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Vampire scum!

Kill it! Kill it to death!
- 4 (66.7%)
Let it live, it hasn't hurt anybody!
- 0 (0%)
Trial by water!
- 2 (33.3%)
Bury it alive, Mebuy style!
- 0 (0%)
The poll was confusing.
- 0 (0%)

Total Members Voted: 6


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Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83347 times)

Pon_Katt

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #630 on: August 02, 2012, 04:29:23 pm »

Moonstone 28, 351
   The we have received new uniforms today!  Red cloaks so that Wolfwood and I may stand out among the others.  I've been thinking, if the militia had a place to train we might have a better chance at a rematch with the Wereopossum.  I'll talk to Wolfwood about it. 

Opal 7, 351
   Apparently, Wolfwood had come up with the same conclusion as I did.  Also, Flamey has ordered us to hunt down any of these weird badger-monkey-raccoon things that we see.  It stole a very expensive sword from the stockpile. 

Opal 28, 351
   Flamey has given the go ahead on the barracks!  Now I will be able to improve my skills with my crossbow.

Obsidian 25, 351
   Damn snatchers!  One of those fiends had shown up three days ago, but was spotted before it could do any damage, but as soon as I let down my vigil, another sneaked in and took Dumed!  May Armok damn those goblins!
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My little voice approves.

Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #631 on: August 02, 2012, 07:06:43 pm »

Obsidian 28 351

We lost a blade to Long-Tailed Raccoon Squirrels "Coati's" as the unpious know them and newborn baby to a goblin. Some good those watchtowers did us. Flamey spent months devising the perfect sock but couldn't be bothered to throw up a wall around the stockpile? Caught a goblin attempting to kidnap our young and got so caught up shaking her own hand that another snuck in to make off with Dumed. She is a dwarf in unknown territory, just like Broseph Stalin was. Just a dwarf with no idea where the foe lies in ambush. I felt that fear, that uncertainty and it made me question I will concede it made me a bit mad but I recognize now that we are all just dwarves in a terrifying situation but we have the Tome. The chronicle of every success and failure of Murderfarmed, the cheat sheet to the test of life. The second year of Murderfarmed was when things truly began to go down hill, we know that the goblins will come in greater numbers and the kobolds will redouble their efforts and there is nothing that will stop them. But we have the Tome. I will cling to the tome like a fisherman drug into the water by a carp clings to stones. I see what comes, death is on the horizon. Death is inevitable on our own. But we have the tome. It is the Word of God, it has to be. Our path must be righteous or Murderfarmed will fall.

Argonnek

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #632 on: August 02, 2012, 07:56:20 pm »

Diary of Argonnek.
My cats? They even deprive me of my CATS?! Bembul and Shorast and Sibrek and Logem. And the kittens Avuz and Melbil. Perhaps they are doing this intentionally. Trying to agitate me trying to worry me trying to stress me. They test my resolve, but they seem only to be guessing. They give me bees, but take my cats. They have me speak with those that work on living bones even though I work with dead ones. I feel that soon they will try to take my children. They say that the other child was snatched by a goblin, but I know better. They think that goblins can just sneak in? No, the child was taken, and soon Mebzuth may be in danger. I must prevent that.

[Dark and illegible symbols cover the rest of the page.]

Ruhn

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #633 on: August 03, 2012, 12:19:19 pm »

Hey, been reading this all week and finally caught up.

I wonder, how much clay has been dug up recently?  Could that be why no migrants have shown up?

I would be interested in being dwarfed, when migrants next arrive:
Rhun
-Any male with a little melee fighting experience.  Please provide him a weapon.
-Job/Industry could be leatherworking, to supply militia with a little extra protection (and some for the civilians too?).
-If he gets a house, could it be build next to/part of a watch tower?

Betelgeuse

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #634 on: August 03, 2012, 03:42:58 pm »

Alright, starting my turn.

EDIT: I have started the game, but I don't know If I'll be able to put up an update tonight. I'm driving to Ohio.
« Last Edit: August 03, 2012, 04:19:53 pm by Betelgeuse »
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #635 on: August 03, 2012, 07:31:53 pm »

I suspect a lack of wealth is what's failing to bring migrants.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #636 on: August 03, 2012, 07:33:18 pm »

I suspect a lack of wealth is what's failing to bring migrants.
Almost definitely. I got Agronnek cranking out bone crafts to try to offset the fact we don't have any metal goods, jewels, or dug squares.

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #637 on: August 04, 2012, 08:01:50 am »

I always start pumping out wooden mugs and things. Of course, since we have elves to trade with, I guess wood isn't the best idea. Unless we want to annoy the elves.
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Betelgeuse

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #638 on: August 04, 2012, 09:35:59 am »

(I haven't had much time to play so heres a little bit to tide everyone over)

Journal of Betelgeuse

[The date has been scratched out]

Its been a grueling journey these past few days, but I have arrived at New Murderfarmed. It seems however, that the settlement is not all I hoped it would be. Already some some nutjob named Helmet has set himself up as the High Priest of some kooky new religion based upon some book the founder of the first Murderfarmed wrote. While he is here I have decided to keep my magical skills secret. I don't need a repeat of what happened at the mountainhalls.

[unreadable]

It seems that the leader of Murderfarmed is headed into retirement. He is holding some sort of lottery to determine who the next leader will be. I am going to enter my name. Perhaps, with a bit of luck I can get rid of this Helmet person and establish Murderfarmed as a settlement for people like me who are fleeing the mountains. In fact, I mean to use my magic to tip the results in my favor. I cannot leave the lives of so many of my kindred to simple chance.
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greycat

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #639 on: August 04, 2012, 11:21:15 am »

I always start pumping out wooden mugs and things. Of course, since we have elves to trade with, I guess wood isn't the best idea. Unless we want to annoy the elves.

I think you're going to need all that wood for practice bolts and buildings.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #640 on: August 04, 2012, 11:45:34 am »

Nah. We should all live as Armok intended. Under one roof, complaining about the cramped quarters and all insisting everyone else is doing the snoring.

Up until we murder one another with wooden axes.
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DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #641 on: August 04, 2012, 12:54:21 pm »

Yeah, during my turn we basically ran out of wood entirely twice, just from constructions and charcoal-powered brickmaking.

To be honest, the most profitable material we could probably be making right now is stoneware crafts, since they have a material multiplier of x4 (as opposed to x1 for wood and most bone), but we also have a near-legendary bonecarver and only a dabbling (maybe novice?) potter, so the bonecarving is still more productive right now.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #642 on: August 04, 2012, 06:36:25 pm »

Perhaps if we start turning out clay pots? I'm not sure if those will train the potter any quicker, but it should leaven up the wood necessary for barrels?
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UristMcWanderer

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #643 on: August 04, 2012, 08:01:25 pm »

Perhaps if we start turning out clay pots? I'm not sure if those will train the potter any quicker, but it should leaven up the wood necessary for barrels?
This sounds like a very good idea to me, speaking as how we have infinite clay and very little wood.

I actually say that we also make future houses' walls out of clay, and the floors and roofs of wood. Sure, it'll take two different professions to build such houses, but we'll use up much less wood. Said wood could then be used to make more furniture, crossbows, and bolts, and fuel if absolutely necessary.

I'm no architect, and I haven't played DF--let alone build above-ground cities--for about two months now, but I'm just saying, it could be a possibility.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #644 on: August 04, 2012, 10:40:53 pm »

Perhaps if we start turning out clay pots? I'm not sure if those will train the potter any quicker, but it should leaven up the wood necessary for barrels?
Technically since we'd have to burn a chunk of wood into charcoal to make the pots we wouldn't save any wood.
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