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  • File : 1274263065.png-(131 KB, 290x262, M_Dwarf1.png)
    131 KB Anonymous 05/19/10(Wed)05:57 No.9913716  
    Starting a 4th Edition game, all Dwarves. Loosely based on Dwarf Fortress ideas.

    The party is going to be going into a fortress that's fallen silent, to see if it can be recovered and if there are any survivors of whatever has rendered it silent.

    What I need, are ideas for features in the fortress, and good layouts for portions of it. Dwarf Fortress maps are fine. I have some ideas for the dungeon, and I know that goblins will be infesting some of the upper lairs - But I'm thinking that the lower into the dungeon they go, the more horrible things will get, and things from the Far Realm will start appearing... Maybe using that whole Monster Theme idea, and some templates and such to alter the more common monsters to show the corruption.

    The game will be starting at first level, and thus far I know one character is going to be a Paladin, and another is going to be a Barbarian. The other 2-4 characters are still up in the air, as well as the final player count.
    >> Anonymous 05/19/10(Wed)06:03 No.9913783
    I'm definitely stealing this idea and every single one posted in the thread.
    >> Anonymous 05/19/10(Wed)06:07 No.9913834
    Feel free! I don't suspect that any of my players will ever happen across this, thankfully, so I'm not worried about spoilers or anything...
    >> Anonymous 05/19/10(Wed)06:09 No.9913852
    Just take Boatmurdered and run it as a dungeon. Your PC's will freak.
    >> Anonymous 05/19/10(Wed)06:10 No.9913872
    Sadly, all my PCs have read the epic of Boatmurdered. So they wouldn't be all that surprised by it.
    >> officer nocaps !!Q8Vcpb6o4SH 05/19/10(Wed)06:11 No.9913889
    i'd just put generic scavengers (large rats, maybe rhesus macaques or some dorf fort thing) on the top level, with a few hints as to what happened. figure out what killed the fort, figure out what it would do to the top levels, leave evidence of this happening. just don't actually give it away until the fucking thing jumps out.
    >> Anonymous 05/19/10(Wed)06:13 No.9913902
    Well the first thing that stands out enormously is you can make your own map in DF, record the history of the fortress making up your map and move on from there.

    I knew a guy who ran a 4e epic game in Boatmurdered.
    >> Anonymous 05/19/10(Wed)06:14 No.9913917
    Our GM threw boatmurdered at us as a dungeon.
    >> Anonymous 05/19/10(Wed)06:15 No.9913931
    >> Anonymous 05/19/10(Wed)06:15 No.9913932
    I'm both horribly bad at DF and a bit pressed for time.

    So, my fortress would end up both horribly designed, and even worse, taken down by a violent unicorn or something else retarded and not cool for D&D.
    >> Anonymous 05/19/10(Wed)06:16 No.9913943
    Nope. Was 1E.
    Ended with us running away.
    >> Anonymous 05/19/10(Wed)06:17 No.9913951
    >Ended with those of us still left running away.
    >> Anonymous 05/19/10(Wed)06:17 No.9913953
    I don't know. I think a spectral dwarf emperor riding a luminescent unicorn whose hooves are aflame and whose mouth drips steaming blood is a decent boss.
    >> Anonymous 05/19/10(Wed)06:17 No.9913958
    Sounds like Tomb of Horrors, but it's almost harder to get out than it is to get in.
    >> Anonymous 05/19/10(Wed)06:18 No.9913970
    >Eat Radiant damage, fuckers!

    >But we all prepared for Necrotic! Waah!
    >> Anonymous 05/19/10(Wed)06:19 No.9913980
    >Radiant damage

    >> Anonymous 05/19/10(Wed)06:19 No.9913982
    Chunks of mega-constructs inside and outside the fortress that lie damaged, broken, or in total disrepair.

    For instance perhaps the players reach a small road for a bit only to discover it's actually the remains of a giant stone tower that toppled over. Then they reach a crevice that they have to cross...... with the only route being a large chunk of intact toppled stone tower wedged precariously in between both edges of the divide. Suddenly seeing a chunk of the tower before them makes them realize just how big this thing was.

    From there it could be a series of athletics and acrobatics checks, with random reflex check dodges to avoid falling.
    >> Anonymous 05/19/10(Wed)06:21 No.9914003

    Then try Syrupleaf or Headshoots.
    >> Mellonúr !!ZgK/3lx2FLw 05/19/10(Wed)06:21 No.9914004
    Floating bridges in rooms full of water, levers that open and close myriad floodgates to control the depth. A mass transit system based on a system of underground canals. Fountains and waterfalls decorating public places.

