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Orb
05-23-2007, 15:36
The great classic novel of our times, weighing in at fourteen and a half billion pages or so...
Sorry this is so long, it just sort of morphed from mafia with a combat system to RPG Mafia. The weapons section needs to be finished. All roles will be sent by 10PM GMT tonight. Some have already been sent. I'm very sorry about the delay, Lady Frogbeastegg, for her posts about puzzle quest, and the subsequent demo link, is at least partly responsible :laugh4:.
Don't post here, except with rules queries!

Citadel Of Alamut

Backstory + Original rules that haven't been altered.
November 1256 AD,

The invasions of the Mongols have driven thousands of refugees from all places to form into groups, seeking safety and protection. One such group, the Orgahs, people from all different backgrounds and nations of the earth, were starving and thirsty in the sun-scorched desert of Iran. They were pursued by Mongols, led by the terrifying Hulegu Khan. Who were they, in this position, to refuse the shelter of a seemingly abandoned fortress, with a unique water supply and walls to rival Constantinople or Antioch? Lured by safety and water they entered the Citadel of Alamut.

But it was not deserted. Within cellars and secret rooms there were men, trying desperately to conceal themselves, some claiming to be servants, others shown by their actions to be assassins. The Mongols, despite the impregnability of the castle, layed siege and stipulated their conditions:

'The Orgahs will be allowed to leave, if all the Assassins are handed over to the Mongols.'

It seemed like relief, but the post script revealed otherwise.

'However, I cannot depend on your judgement, or honesty yet. You must be tested, your skills of perception and war measured. I have sent a number of my spies amongst you once I knew you would reach this place before me. Every night, they will kill some of your number, and every day, you may execute one of your number. Only one. I hate cheating. Once they are all killed, you will be allowed to leave, and the survivors will be given rewards above their station. I will trust your judgement on which of the people here are assassins, and which are servants once this has been done.

Also, your martial skills will be tested to the limit. Every now and then, I will send a champion to face one selected by your number. If three of your champions are defeated, I will launch an attack. I do not see why I should wait here in the sun if I can simply storm the place. Be warned, as time goes on, my patience will run out.'

He did not believe they could pull off the coordinated skills and judgement calls needed to lynch all of his spies before they killed all of the townies, nor to select and find among their number Champions who could face the Mongols. But the Orgahs were no ordinary people, and among their number were more men of importance than Hulegu Khan had ever guessed possible.

---

Basic rules of Conduct:
No quoting PMs, either privately, or Chat logs, privately (in chat, by PM) or publically (in the thread). Ditto translating then quoting. Paraphrasing PMs, or quoting from in this thread/the information thread or past mafia games is fine.
Dead may not PM or discuss PMs.
No multiple accounts. If I find someone is using these, they will be WOGGED for certain.
Voting is not necessary, participating is. People who post very little or very insubstantially (e.g. post a spam post once every round and say nothing linked to the game) will be wogged.
Please don't spam the thread. A little banter is fine, but excessive spamming and 'empty' posts will be punished.

---

Advanced:

The Roles:

Most players will have a special role, of some kind, and unique/differentiated victory conditions. Even the Mongol spies will be varied.

The Champions:

On days 3, 5, 7, 9 and 11, a Mongol Champion will be sent to face a man elected by the townies as their own champion. The results will be decided on by a combat system. The loser will be killed. If three of these challenges are lost, the Mongols will invade. This will be very bad for the town.

The Weapons Store:

There is a store of weapons in the fortress. It is operated mechanically, and a player must pay some of the little money he has saved into a receiving slot to get the weaponry, equipment or armour he wants. Gold may be gained by looting the body of a Mongol champion, or by killing people. A per turn bonus is being considered, but isn't likely.

Basic victory:

The town wins when all spies are dead
The spies win when all Orgahs are dead. A Mongol assault does not mean an automatic loss for the townies, but will certainly result in more trouble for them.

