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Author Topic: (IRtD) Roll to Die/Revive/Dwarf/Derail. The End of Gia.  (Read 633143 times)

Elephant Parade

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3405 on: December 08, 2013, 10:33:47 pm »

NUKE EVERYTHING

(4)As it turns out, your country's main technology type was nuclear. You create a massive crater!



Spoiler: Global Effects (click to show/hide)
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killerhellhound

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3406 on: December 09, 2013, 02:00:58 am »

Mass produce Riot armor and riot shotguns

Own Wasteland
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Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

Dorsidwarf

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3407 on: December 09, 2013, 02:10:25 am »

Here's a tip: you rolled a 2 for your join roll. Cue smash-landing in lake.


Tech is early medieval/whatever.
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blademan9999

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3408 on: December 09, 2013, 05:55:29 am »

>Spawn as army of elephants, attack random person.
You missed this one.
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There is a massive magma snake moving in down stairs as well as a flood and a tunnel to hell also downstairs and you are worried about me putting my feet on the furniture.
GWG you are meant to be the sane one.
Just because the apocalypse is happening downstairs is no reason to abandon manners young wizard.

Aseaheru

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3409 on: December 09, 2013, 06:32:17 am »

Really? Can we just keep the last derail game? We can always turn it into a massive crater later.
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BFEL

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3410 on: December 09, 2013, 06:52:46 am »

Really? Can we just keep the last derail game? We can always turn it into a massive crater later.
This, I was just getting invested in Dorsid's thing!
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Dorsidwarf

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3411 on: December 09, 2013, 12:17:35 pm »

Mastahcheese: I feel your burning pain at trying to update over derails now



>Spawn as army of elephants, attack random person.
(You weren't skipped, there was no update between your post and here)
You spawn 10,000 years in the past and promptly fall into the sea. This is a fairly new island, after all.

New character.
Land fleet of goblins upon Tavik Toth's mainland empire.
Take control.
Form a goblin nation with the motto: "It's our turn now!"

Your tribe's traders hear word of a new land. Somewhere fresh, undiscovered. It has taken you a few months to amass your ships and convince the local tribe-leaders to join you, but it is done. As you catch sight of land from the prow of your warship, you feel flushed with hope, with excitement. A new land, a new start. Truly, it is your turn now. The possibili- Wait.

Oh, no.

Oh, HELL NO




Chapter 2: A Vile Force of Darkness has arrived.



invent airships. Form military. Then invade remuthra.
Your craftment still don't take your wild theories about flying boats seriously, but they do make some makeshift weapons for your fledgeling militia. As winter hits it's coldest, you decide your troops are ready, but are suddenly surprised by a screaming mass of incoherent cultists. They swarm over the border en masse, losing one or two to bowfire, but your stone walls and defenses, combined with your rookie troops manage to fell them almost to a man. There will be much burying for the survivors of the battle to do. You feel relieved this occurred in winter - in summer, they would rot before you could commit them to the earth/sea/fire/other[delete as applicable]. Nevertheless, this will be a hard, cold winter.

Blah blah blah Hats blah blah blah Jihad
Your abortive drug-fueled attack on Tavik Toth's trained armies is not so much a success. You have barely a handful of colonists now - and most of the survivors are the non-religious loonies who sailed you here.

((whats our tech? Basic tribal?))
Create hunting tools (spears, bows, etc) and then hunt for pelts and food! We must survive the winter!
((Medieval, but you don't got no metal))
You hunt down some of the local wildlife to make warm furred clothes for your large colony, and make some shoddy weapons out of sinew-bound rock and wood.