    All of this, sadly falling slowly to decay. The wear of time and inatention roughens the smooth floors, and the shoots of tower cap saplings find purchase. The deeper you go, the less sweet the water smells, the less cleanly it shimmers as it moves.
    >> Anonymous 05/19/10(Wed)06:21 No.9914006
    Lots of levers.

    A magma bit. With an obsidian pyramid floating on it. Inside the pyramid is a gladiatorial arena where the goblins have formed their own society and still run fights with the other prisoners and beasts.

    Several megabeasts.

    Huge falls and vast defensive positions inside the fortress.

    A waterfall inhabited by aquatic monstrosities.

    The graveyard level corrupted by an undead megabeast, causing all the fallen dwarves to rise up. Thriller like coordination optional but recommended.
    >> Waterpipe 05/19/10(Wed)06:21 No.9914008
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    Regarding layout, you may wish to use the structure of the fortress to serve narrative purposes.

    So, let's say that the players spend the first session travelling to the fortress and arriving at it, and they clear out the entrance and go down to the entrance hall; a very old, solid stone room, large enough to camp out in and serve as 'base camp'. The room has 5 doors; give them each architectural features

    You can run a session off the adventure behind each one. Once each is completed, your players can gain the advantages from each section they unlock, which can be boosted through some extra work.

    Here's an idea:

    Slimy Door: Leads down to the remains of a pumping station from an underground resevoir. Your dwarfs will have to get it working again and defeat whatever monsters you place there on the way. Once it's working, they don't have to venture up top for fresh water.

    Door that is slightly hot to the touch: Lava caverns! Unlocks forges.

    A thin door at the top of some stairs: Leads to the archives/library?

    A very very thick door covered in salt, religious oils and runes of warding: The last one they should open, perhaps only openable after they have reforged a key after gaining access to the archives; behind this door is what started the destruction of the fortress.

    All the time, there can be caravans and raiding parties passing by up top.
    >> Anonymous 05/19/10(Wed)06:22 No.9914017
    I wish I could send you my last fort. Save for the fact it was on a beach, shit was epic. Save for it's z-axis inefficiency drain on the CPU, it was pretty decent. Main entrance went over a volcano and drawbridge, spike lever hallway, secondary entrance was over a large pit with drawbridge, third entrance went far across part of map and opened on beach, but was sealed off with a magma waterfall and moat. Occasionally used it's long winding tunnels as lures for ambushes, raised bridge behind enemies, and sic'd my Veterans on the panicked mobs.
    >> Anonymous 05/19/10(Wed)06:23 No.9914031
    >A giant bronze arm lies across the entrance to the fortress, looking to belong to a massive statue. Mysteriously, no other portions of the statue remain.

    The bronze arm is actually still active, a portion of a giant bronze golem that was fought off by the dwarves. It functions as a trap, attacking anything that comes within reach, blindly dealing moderate damage and pushing targets back.

    The PCs will have to either rush past it, or find a side entrance to gain access to the fortress proper.
    >> Anonymous 05/19/10(Wed)06:24 No.9914040
    Yes! levers! Some unlock the lower levels, some unleash deadly magma, others are suicide booths/kitten killers! All are unlabelled.
    >> Anonymous 05/19/10(Wed)06:24 No.9914048
    Ooh, nice!

    Also, the closer the players get to the fort, the more bones, discarded/ rotting/rusted clothing/armor, and skeletons they find.
    >> Anonymous 05/19/10(Wed)06:25 No.9914058
    That's fucking evil.
    >> Anonymous 05/19/10(Wed)06:26 No.9914066
    As they clear out areas, other adventurers, migrants and human settlers begin to arrive and try to carve out settlements in 'cleansed' areas.
    >> Anonymous 05/19/10(Wed)06:26 No.9914071
    I think a deranged dwarf lich ruling a portion of the fortress ruins, such as a library or their place of learning, might be interesting. The deranged is so it would not give much else of use away to the PCs about the rest of the ruin, but still makes it a dangerous foe in its own area.
    >> Anonymous 05/19/10(Wed)06:26 No.9914073
    >>991398 form-da; name="com"

    Content-Disposition: form-data; name="com"

    >>991398 form-daType: application/octet-stream
    >> Anonymous 05/19/10(Wed)06:26 No.9914079
    He and his servants could actually disguise themselves so as to appear non-undead.
    >> Anonymous 05/19/10(Wed)06:27 No.9914094
    Heh, yeah. He didn't play it by the book though (Deities & Demigods on Hastur) but let it become a plothook for the Freeport Trilogy later on instead.
    >> Anonymous 05/19/10(Wed)06:29 No.9914125
    How they get in should be important. Most Dwarf Forts only have 1-2 entrances at the start, and the 2nd might not be accessible at first. Later on in the fort's life smaller secondary entrances are constructed, and the fort ends up with 2-3 alternate entrances along with an improved "Main" entrance.