Original Players (21)

Stig
Pevergreen
Sasaki
Roadkill
Tran
Greater Khaan
Count Arach
Ignoramus
Sapi
Hughtower
Twilightblade
Warmaster Horus
Caius Flaminius
Redleg
Xdeathfire
Seamus Fermanagh
Pannonian
Lorenzo H
Destroyer of Hope
Warluster
Killfr3nzy


Basic additions and selection processes

Role selection: all roles were selected at random. So were weapon skills and starting weapon proficiencies and equipment. Some players do have bonuses to their weapon skill or equipment.

Minor victory: Each player has a minor victory condition specified in their role PM. This is usually victory for their team.
Major victory: Each player has a certain major victory condition specified in their role PM. These tend to be complex and difficult to accomplish. This is largely done to encourage a better balance in terms of role reveals.

These victory conditions only have prestige, although I might give major victors some small boni if I run a game like this again.

Anyone whose weapon skill is reduced to 0 dies.

---
Both the Orgahs and spies have a number of the same techniques at their disposal.

Night actions:

Collect gold:
A mysterious vent in at the top of the highest tower of the citadel will produce 5 gold per night for any individual who goes to it. Unfortunately, this tower is a ridiculous distance from the sleeping quarters, and very difficult to climb, so you will need to take your entire night action to collect this gold. It will not save gold not collected, nor will it distribute it during the day.

Train with the dummies: Any individual may attempt to train alone with practise dummies for the night, if their weapons skill is under 5. This will increase their weapon skill by 1. This takes up your entire night action.

Train with another: An individual may train with any other individual. They may either each add +1 to their weapon skills, or each may learn a weapon proficiency from the other. This takes up the entire night action.

Attempt to kill with a weapon: an individual may attempt to kill any other individual using a weapon. This is worked out as standard combat, and the loser is killed. This takes up the entire night.

Assist a weapon kill: An individual may go to assist an attempted kill with a weapon. His skill negates an equal amount of skill in the protection attempts. This takes up the entire night.

Attempt a protection: Any individual may attempt to protect someone from kills. If anyone attempts to interact with a protected person at night, they will be stopped from doing so if their weapon skill (combined with that of their assistants) is higher than that of all combined protectors of that person (not including the defendants). Some interactions may not be stopped by protection. This takes up the entire night.

Buy an item: Any individual may buy an item from the automated machine in the armoury. This is a free action, and may be done in addition to another night action. The item may be used during the same night.


Day actions available to all:

Visit the bakery: Every morning you will be told whether the baker is prepared to allow you bread. If, for some reason, you are not given bread, your weapon skill will decrease by 1.

Vote: Every day, you must select one of your number to be lynched. The one with the most votes after 48 hours of discussion is lynched. Put a vote in bold type as follows, and please update the tally of votes, eg:

Vote: Orb

Tally:
Orb 1 (Orb)

Challenge: Every day you may challenge one other person. Two challenges will be selected at random. Your 'best' combination will be used unless you PM me to say otherwise. The challenge will be worked out like standard combat. The victor will gain a randomly determined bonus, and the loser will be unable to act at night.

Exchange items. Items may only be exchanged during the daytime, and your name will be given to anyone you give an item to. An item may change hands once per day.

Select for the event: Every day there will be an event. You must select who gets picked to face it in the same way as voting.

Select for the champion: Every few days the Mongols will send out a champion to attempt to test your defences. You must select someone to beat them.


Other things:

Items: Most items simply have impact on combat, however, a few work differently.

Bread (cost 3 gold) – allows you to avoid a weapon skill penalty if you are unable to get bread from the bakery. Bread will not keep, so you may only buy one loaf each day.

Turquoise (cost 20 gold) – a valuable turquoise gem is small enough to be placed in someone's pockets without them knowing, and, unlike other items, the automated armoury will rebuy turquoise for half its original price. You can give it to someone at day anonymously. It can be resold.

Poisons – Anyone can be poisoned, if they are taking bread from the bakery. Applying one dose of poison is a free night action. Applying more doses is a full night action. A poison may also be applied to your blade, allowing you to cause damage should you win a combat against someone. This will, however, damage the weapon unless you have pure water to clean it off afterwards.

