plants: Olde And New Alike, or just plain normal plant encyclopedia that is far more restricted?
 

One Seven One

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SakSak said:
And do you want your book to be a rare well-preserved 3000+ page copy of All Ye Plants: Olde And New Alike, or just plain normal plant encyclopedia that is far more restricted?
All ye plants, you never know what kind of plant you may or may not find.
 

Zacharine

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Gamekid171 said:
SakSak said:
And do you want your book to be a rare well-preserved 3000+ page copy of All Ye Plants: Olde And New Alike, or just plain normal plant encyclopedia that is far more restricted?
All ye plants, you never know what kind of plant you may or may not find.
Got it.

I'll write your opening story tomorrow; I'm sorry you'll have to wait that long, but I've been awake for close to 15h now, 10 of which were spent at work. I also slept roughly 6h last night, so I'm kinda tired right now.