    For my main entrance I built a large long trap hallway, 2 giant draw bridges 1-2 levels over a Magma Pipe, and then you reached the main fort. Stacked the corpses and bones of my enemies throughout the Magma Pipe. So that they knew.

    By the end of the fort I had dug upwards towards near the top of the Magma pipe, and constructed a catwalk into my large mega-tower, seeing as that level of the pipe opened up into a huge open cave space.

    Also had a Desalination plant providing water for the fortress, going to a massive cistern beneath the main meeting area. Made it a huge "realistic"/ liveable space.

    Then I found an aquifer and had back up wells and felt rather foolish.

    But on the bright side I debated about flooding it with sea water and turning the cistern into a massive Aquarium/ fish supply.
    >> Anonymous 05/19/10(Wed)06:29 No.9914126

    ooh I like this idea!
    >> Anonymous 05/19/10(Wed)06:32 No.9914168
    So right there I had
    - the main gate
    - The top of the magma pipe
    - The Desalination plant and the underwater tunnel into it
    - The Tower had a door and external ramp network which meant anyone who could climb/ fly to the top would be able to then descend into the fort.

    Along with 2-3 more normal sub-entrances.
    >> Anonymous 05/19/10(Wed)06:33 No.9914177
    It'd give the PC's an area of respite. Their should probably be several such places in the fortress. The undead area (until their nature is revealed) could be one. Perhaps they send the player to gather their ritual books from the infested living quarters, only to turn on them an enact the dark ritual.

    Another could be human settlers who have formed a loose perimeter near the entrance.

    A third could be automata and colossi trained by the dwarves to serve in a pleasure garden or resting area. Once the hostiles are eliminated, these come out of hiding/can be repaired to provide a safe haven.
    >> Mellonúr !!ZgK/3lx2FLw 05/19/10(Wed)06:36 No.9914209
    Beneath the public buildings, past the statue gardens, arenas, plazas, and temples are the quarters of the former residents. Myriad doors open onto hallways and courtyards, balconies line the walls. Garbage and the remains of dwarves and beasts lie strewn about the halls, picked clean of flesh. Some doors stand open, revealing scenes of destruction interspersed with rooms that seem barely disturbed. Each closed door a mystery.

    This deep, you can hear their cries clearly, and must be silent and careful or prepare for conflict. These rooms have been long abandoned by dwarves, but do not lie empty.
    >> Anonymous 05/19/10(Wed)06:37 No.9914224
    >A third could be automata and colossi trained by the dwarves to serve in a pleasure garden or resting area. Once the hostiles are eliminated, these come out of hiding/can be repaired to provide a safe haven.

    The automata should currently be serving the current residents, maybe goblins, who are drinking the massive reserves of alcohol left behind by the dwarves.

    This will instantly enrage the entire dwarven party.
    >> Anonymous 05/19/10(Wed)06:38 No.9914230
    Well, I figured the goblins could hole up in the gladiatorial pyramid on the lava lake where they used to fight. Good idea though.
    >> Anonymous 05/19/10(Wed)06:41 No.9914266
    I love these Dwarf Fortress conversion threads, I really do. But it always amazes me how instinctively they turn into grimdark horror dungeon crawls.

    Its almost like the suffering of those digital dwarves demands to be memorialized in some way.
    >> Anonymous 05/19/10(Wed)06:44 No.9914301
    "Slaves to Armok II"

    Because the dwarven race is a race of slaves to the God of Blood. Their suffering is intentional.
    >> Anonymous 05/19/10(Wed)06:45 No.9914308

    OP did kinda ask for a fortress that his PCs would restore and find out why it fell in the first place. OP even said he wanted a horror dungeon in the end:

    >I have some ideas for the dungeon, and I know that goblins will be infesting some of the upper lairs - But I'm thinking that the lower into the dungeon they go, the more horrible things will get, and things from the Far Realm will start appearing...
    >> Anonymous 05/19/10(Wed)06:47 No.9914341
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    OP here.

    You're quite right. The Far Realm stuff will possibly come in the form of a mutated and corrupt Dwarven King who believes himself to be a god.