Weak poison (cost 6 gold) – 1 weapon skill damage
Lethal poison (cost 15 gold) – 2 weapon skill damage
Assassin's Heartstopper (non-buyable) – 4 weapon skill damage

Sleeping draught (cost 10 gold) – The target has a 50% chance of being unable to act at night
Thief's Assistant (non-buyable) – The target is not able to act at night.

Antidotes/cures -

Herbs (cost 4 gold) – Heal one point of weapon skill damage.
Antidote (cost 10 gold) – Ignore up to 3 doses of any type of poison.
Witch's Botanical Brew (non-buyable) – Ignore any number of doses of poison.

Foul-smelling incense (cost 10 gold) – a 50% chance to ignore any type of sleeping draught. Lasts for three nights, regardless of whether it is needed.

Other items (II)

Pitch (cost 4 gold) – May be heated and thrown at an enemy before a combat, or applied to their armour during the night as a full night action. This will halve the effectiveness of the enemy's armour for the combat, and reduce it's effectiveness by 1 permanently. It has a 50% chance of actually hitting the enemy, and a 75% chance if fired using a bow (which must subsequently be used for the combat).

Naphtha (non-buyable) – This is essentially the big brother of pitch, and will cause considerable burns if thrown at someone. It has the same effect as pitch, but deals 2 permanent damage to all armour items, and one permanent damage to weapon skill if it hits (same chance to do so as pitch).

Greek Fire (non-buyable) – This powerful concoction cannot be put out by water. It acts as Naphtha, but permanently wrecks the armour affected after the end of the fight and causes 2 weapon skill damage.

Pure water (cost 1 gold) – May clean a weapon which has been poisoned, preventing it from damage. This is a free night action.

Combat items -

Armours

Cotton Aketon (Cost 7 gold. Defence 1. Armour)
Similar to the gambeson of European armies, this is made with Egyptian cotton. It has little protective value, but is better than nothing.

Leather breastplate (some early role PMs may refer to it as a jerkin) (Cost 13 gold. Defence 3. Armour)
This thick leather breastplate is far more stubborn than it appears, and is likely to be helpful against any lower end weaponry.

Chainmail (Cost 19 gold. Defence 5. Armour)
A suit of expensive chainmail armour is excellent protection, and will rarely fail against most weapons.

Lamellar (Value 22 gold. Non-buyable. Defence 6. Armour)
A suit of lamellar is particularly resistant to blows from the weapons used by the majority of Orgahs or Mongols, and, while rare, is better than chainmail.

Sassanid Scale (Value 34 gold. Non-buyable. Defence 10. Armour)
An ancient set of reinforced and finely worked scales, covering the body from head to foot. This is true defensive armour and will resist nearly any weapon.

Shields

Hide-covered Buckler (Cost 6 gold. Defence 1. Shield)
A simple hide-covered wooden shield is not a great defence against most things, but every little helps.

Sturdy rimmed shield (Cost 9 gold. Defence 2. Shield)
A heavy shield with a metal rim is often used to good effect in warfare.

Iron shield (Cost 12 gold. Defence 3. Shield)
A heavy iron shield is used by the Mamluks to defend against naphtha or pitch. It is good for defence, and is unaffected by any naphtha or pitch attack.

Genoese Pavise (Value 15 gold. Non-buyable. Defence 2. Shield.)
This shield has defence 5 against any bow-type weapon, and is immune to naphtha, pitch or Greek fire attacks. It may be used together with a spear or bow, unlike other shields.


Combat

Weapon type bonuses and penalties

Dagger – +1 skill against fists
Sword - +1 skill against daggers
Mace/Staff/Axe – generally cheap for higher penetrative power. +1 skill against swords. Requires two hands (so no shield)
Spear – +3 skill against staff/mace/axe. Requires two hands.
Bow - +1 skill against spear. +1 skill against staff/mace/axe. -1 skill against shields. Requires two hands.
Fists – +1 skill against fists, if the opponent lacks proficiency. -1 skill if using a shield.

