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2 yrs ago
#DwarfSupremacy point me at the dumb elves boss
1 like
3 yrs ago
When you want to rp everything but time is linear so you cant
12 likes
3 yrs ago
Bring down the sun! All hail the usurper!
4 likes
3 yrs ago
I am not convinced I know or understand the English language
4 likes
4 yrs ago
There are not enough buddy-cop type comedys in 1x1 for my liking :c
3 likes

Most Recent Posts

@Kassarock@Duthguy You laze around as the mud bricks dry out in the sun.

Resources:
6 / 25 Food
1 / 15 Mud
3 / 15 Mud Brick


Do one thing:
>[] Forage for Food
>[] Gather Mud

>[] Craft: Mud Brick (requires:1 Mud)

>[] Build Hut (requires: 3 Mud Bricks)
@VeyrinDay If we go with plan A - Trickery Raid:
to get that information you'll need a rolled action. The Trick will be regular position, high effect (as the dwarves are drinking and making merry) you won't get a +1d but it will put you in a better position for the banter.

If you want to adjust the rolls further, here are the options. Team up is a group option and assist is from one other character:

@DraconiWarlord You gather some mud. This would make some pretty neat mud bricks.
@Dark Cloud You let the mud dry out in the sun, making a hefty mud brick you could use for basic construction.
@Kuro You forage for food, finding some edible flowers and tubers.
@Kenshi@Duthguy You gather some mud, future brick material.

Resources:
8 / 25 Food
3 / 15 Mud
1 / 15 Mud Brick


Do one thing:
>[] Forage for Food
>[] Gather Mud

>[] Craft: Mud Brick (requires:1 Mud)

>[] Build Hut (requires: 3 Mud Bricks)

CURRENT PHASE:
L U R K I N G


Times temped by a Dark Impulse

Baganaria: 0
Darc Matter: 0
Krieg Solvo: 0
Phardax the Ebon: 0
Zaz'ak: 1

Times temped by a Revelry

Baganaria: 0
Darc Matter: 0
Krieg Solvo: 0
Phardax the Ebon: 0
Zaz'ak: 0

Adventurers Bested

Baganaria: 0
Darc Matter: 0
Krieg Solvo: 0
Phardax the Ebon: 0
Zaz'ak: 0


Prologue:


We are now in the Raid phase! Pick your Raid Plan of choice between the five of you, I'll ask some quick questions about some details, and we'll use a Power Struggle to determine who wins out if we're at a total impasse.

Here's a brief overview of Power Struggles since it'll come up sooner or later:



Here are your options for raid plans. You can customise them to say, Krieg leads the charge, or Phardax and Baganaria go in to seduce them first, Darc and Zaz'ac sneak in together to set a trap, or all charge in at once, or someone hangs back to catch stragglers, ect:

AMBUSH: Hit them where they least expect it, making sure they don't take any of you down in the process.

ASSAULT: I reccomend this option if you're unsure. Bring full force to bear, driving off or killing all those who stand against you.

NEGOTIATION: Talk it out, tell lies, or offer something to get what you want, spilling as little blood as possible.

STEALTH: slip in, find what you're after, and slip out quietly, being noticed as little as possible.

TRICKERY: Confuse, lure, or trick them into doing what you want, without letting on until it's too late.

STRIKE: Bust in, get what you want, and run out quickly, without deviating from your goal.
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A great howl of wind shocks through you, carrying with it a fresh icy splattering of rain. The campfire splutters, struggles, and is gone. An apple rolls to a stop at your feet. Baganaria's praising chant ends, and you are momentarily left in cold silence.

That's when you heard it. The unrecognizable sound of the Light tongue, spoken in brazen rumbling tones touched with ale. You can't understand all the words, but you would know that disgusting lyrical speech anywhere. They sound happy. Jolly, even. Laughter erupts from a little further away, so close you can catch the scents of cooked meat.

You look between each other knowingly. People caught out in the cold and wind don't sound like that.

You're about to get out of the rain.

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The First Raid

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Your conversation is cut short by the prize of warmth, food and shelter. That's right folks, we're jumping into a raid, and this will be the location where you begin your dungeon. Woo! Don't worry over details or scouting for this scene, the system is designed to throw you into the action and let the details fall into place along the way.

In the OOC, decide on a Raid Plan, listed below. I realise you don't know much about what's over there, but you're a monster who wants to get out the rain, and monsters don't wait around for things they want. The plan will basically tell us how you want to approach this particular situation. It might be the consensus is a plan that doesn't match your character's fortay, but don't worry - there will be plenty more raids in your futures taking care of those useless Light scum to build your glory ;)

AMBUSH: Hit them where they least expect it, making sure they don't take any of you down in the process.

ASSAULT: I reccomend this option if you're unsure. Bring full force to bear, driving off or killing all those who stand against you.

NEGOTIATION: Talk it out, tell lies, or offer something to get what you want, spilling as little blood as possible.

STEALTH: slip in, find what you're after, and slip out quietly, being noticed as little as possible.

TRICKERY: Confuse, lure, or trick them into doing what you want, without letting on until it's too late.

STRIKE: Bust in, get what you want, and run out quickly, without deviating from your goal.
I see! if the votes balance out at 2 v 2 for Forge / Stronghold after their final decisions that leaves @Dark Cloud with the deciding vote.

For the entrance, it looks like the consensus so far is something along the lines of taking over an abandoned dwarvern relic. If it's too cold perhaps underground there are steam vents or magma flows if you get down deep enough, with higher levels being cooler. There's a consensus on magical illumination in the dungeon which works well, and so far a preference for a balanced hoard - mostly magical crystals with gold, armor and weapons mixed in. The gold/ weapon /armor based on what raids you've done recently.

I know there are still conversations going on IC that are unresolved but I'm going to throw a spanner in the mix with a GM post today.
off to bed for the night folks, but I'm going to leave you with some questions now the dungeon votes are in ;D



You can pass if you don't have any opinions and we can always adapt it as we go. But it'd be good to start thinking about how we want our dungeon to be as it's one of the cores of the roleplay.

What's the Dungeon look like from the outside?
Is it a natural cave entrance? An abandoned church? the trunk of a rotting tree? ect

Structure: What are the rules and floors made of?
Cold Stone? Mud and roots? slick back obsidian? ect

Lighting: What lights the Dungeon and how dark is it?
Torches in sconces? magma in the halls? magical illumination? flourescent mushrooms? ect

Atmospherics: What sounds and smells greet those who enter.
fetid swamp water? overwhelming incense? sulphur and brimstone? rotting flesh? ect

Hoard: What makes up the piles of treasure in your hoard?
Gold? glowing crystals? stacks of weapon and armor? piles of junk and artifacts? chests with rare metals? ect
woo everyone is in and accepted! time to partaaay
Each of you will have jurisdiction over different aspects of the dungeon. Although if someone wants to shirk their duites and bow out of running dungeon stuff that's fine too.
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