    At 30+ level, it's kind of hard to tell the difference.
    >> Anonymous 05/19/10(Wed)06:47 No.9914347
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    To make a break from your description of 'the walls are hewn stone, and the dark tunnel stretches on', you could have a series of steels & glass tunnels stretching out under a lake or the ocean, re-creating an environment like Bioshock. This spices up the situation, and you can add environmental hazards and puzzles involving waist-high water, pressure doors and possibly slow, rivet-gun wielding automata.
    >> Anonymous 05/19/10(Wed)06:48 No.9914358

    and its dwarf fortress based, so its either comical relief or horrible grimdark-gritty-horror
    >> Mellonúr !!ZgK/3lx2FLw 05/19/10(Wed)06:48 No.9914365
    The same large central stair that lead you down this far leads further yet, you can feel the warm breath of the forge from below. You can hear the rise and fall of hammers faintly on the breeze, and as you creep lowwer: moans of hopeless pain. The sight that greets your eyes as you peer around the corner of the stair is forged of nightmares. The workshops hum with activity, yet you cannot bear to call it dwarven activity...

    These dirty, bloodied creatures. Chained to their workshops the gaunt shadows of what might have once been dwarves labor under watchful eyes. Whips crack, sparing neither the slacker nor the diligent as weapons and armor flow from the forges.
    >> Anonymous 05/19/10(Wed)06:49 No.9914375
    Sometimes both.
    >> Anonymous 05/19/10(Wed)06:51 No.9914387
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    OP again.

    I'm making note of all the ideas into a word document, and I'll be referencing this document as I plan the campaign.

    You guys are great, and thank you so much. Keep the ideas flowing!
    >> Anonymous 05/19/10(Wed)06:53 No.9914410
    Another idea might be make illusions:

    as you walk down the corridor you hear...laughter, that cant be but as you enter what once was a grand hall you see dwarfes...happy, drinking and joking among the demolished ruins of their home

    but ofc pc interaction should be confusing, the dwarf-illusion/spectres should not know that they are dead, their lives in ruin... nor would they want to know
    >> Anonymous 05/19/10(Wed)06:55 No.9914434
    Depends on how the fort was laid out. My first few forts were all horizontal and only went up a few Z levels, until I started building Towers.

    My last few forts were very vertically oriented, with long snaking tunnels down from the surface, or a large "common hall" that was quite massive and had like 9 seperate 9x9 - with 4 stairs, stair cases and all kinds of ornate stone and statues .... anyway, just floors stacked on top of each other devoted to different purposes, until they reached a smelting floor, and a cistern.
    >> Anonymous 05/19/10(Wed)06:56 No.9914437
    Khazad-dum. Over a sea of magma.
    >> Anonymous 05/19/10(Wed)06:56 No.9914447
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    OP again.

    Currently using the map maker from D&D Core Rules 2.0, a second edition product, to construct the maps for the fortress.

    The dungeon designer, however, is a bit limited. Does anyone know of any better tools I could be using? Preferably free, as I have no ability to purchase anything right now.
    >> Anonymous 05/19/10(Wed)06:57 No.9914457
    If it's a large fortress you need to give things for the PC's to interact with.

    Such as a community of humans living outside the fort who the PC's can trade with, or perhaps are trying to loot the fort.

    Inside you should have a small community of insane Dwarves holed up in one corner of the fort....

    Deeper in you find more neutral/ evil factions who might talk with you. Like the Lich Dorf.
    >> Anonymous 05/19/10(Wed)06:58 No.9914464
    Dwarf Fortress, and then copy to graph paper.

    Tradition demands it.
    >> Anonymous 05/19/10(Wed)06:58 No.9914467
    If you intend for this campaign to go from 1 to 30, you're going to need to give them a way to resupply, research, forge, mix potions, etc, etc. Having new dwarven settlers come in to reclaim the cleared areas of the fortress would be a cool way to do this - the PCs could become the Mayor, Dungeon Master, Captain of the Guard, etc of the new fortress, directing the new migrants to construct weapons and armour, trade goods with caravans and generally aquire the supplys needed to continue the purification of the lower levels.
    >> Anonymous 05/19/10(Wed)06:59 No.9914477
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    when your dwarves find the archive/library, they find an ancient, venerated tome which recounts the great tales of Dwarven history.

    When they read the tome, your players notice that the Battle of Bakon'nham is recorded as a tragic loss, rather than a glorious defence. The trouble is, some unknowable, monstrous Far Realm being has taken up residence in the book ,and is eating that history, consuming the Dwarf victories... and potentially changing the history of the fortress they stand in.