A non-proficient fighter cannot make use of the advantages of his weapon type and also suffers a -1 penalty. Staff/Mace/Axe type weapons generally have the highest penetrative powers, fists the lowest.

Weapons:
A weapon has three values: Type(sword, knife, axe/mace/staff, bow, spear, fist), Penetrative Power (1-12), and cost. It may also be non-buyable, ornate (increases value) or Tier/Level 4.

Armour has two values: protection, and cost
Shields also have two values: protection, and cost
Combat system:

1) Weapons vs. Armour:
Take each combatant's armour values and subtract from those their opponent's penetration values. If the result is positive, the combatant gains that bonus. Having a weapon with excess penetration doesn't help.

2) Weapon types
Some weapon types have bonuses against others (bonus applied to fight value, not penetration).

After these bonuses have been applied, the fight is concluded by the highest of the resultant fight values/weapon skills.

The town may get some information on the Mongol champions on the morning of battle, and will be able to pick their own champion accordingly. The equipment a fighter is using will be revealed.

Daggers
Herdsman's Dagger
Arabic Jambaya (Cost 4. Penetration 1. Dagger)
A sharp, curved Arabic blade.

Stiletto (Cost 10. Penetration 3. Dagger)
The stiletto, popular in Italy, is more the weapon of the assassin than the warrior, but can be used for combat to good effect.

Damascened Dagger (Cost 20. Penetration 6. Dagger. Tier 4. Only one in the armoury.)
A dagger made with strong Damascene steel is able to cut through chainmail and even lamellar.

The Khan's Sidearm (Non-buyable. Value 25. Penetration 8. Dagger. Tier 5)
This knife was given to Hulegu Khan when he came of age. It has since been reworked and lengthened by world-renowned smiths, and has a sharper edge and greater punch than most swords.

Swords
Berber/Bedouin Longsword (Cost 7 gold. Penetration 1. Sword.)

Byzantine Spatha (Cost 11 gold. Penetration 3. Sword)

Turkish Scimitar (Cost 15 gold. Penetration 5. Sword.)

Norman Bastard Sword (Non-buyable. Value 19 gold. Penetration 7. Sword. Tier 4).

Blade of Mars (Non-buyable. Value: [1 Turquoise Gem. 25 Gold. A penetration 7 sword.] Penetration 10. Sword. Tier 5.)
A bewelled blade fit for the Khan himself.

Axe/Mace/Staffs
Tabar Axe (Cost 11 gold. Penetration 3. Axe.)
Quarterstaff (Cost 13 gold. Penetration 5. Staff)
Flail (Cost 16 gold. Penetration 8. Mace.)
Arabic Great Mace (Value 22 gold. Non-Buyable. Penetration 12. Mace. Tier 4.)
Mountain Giant's Cleaver (Value 28 Gold. Non-buyable. Penetration 20. Axe. Tier 5.)

Spears
Hunting Spear (Penetration 3. Cost 5 gold. Spear)
Greek Kontos (Penetration 5. Cost 11 gold. Spear)
Makedonian Pike (Penetration 7. Cost 17 gold. Spear)
Persian Two-Handed Lance (Penetration 9. Cost 23 gold. Spear)

Bows
Tribesman's Shortbow (Penetration 2. Cost 8 gold. Bow)
Noble's Composite Bow (Penetration 4. Cost 12 gold. Bow)
Recurved Magyar Bow (Penetration 6. Cost 16 gold. Bow)
Venetian Crossbow (Penetration 10. Value 24 gold. Non-buyable. Bow. Tier 4.

Fists
Fists (penetration 0. Free. Fists)
Fist-Irons (Penetration 1. 4 gold. Fists.)
Clawed gloves (Penetration 2. 8 Gold. Fists)
Iron gauntlets (Penetration 4. 16 gold. Fists)

Orb
05-26-2007, 16:43
Night One

After hearing these words, the Orgahs settle down to sleep, fearing what the morning will bring. The khan's forces are mustering outside, and the innumerable torches in the night are nearly as terrifying as the occasional tapping of arrows against the high citadel walls.

Tomorrow, the grim business will begin, but the life of the citadel does not rest with the sun.

