Delving the Mazes of Menace - Myth-Weavers Lethe


Delving the Mazes of Menace


Title
Game Masters
Players

Game Information
  • Created Jul 6 '09
  • Last Post Oct 18 '09 at 12:37am
  • Status Complete
  • System Miscellaneous

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Game Description

Introduction

Recently, you have begun to find yourself unfulfilled and distant in your daily occupation. Strange dreams of prospecting, stealing, crusading, and combat have haunted you in your sleep for many months, but you aren't sure of the reason. You wonder whether you have in fact been having those dreams all your life, and somehow managed to forget about them until now. Some nights you awaken suddenly and cry out, terrified at the vivid recollection of the strange and powerful creatures that seem to be lurking behind every corner of the dungeon in your dream. Could these details haunting your dreams be real? As each night passes, you feel the desire to enter the mysterious caverns near the ruins grow stronger. Each morning, however, you quickly put the idea out of your head as you recall the tales of those who entered the caverns before you and did not return. Eventually you can resist the yearning to seek out the fantastic place in your dreams no longer. After all, when other adventurers came back this way after spending time in the caverns, they usually seemed better off than when they passed through the first time. And who was to say that all of those who did not return had not just kept going?

Asking around, you hear about a bauble, called the Amulet of Yendor by some, which, if you can find it, will bring you great wealth. One legend you were told even mentioned that the one who finds the amulet will be granted immortality by the gods. The amulet is rumored to be somewhere beyond the Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the legends, you immediately realize that there is some profound and undiscovered reason that you are to descend into the caverns and seek out that amulet of which they spoke. Even if the rumors of the amulet's powers are untrue, you decide that you should at least be able to sell the tales of your adventures to the local minstrels for a tidy sum, especially if you encounter any of the terrifying and magical creatures of your dreams along the way. You spend one last night fortifying yourself at the local inn, becoming more and more depressed as you watch the odds of your success being posted on the inn's walls getting lower and lower.

In the morning you awake, collect your belongings, and set off for the dungeon. After several days of uneventful travel, you see the ancient ruins that mark the entrance to the Mazes of Menace. It is late at night, so you make camp at the entrance and spend the night sleeping under the open skies. In the morning, you gather your gear, eat what may be your last meal outside, and enter the dungeon...

From the NetHack Guidebook

Premise

This is a homebrewed game based off the popular roguelike game, NetHack. Characters are embarked upon a quest for immortality, achieved by finding the mythical Amulet of Yendor and bringing it to their god's high altar on the Astral Plane.

Character Creation

Characters will be created via random generation using the NetHack game itself, with class, race, and gender selected by the player. Alignment will be assumed to be the same for all characters. All characters will start at XL1.

Up to 4 characters will be accepted.

Rules

The NetHack rules will be followed as closely as possible, but there are some required changes to accommodate play-by-post and encounters. Other changes or rule interpretations will be posted in the game forum as they come up.

Combat changes: Initiative from the d20 system will be used instead of the turn counter for combat; players/monsters with speed or extra speed will roll two or three initiative dice and go on each of their turns. Movement will be dexterity based; you can move one square per point of dexterity on your turn.

Gameplay changes: There will be multiple rewards for Sokoban, multiple luckstones in Mine's End, and separate quests for each class participating, and multiple wands of wishing at the Castle. There will only be one set of invocation artifacts.

Monster changes: Monsters will use better than the standard AI: they won't use attacks that they see aren't working; they'll retreat if they see they are overmatched; they'll focus missile attacks; etc.

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