    Your players must enter the book (perhaps with rune-quills or some-such fuckery) and re-live these battles. They must help organise defenders at a massive castle, fighting on the battlements, or hold the line in a mile-wide tunnel deep underground. Use the book to play out any scenarios you can't fit into the main setting; if you've established that there are no elves nearby but want to include them, the tome gives you the chance to re-live the famous alf-dwarf alliance which cleansed the greenskin tide of the year 532.

    It's a bit cliché, but it's a great way to incorporate new things; and to introduce the threat of truly alien monsters
    >> Anonymous 05/19/10(Wed)07:01 No.9914486
    Again, I'm not very good at Dwarf Fortress itself. I don't really have the time to have a lot of fun (Losing is fun!) with it, to practice and learn how to build great forts that actually function.

    So for layout, I'm going to be stuck with either using maps I find, or using a program like the Core Rules map maker, or graph paper.

    Leaning towards graph paper, I'm not sure a map maker can handle Dwarf Fortress style insanity.
    >> Anonymous 05/19/10(Wed)07:01 No.9914496
    How about in one part of the fort near the catacombs a bunch of Dwarves have reanimated and go about in a semblance of normal life? Like, ghosts and skeletons walking the halls. They'd be totally friendly to the PC's, and like "Yeah, saw some Goblins in that part of the fort a while ago" or "Hey fellow Stalker, Magma flood soon!"

    They could be the soldiers who died defending/ making a last stand/ holing up inside the Catacombs.

    I know every fort I make I make the catacombs far away from the entrance, thick walls, and hard to attack/ easy to defend, and with traps, and sometimes a magma moat.

    .... though sometimes I do it to ensure that it keeps things IN.
    >> Anonymous 05/19/10(Wed)07:02 No.9914506
    On this note, does anyone have a list or a link to a list of the various job titles that Dwarves could have in Dwarf Fortress? I'm considering turning them into Backgrounds.
    >> Anonymous 05/19/10(Wed)07:03 No.9914514
    > Magma flood soon.

    "*pulls liver* NOW"
    >> Anonymous 05/19/10(Wed)07:03 No.9914522

    OP, both of these ideas are good ways of prolonging your epic scale game. No samefagging, I just want to highlight their merit.
    >> Anonymous 05/19/10(Wed)07:04 No.9914533
    Farms, irrigation systems and watermills. Underground, in a huge cavern. Half-deranged slaves captured from the surface tending to the farms. These slaves refer to this slave ranch as whatever the name of their former hometown was, and talk about things that don't exist underground. Weather and sunlight and stuff.
    The cave and its inhabitants are relatively harmless, but the safeguards that keep the slaves from escaping are still in place.
    >> Anonymous 05/19/10(Wed)07:04 No.9914536
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    For any fighters, I suggest that you find potion bottles containing a unique creation of this old fort; the fabled RAGEMEAD.
    >> Anonymous 05/19/10(Wed)07:05 No.9914545
    Totally going to have Dwarves moving in behind the party to reclaim the cleared out areas and hold the fortress.

    A base of operations that opens up new opportunities for them as they reclaim areas.

    I know that one party member has the "Pupil of the All-Father" feat that gives them the ability to use the Ritual to make magical equipment, as well as Make Whole, which provides them with independence from a town base.
    >> Anonymous 05/19/10(Wed)07:06 No.9914551
    You have to defeat the end boss by finding the former mayor (or his corpse). Only he has the key to the domsday lever; it's realy the only way to be sure.

    It sits on a small rocky platform in the middle of a huge pool of magma. What your dwarves don't know, is that the small rocky platform is a mountain peak, buried entirely within the structure of the fort. Pulling the lever causes the walls to peel off of the mountain peak, the floor of the lava chamber to collapse, and the fort in it's entirety to be flooded with magma. it also colapses the dam, turning the surface of the magma filled pit into obsidian. The lever room is now a pillar with a spiraling ramp leading down to an expanse of wet warm obsidian.
    >> Anonymous 05/19/10(Wed)07:11 No.9914594
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    Whatever his Phylactery is, it need to be epic and nightmare fuel.
    >> Anonymous 05/19/10(Wed)07:15 No.9914626
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    So, I think the PCs will be finding the disguised undead dwarves in the library region, with their Lich leader. Sent on quests to retrieve rituals and such, they'll eventually find an engraved wall...