---

Night phase 1 begins, the following players are alive:


Stig
Pevergreen
Sasaki
Roadkill
Tran
Greater Khaan
Count Arach
Ignoramus
Sapi
Hughtower
Twilightblade
Warmaster Horus
Caius Flaminius
Redleg
Xdeathfire
Seamus Fermanagh
Pannonian
Lorenzo H
Destroyer of Hope
Warluster
Killfr3nzy

The night phase will conclude at 5.45 PM GMT tomorrow. Any orders not in by then will not be counted. Remember, if you are training, say who you are training with (even if it's only the dummies).

Orders already received will be counted as in.

Orb
05-31-2007, 11:58
The wall on which the prophets wrote
Is cracking at the seams,
Upon the instruments of death
The sunlight brightly gleams,
When every man is torn apart
By nightmares and by dreams,
Will noone lay the laurel wreath
When silence drowns the screams?

List of players. Red were night killed.

Stig
Pevergreen
Sasaki
Roadkill
Tran
Greater Khaan
Count Arach
Ignoramus
Sapi
Hughtower
Twilightblade
Warmaster Horus
Caius Flaminius
Redleg
Xdeathfire
Seamus Fermanagh
Pannonian
Lorenzo H
Destroyer of Hope
Warluster
Killfr3nzy

Total - 20 alive. 1 night killed.

The icy, dismal morning is the first of death, and the body of Redleg lies at the doors of the armoury. 'Gentlemen?' The voice of Beirut the Wise sounded at the assembly. 'Redleg has been foully and cruelly slain. The Khan can't have been lying. We need to find these traitors and put an end to them. Select one from among you to be lynched. Now, something else we need to decide on: I have a plan to turn two of the Khan's champions against each other. We give them both backroom access. Or do you think it's a better idea to more conventionally attempt to take him out with a crossbow? Or would you prefer that we don't attempt anything? Anyway, get voting!'

Day 1 begins. 1 man to be lynched. Day ends at midday Saturday, man with most votes lynched.

Also, you must decide which of Beirut's plans to cause strife amongst the horde to endorse. Each will have an impact:

1) Give two champions backroom access
2) Attempt to take one out with a crossbow
3) Do not attempt anything.

Select by either Backroom, Crossbow or Nothing
Keep a tally of this in this way

Backroom X (Y, Z, S, K)
Crossbow X (D, W, E, R)
Nothing X (Q, T, I, U)

Orb
06-03-2007, 12:50
Caius, after the vote determined his guilt, was dragged by the remaining townies to an enclosed courtyard.

'Caius, do you have anything to say in your own defence?'
'In fact, yes I do!'
'Well, it's dusk and we have no more time to hear it. Goodbye. Please leave, good Orgahs.'
He turned to see the mailed body of Hughtower on the ground. Blood poured from his neck. 'Not another!'
Beirut shook his head and decapitated Caius with his axe. 'Sleep well. Anyone I catch out and about tonight will be deaf from being shouted at in the morning.'
But he knew his words wouldn't stop the Orgahs from doing something.

Players
Stig
Pevergreen
Sasaki
Roadkill
Tran
Greater Khaan
Count Arach
Ignoramus
Sapi
Hughtower
Twilightblade
Warmaster Horus
Caius Flaminius
Redleg
Xdeathfire
Seamus Fermanagh
Pannonian
Lorenzo H
Destroyer of Hope
Warluster
Killfr3nzy

Red is weapon killed. Blue is lynched. Deadline for PMs is by 6.00 PM on Tuesday.

Orb
06-05-2007, 22:11
The ancient pulse of germ and birth
Was shrunken hard and dry,
And every spirit upon earth
Seemed fervourless as I.

The morning came as always, after a surprisingly hot night. At dawn, a group of horse archers ringed the walls, and launched arrows at the sleeping quarters. Lorenzo H was struck in the throat and killed by one such arrow, but apart from that, noone died this night.

