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Author Topic: You are Islanders--Turn 4: A Surprisingly Good Day  (Read 13721 times)

Parsely

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #135 on: November 27, 2012, 11:03:40 pm »

I quit. Not enough time to keep track of everything.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #136 on: November 27, 2012, 11:05:36 pm »

Okay then...
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Parsely

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #137 on: November 27, 2012, 11:17:03 pm »

Okay then...
Geez, don't take it so well. :( I'm sorry, but I can assure you its nothing against you or the game. I've got too much training, lifting, working, and fighting (Yes, fighting. Like, in a ring. :P) to do and I'd rather give my spot to someone who actually has the time to appreciate this wonderful world you're trying to create for us.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #138 on: November 27, 2012, 11:22:16 pm »

I understand. I'll work in the guy who posted a tribe ASAP. Maybe next turn, depending on the world event.
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Nerjin

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #139 on: November 28, 2012, 04:38:20 am »

Oh they're people... You didn't mention that.

I guess have the men equip themselves with knives and stick around to kill any hostiles. One man equips the adze. Have the children plant in the new garden, have 1 female equip herself with a shell knife and also defend. Nerjin uses chisel and wood/basalt to make an axe. The other females make a third garden. Granted this is if it's a small raiding force.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #140 on: November 28, 2012, 07:29:30 am »

...Make a garden? Make an adze? This is a raid, not a siege.

Anyways, half a dozen...things burst out of the trees and into the little area you've cleared. They look like man-sized, orange-and-black serpents, but with scaley arms clasping sharpened sticks. They are dressed in leather...sort of tunics,but they don't really correspond to any human garments. Attack?
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Nerjin

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #141 on: November 28, 2012, 09:04:54 am »

...Make a garden? Make an adze? This is a raid, not a siege.

I have 6 or so knives and one adze. That should be enough to handle these... things. You hyped it up a bit much last time. You stated, and I quote,

Nerjin: THERE ARE PEOPLE APPROACHING. WANT TO DEAL WITH THEM?

Which indicates a large amount of danger. I can't risk hunting when I have "people" approaching, so I keep people close but still useful. I needed more weapons.

ANYWAY:

Have everyone retreat to the hut. All those equiped will guard the hut but not act aggressively. If they start stealing or destroying they will IMMEDIATELY rush the intruders. Leave no survivors. If someone dies send the next most competant person to take their place. That may do it. I'll be honest I had planned on peace. If peace is possible persue that. See what may foster non-hostile relations.
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TopHat

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #142 on: November 28, 2012, 12:31:28 pm »

So, did anything exciting happen to Heiruphus's tribe. Animal training can go to one of the hunters.
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mesor

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #143 on: November 28, 2012, 12:38:18 pm »

Dam I'm glad I didn't get any visitors.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #144 on: November 28, 2012, 06:08:22 pm »

...Make a garden? Make an adze? This is a raid, not a siege.
I have 6 or so knives and one adze. That should be enough to handle these... things. You hyped it up a bit much last time. You stated, and I quote,
Nerjin: THERE ARE PEOPLE APPROACHING. WANT TO DEAL WITH THEM?
Which indicates a large amount of danger. I can't risk hunting when I have "people" approaching, so I keep people close but still useful. I needed more weapons.
It also indicates that there won't be time to plant a garden or make an adze before they come. Which is what I was talking about. For all you know, those people could be dead before they can plow a single bit of ground.

Quote
ANYWAY:

Have everyone retreat to the hut. All those equiped will guard the hut but not act aggressively. If they start stealing or destroying they will IMMEDIATELY rush the intruders. Leave no survivors. If someone dies send the next most competant person to take their place. That may do it. I'll be honest I had planned on peace. If peace is possible persue that. See what may foster non-hostile relations.
Your people rush to the hut, followed b the snake-things. There is a wary stand-off between the two groups. It is quickly established that their language, if any, is not similar to the islanders' tongue. Charades of a sort may be productive. They're not attacking, but they don't look happy...not that Nerjin can read expressions well on a reptilian face easily. What will he do?

So, did anything exciting happen to Heiruphus's tribe. Animal training can go to one of the hunters.
Um...someone found some herbs while looking for I think wood. One of those women (it was two women searching) got attacked by the crocodile, and one of the four units gathered fixed that right up. Was that you or did you have those three units of less-magical herbs from earlier?

Dam I'm glad I didn't get any visitors.
Not all visitors will be hostile. It's just that these happened to be.
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Nerjin

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #145 on: November 28, 2012, 06:16:57 pm »

Hm... I guess I just misinterpreted how long it would take before they got here. Alright.

Have Nerjin approach the front of the warriors and try to convey a message of peace to the Snakemen [whom I christen The Muffins]. If they remain nuetrel offer them a small amount of food. If they attack proceed as previously planned.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #146 on: November 28, 2012, 07:52:50 pm »

Nerjin cautiously approaches the...muffins...and tries to pantomime food, giving the food to the...muffins...and not getting stabbed. They seem to have a vague grasp of what he's trying to say...
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Nerjin

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #147 on: November 28, 2012, 07:58:12 pm »

Speaking slowly as to not annoy the Muffins Nerjin called to Cannon Fodder "Bring enough food for each of them to eat. Try not to offend them. Bring it to me. I shall hand it to them."

Nerjin offers six units of food as a sign of peace. Same cautions and game-plan apply if things go south. also THE MUFFINS!!!
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Is the admiral of the SS Lapidot.

GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #148 on: November 28, 2012, 07:59:43 pm »

Cannon Fodder scurries off to get the offering. Thinking on his feet, he brings out meat. The "muffins" accept the gift and look at Nerjin strangely before heading off.

-----

Slowpoke, how's Maya handling the people in the canoe?
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Nerjin

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #149 on: November 28, 2012, 08:02:22 pm »

I have defeated the mighty Cupcake! I have negotiated with the savage Muffins! I AM A GOD!!!

Also: You haven't updated my tribe's sheet. Steve, The Most Powerful Steve in All of Stevedom isn't marked as a novice animal trainer.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.
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