    >This engraving depicts the once noble Dwarfen McDwarf, a dwarven Wizard, and his transformation into a Lich. Shown along the edge of the engraving is a battle within the fortress, depicting the Lich being sealed away with his followers in the eastern wing.
    >> Anonymous 05/19/10(Wed)07:16 No.9914633
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    This thread made me think of this:

    Epic chanting, in the cinema I almost wanted to weep tears of awed joy and fear.
    >> Anonymous 05/19/10(Wed)07:24 No.9914710

    Smells like WoW rip off a bit.
    >> Anonymous 05/19/10(Wed)07:25 No.9914718
    Eh? What in WoW is at all similar to that?
    >> Anonymous 05/19/10(Wed)07:28 No.9914741
    it has undead... and dwarfs! :O!
    >> Anonymous 05/19/10(Wed)07:28 No.9914747
    WoW has undead, a fortress, and some dude encased in a block of ice. Totally the same thing.
    >> Anonymous 05/19/10(Wed)07:29 No.9914752
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    Oh shit.

    Blizzard better sue those jerks with their Lord of the Rings movie. That's totally a rip off, too!

    Or we could get back on topic. Yeah, I like the sound of that.
    >> Anonymous 05/19/10(Wed)07:34 No.9914777
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    How all fortress entrances should look.
    (in other news, I can't find many pictures of underground fortresses, pictures that I expected to have saved from /tg/. Huh.
    >> Anonymous 05/19/10(Wed)07:36 No.9914787
    Shit, that looks awesome.

    More pictures like this would be great.

    Or more Dwarven job pictures.

    Or just dwarves in general.
    >> Anonymous 05/19/10(Wed)07:38 No.9914804
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    Tightly sealed hall full of piles of Ash/Dust, as picture. Dusty and rusty silver and iron plates mounted on the ceiling and walls. A few 'ventilation passages' at the top side of the room/

    Harmless, slightly metallic taste to the dust.

    As soon as any blood is spilled on the dust, a dwarven vampire re-forms.

    They can be fought and defeated, but judging by the dust, there are thousands. The metal discs are mirrors, and you think there could be a way to channel sunlight down into the chamber through them.

    What do?
    >> Anonymous 05/19/10(Wed)07:39 No.9914811
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    Stone passageway with unusual circle in the ground.
    >> Samefagasabove 05/19/10(Wed)07:39 No.9914812
    This picture is REALLY creepy. Source?
    >> Anonymous 05/19/10(Wed)07:41 No.9914823
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    This picture is REALLY creepy. Source?

    No idea, sorry.
    >> Anonymous 05/19/10(Wed)07:42 No.9914829
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    >> Anonymous 05/19/10(Wed)07:43 No.9914837
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    >> Anonymous 05/19/10(Wed)07:53 No.9914919
    Get out of here, stalker.
    >> Anonymous 05/19/10(Wed)07:54 No.9914928

    (if that wasn't enough of a hint, it is from the film, STALKER.
    >> Anonymous 05/19/10(Wed)08:03 No.9915014
    > The game will be starting at first level, and thus far I know one character is going to be a Paladin, and another is going to be a Barbarian. The other 2-4 characters are still up in the air, as well as the final player count.

    Not sure if you're looking for advice on this part, but here are some thoughts about party composition using the PHBs. Folks who know the other books better might be able to offer you more detailed optimized ideas.

    Controllers: You won't be hurting in this department. Dwarves make kick-ass Wrathful Invokers and Guardian Druids. They also make very respectable Orbizards, Telekinetic Psions, and Protecting Seekers.

    Leaders: Bear Shaman is an optimal choice here. Dwarves also make great Battle Clerics, and pretty good Ardents and Runepriests.

    Defenders: A Protecting Paladin is a pretty good choice. Resilient Battlemind is god tier for dwarves. Great Weapon Fighter and Warden of any kind are also strong, on a par with Pally.

    Strikers: Your party has some pretty good options here, but nothing god-tier. Rageblood Barbarian is good. Isolating Avenger is good. Centered Breath Monk is good. Scourge Warlock (infernal or star pact) should not be underestimated, and is your best option for a ranged striker.
    >> Anonymous 05/19/10(Wed)08:31 No.9915239
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    You know OP, generally I find 4E is not worth my time...but goddamn I think the system would be perfect for an entire 30 level dungeon crawl like this. Also I love DF. Good job bringing me on board to something 4E related, and the ideas above are going to be cannibalized into my current game at some point...
    pic related, its the real visage of Armok
    >> Anonymous 05/19/10(Wed)08:39 No.9915288
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    Because we need more Dwarf images that don't just feature a scowl, a beard and an axe.
    >> Anonymous 05/19/10(Wed)08:39 No.9915298
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    >> Anonymous 05/19/10(Wed)08:40 No.9915307
    > The game will be starting at first level, and thus far I know one character is going to be a Paladin, and another is going to be a Barbarian. The other 2-4 characters are still up in the air, as well as the final player count.