In the early morning, Beirut, standing on the walls with a telescope, greeted the townies. 'The Khan hasn't made peace with us yet, so we obviously haven't lynched all the spies. However, thinking more positively:'

He turned the telescope to show the red eyes, angry expressions and furious thinking of two Mongol Champions. Each had obviously lost some sleep while finding suitably witty, sarcastic and biting retorts for the backroom.

Result: Champions 1 and 3 suffer -1 Skill.

'Today, gentlemen, we have a more serious matter to attend to. Using my ninja-lumberjack skills, I caught this man, who claims to be an Assassin. He has offered to show us one secret of their order if he is allowed to live.

Currently he has claimed to know how to unlock the armoury for free use, find the legendary green honey of the assassins, which supposedly can be used to train the mind, and also to double the output of the vent in the tower. Your choice, gentlemen.'

Place one choice from:
Execute to execute the slippery Assassin
Armoury to coerce him into unlocking the armoury
Honey to convince him to show where the jars of green honey are
Vent to ask him to double the income of the vent.

'I remind you of the value of testing your skills against each other. Challenges will be taking place in the square at dusk should they be issued.' Beirut stalked off, leaving the townies to make up their minds. The Damascened dagger is no longer in the armoury.

Stig
Pevergreen
Sasaki
Roadkill
Tran
Greater Khaan
Count Arach
Ignoramus
Sapi
Hughtower
Twilightblade
Warmaster Horus
Caius Flaminius
Redleg
Xdeathfire
Seamus Fermanagh
Pannonian
Lorenzo H
Destroyer of Hope
Warluster
Killfr3nzy

Red is weapon killed. Blue is lynched. Green is Wogged.

Orb
06-09-2007, 22:45
Beirut sadly turns his head to the darkening sky,
'Well gentlemen, it appears that you have chosen to lynch Ignoramus. Ig, how do you plead?'
'Not guilty.'
'Orgahs, please avert your eyes.'

Ignoramus sat down and calmly waited for the axe to strike. But Beirut wasn't even paying attention to it. Behind the soon-to-be-executed man was the body of Count Arach. A bloody dagger lay in his hand, and his aketon was sliced open. His head lay on the floor a few feet to the side. Amazingly enough, noone had seen what happened. Beirut looked at Ignoramus, still waiting for the axe. He swung the axe, and walked away, leaving the body unburied in the middle of the citadel.

Beirut unlocked the Assassin's cage, 'Tell us where this honey is.'
'In the gardens, the well is filled with it.'
'Come with me.'
The lumberjack and the Assassin went to the well in the beautiful, elaborate gardens of the citadel, and the latter drew a bucket of some viscous greenish liquid from it.
'I see, and this is the honey that supposedly is a gate to paradise.'
'Yes.'
'Drink it.'
'What?'
'Drink it.'
The assassin placed his hand in the bucket and lifted it to his lips again, covered in the thick green honey. He tasted it, and after a few seconds he was obviously losing his senses. He thrashed around wildly, not caring for the pain of hitting an object. Beirut lifted him off the ground, 'I thought you said it helped the mind focus.'
'It brings heaven. It brings paradise. But paradise doesn't last, and once this well runs out, you will be prepared to do anything to get the ingredients, to get another fix...'
Beirut asked, 'How many is there honey for?'
'Nine people.'
'Alright. Anyone who's prepared to take the risk can try this tonight. I don't know what the side effects will be, and I am guarding it myself to prevent anyone from poisoning it.'
The assassin, suddenly lucid, slips out of Beirut's grip and runs towards the wall, climbing up loose stones. He makes it over, and a distinctive pair of thuds are heard from the other side of the wall.

New action (full night action - Drink green honey (12 left), unknown side effects)

Orgah List:
Stig
Pevergreen
Sasaki
Roadkill
Tran
Greater Khaan
Count Arach
Ignoramus
Sapi
Hughtower
Twilightblade
Warmaster Horus
Caius Flaminius
Redleg
Xdeathfire
Seamus Fermanagh
Pannonian
Lorenzo H
Destroyer of Hope
Warluster
Killfr3nzy

Red is weapon killed. Blue is lynched. Green is Wogged.

Night concludes at 6.00 PM Tuesday.