    You do know that, without +2 Strength or +2 Charisma, combat is going to take painfully long because of how they'll have a hard time hitting anything but absolutely refuse to die, right?
    >> Anonymous 05/19/10(Wed)08:41 No.9915308
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    you will of coruse need an image of undead dwarven miners.
    >> Anonymous 05/19/10(Wed)08:43 No.9915324
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    A female dwarf. Scowling with a hammer, I admit, but beard-less.
    >> Anonymous 05/19/10(Wed)08:44 No.9915330
    The final layer of the fortress is a swarm of melded, flowing cats and kittens, imagine the crude description of electricity as a sea of electrons floating around nucleus of metal atoms, imagine a wave of undead kittens, part of an infernal being, spilling up against you.

    It regenerates. It is a negative planar too powerful to dispell or turn. It bonds in part to the players, and becomes unkillable by Charm Person and Geas power levels. It can spawn in new locations. It is a hollowed out z-level which was meant to store water for a pumping system. It is actually an abyss of kitteh. Players attempting to wade into the mass off the bottom of the final down stair will discover there is no bottom, it is cats all the way down.
    >> Anonymous 05/19/10(Wed)08:44 No.9915334
    >1 point of AB less will make combat take forever
    Oh, fuck off already, you faggot.
    >> Anonymous 05/19/10(Wed)08:46 No.9915351
    The Barbarian player is a Min/Max'er who feels as if this is a challenge, and the Paladin player took Dwarven Weapon Training (You gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.) and is ready to use it.

    Both players are also using weapons with Brutal 2, so that'll curve their damage up a bit.
    >> Anonymous 05/19/10(Wed)08:47 No.9915358
    I certainly hope you're not sad she's beardless.
    >> Anonymous 05/19/10(Wed)08:51 No.9915384
    Eh, I just assume she has a well-grown nether-beard.
    >> Anonymous 05/19/10(Wed)08:54 No.9915409
    18 13 10 8 14 10 is a perfectly fine pre-racial stat allocation for a strength paladin.
    18 14 10 8 13 10 for a str/con barb. 13 wis for MCing fighter or something like that.
    >> Anonymous 05/19/10(Wed)08:55 No.9915415
    You need some device of kitten computing down there. undead kittens. still computing whatever dwarves were trying to compute.
    >> Anonymous 05/19/10(Wed)08:55 No.9915420
    my bad, 18 14 10 8 11 10 on the second one. Haven't slept.
    >> Anonymous 05/19/10(Wed)08:58 No.9915437
    for kitten logic reference. make sure the insane engineer is still alive protecting his device from any manipulation. maybe the players have to get past the device or something.
    >> Anonymous 05/19/10(Wed)08:59 No.9915451
    18 11 10 8 14 10 for the first one. Damn I'm out of it today.
    >> Anonymous 05/19/10(Wed)09:02 No.9915470
    >CHR under 17.
    >> Anonymous 05/19/10(Wed)09:03 No.9915478
    The baby is Arkel Creftwrenches, it menaces with spikes, it has hostile intent, it needs to drink, it needs to eat, it craves Dwarven Flesh and Blood. It is not undead.
    >> Anonymous 05/19/10(Wed)09:03 No.9915480
    >Point buy
    >Only one true high-stat
    >Strength Paladin build
    >> Anonymous 05/19/10(Wed)09:03 No.9915481
    paladins can do just fine without charisma bro
    >> Anonymous 05/19/10(Wed)09:04 No.9915493
    its secondary stat is 16
    >> Anonymous 05/19/10(Wed)09:08 No.9915519
    If you want to power your Dwarf city, I like the idea of an ancient perpetual-motion machine:

    "When activated, Axles become a perpetual motion machine: One side rotates relative to the other, very slowly, at a 6.9 second revolution, but have apparently infinite torque. This, combined with their complete autonomy without fuel and the use of a series of gear speed/torque gears allows them to power the mechanics and industries of entire dwarf cities, including tow-powered traffic."

    As an end-game reward for your players, it could power some interesting machinery, allowing you to achieve certain things without saying "and suddenly you recruit a huge labour force"
    >> Anonymous 05/19/10(Wed)09:19 No.9915635
    Henchmen spam.
    >> Anonymous 05/19/10(Wed)09:23 No.9915657
    >> Anonymous 05/19/10(Wed)09:29 No.9915719
    CHR was the most powerful stat as it allowed massively loyal selfless henchmen. Imagine a Paladin with CHR 18 at level 6 with twelve level 4 fighters in a shield wall with half pikes in a 10' wide dungeon corridor.

    Compare to a level 6 fighter with STR 18(50) and one hireling porter who is 50% disloyal.
    >> Anonymous 05/19/10(Wed)09:31 No.9915730
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    rolled 50 = 50

    outside (or just inside) the fortress, there should be amongst the merchants a father and a son, who specialize in magic armor and weapons. maybe they got a special connection to the fortress, and they reward the PC's with ENCHANTMENTS!
    >> Anonymous 05/19/10(Wed)09:35 No.9915774
    >> Anonymous 05/19/10(Wed)09:42 No.9915862
    A DF fort should be well-defended. A good site will have a hill near a river.

    Water can be diverted from the river to make a moat. It can also flow into the fort, to irrigate, to fill a cistern for drinking and washing, and to create indoor, dwarf-made waterfalls. Places for drinking should be upstream from the moat, and should be upstream from washing, irrigation, or anything else that might contaminate water. You can have perpetual running water if you have an underground lake into which you can dump. Use a floodgate as your sluice, and make sure it's backed by fortifications (ie., walls with arrow slits); these will act as a weir, allowing water in and keeping monsters out. Also, water being dumped in the underground cavern should go through another set of fortifications, to prevent monsters from the cave from climbing into your water supply.

    The hilltop can be flattened or terraced, and can be used as farms for growing above-ground plants like strawberries, dye plants, or sun berries. You can turn the hill into a free-standing plateau by shearing the sides; then build fortifications and archer stations on top, and run your moat around it. The only way to get to the top of the hill should be from underneath, via your fortress. Your dwarves will be able to farm mostly in peace, at least until something flying comes along.
    >> Anonymous 05/19/10(Wed)09:46 No.9915909
    Wrong edition, man.
    >> Anonymous 05/19/10(Wed)09:50 No.9915959
    DF dwarves are all about ornamentation. Every square of a fort can be engraved, and the game remembers the details of every engraving: who made it, what it depicts, and what inspired it. Usually they depict myths and legends, pre-fortress history of the civilization from which the first settlers came, or biographical events that the engravers saw during their time at the fortress.

    Cruder engravings are more likely to be in workshops or cheap lodgings; the entranceway and other high traffic areas might not be engraved until the fort had a few Legendary engravers who could really do them justice.
    >> Anonymous 05/19/10(Wed)09:55 No.9915994
    Is it I who have the wrong edition? Really? I think it is more *you* who has the wrong edition.
    >> Anonymous 05/19/10(Wed)09:58 No.9916041
    Nah, brah. You're about two and a half editions behind.
    >> Anonymous 05/19/10(Wed)09:59 No.9916053
    Man, I wish there was something I could use to randomly generate engravings, artifacts, etc.

    The Paladin is a bit of a historian, and so this stuff will be quite important!
    >> Anonymous 05/19/10(Wed)10:01 No.9916077
    List a bunch of dorfy nouns and adjectives, roll for random results. Or play mad libs with little kids.
    >> Anonymous 05/19/10(Wed)10:03 No.9916089

    speaking of water, you know you want a carp or two when the party is nearing the end.
    >> Anonymous 05/19/10(Wed)10:05 No.9916108
    Masterwork engraving "Recursive Engraving of Engraving"
    On the engraving is an engraving of "Recursive Engraving of Engraving" the masterwork engraving.
    >> Anonymous 05/19/10(Wed)10:05 No.9916116
    But I don't play 1.5th edition, and you play a shit twinky.
    >> Anonymous 05/19/10(Wed)10:10 No.9916168
    Yes you do. No I don't.
    >> Anonymous 05/19/10(Wed)10:13 No.9916190
    Hey guys, can we not degrade into a useless edition war here, and instead offer some proper Dwarven advice?
    >> Anonymous 05/19/10(Wed)10:14 No.9916208
    What's not dorfy about pointless, thick-headed arguments?
    >> Anonymous 05/19/10(Wed)10:20 No.9916275

    the lack of drinking beforehand
    >> Anonymous 05/19/10(Wed)10:22 No.9916306
    did Dragon Age devs play dwarf fortress?

    -hate elves? yup
    -magma? yup
    -dwarves don't do magic per-se? yup
    -epic noble fights? yup

    I say yes.

    >> Anonymous 05/19/10(Wed)10:24 No.9916329
    Who on earth says I'm sober?
    >> $taunche 05/19/10(Wed)10:25 No.9916337
    Best part of the game was the elf genociding
    >> Anonymous 05/19/10(Wed)10:51 No.9916638
    what level of coercion do i need to convince the lady to kill elves?

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