Expand along the entirety of the river I am on, building farms and fishing as we do.
You clear the wilds down almost to the rivermouth where you abandoned your ship, but fish are scarce in winter and the ground is frozen solid. You also construct more log housing, colonists huddling inside as the colds howl.

send scouting parties to investigate the roar-crash, start planting the seeds we received from poketwo. Begin work on some basic forges and the like with ores received from Aseaheru.
Your attempts at planting seeds are not great. Eventually your would-be farmers give up hacking at the icy ground. Your smelting, however, is a great success. Everyone wants to be a smith, a smelter, an ore-carrier - anything to be away from the cold. You smelt the ores, obtaining a number of shiny metal bars, as well as some dull metal. You didn't bring a metalsmith, however, and are clueless to their identity. The teams you sent out to investigate the crash return with twisted lumps of frozen-hard fabric, as well as metal wire and some sort of twisted metal lump.

Build mines.
You order your crew to drop everything but hunting to search for minerals. You send some of them, cursing in the cold, upstream, where they construct a log cabin over the stream and pan for fragments of metal, while others dig a rickety shaft deep into the fragmented soil and rock that composes the area. The cabin team find flakes of a blue-ish metal, as well as a dull yellow substance that smells foul. The mining team finds chunks of ore you are more certain about - Hematite. You're glad you brought a good prospector with you. A forge is set up, underground to minimise building, and work on smelting begins.

Continue smelting ores, train militia better, and become trading hub.
Your ore-smelting goes well. You get some rough bars of the stuff this time, instead of just solidified puddles. You beat some of it out to make spearheads for your militia. The training in your militia isn't going so well, however. One of your recruits stabbed himself in the foot a few days ago. Trading is slowing down significantly, but the East Colonists keep sending grumpy people in carts of the stuff to you.




The storms howl around the camp. The temperature drops again, winter is tightening it's grip on the colonists.

-Winter-



Really? Can we just keep the last derail game? We can always turn it into a massive crater later.
This, I was just getting invested in Dorsid's thing!


Thanks, people.


Countinue smelting ores, train militia better, and become trading hub.
Caravan guards? And do I know he's there?
Nobody is guarding their caravans yet - hardly anyone has militia. You have no idea he's there - he is leagues away, over a mountain, in the depths of winter.



Gobbos, Gobbos, Gobboes. Orange is the new green.
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Zanzetkuken The Great

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3412 on: December 09, 2013, 12:31:34 pm »

(Is that Tavik's force I am seeing?  Nice detail, by the way.)

Attack the ship. and take over the river mouth and the surrounding area.
Construct a city on that mountain near the mouth of the river on the river's east bank.
Form peaceful diplomatic ties with Remuthra and BFEL.  Create Mutual Defensive Pacts if possible.
« Last Edit: December 09, 2013, 01:08:55 pm by Zanzetkuken The Great »
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Tavik Toth

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3413 on: December 09, 2013, 12:39:56 pm »

Takeover remuthra. Then construct shipyards. Also start research into better materials and gunpowder. Also expand further into mainland. Also build defences and train more military or militia at mainland colony
« Last Edit: December 09, 2013, 02:18:08 pm by Tavik Toth »
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Dorsidwarf

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3414 on: December 09, 2013, 12:43:49 pm »

(Is that Tavik's force I am seeing?  Nice detail, by the way.)

Construct a city on that mountain near the mouth of the river.

1: A city will take a long time. There are a lot of you, but not that many.
2: That river is ringed by mountains and mountainous plateau. Specifiy.
3: That's his ship, yes. Thanks.
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Quote from: Rodney Ootkins
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Zanzetkuken The Great

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3415 on: December 09, 2013, 01:08:26 pm »

1: A city will take a long time. There are a lot of you, but not that many.
2: That river is ringed by mountains and mountainous plateau. Specifiy.
3: That's his ship, yes. Thanks.

1) It's going to be a continual project.
2) The one closest to the river mouth.
3) Your welcome.
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

highmax28

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3416 on: December 09, 2013, 01:57:24 pm »

Build a mine and a basic forge. If we get any sort of sturdy metal, forge them into nails for better constructed buildings. Have a couple of guys hunt every now and then to maintain food supply (unless we're full on our granaries, then have them aid in the forge).
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

poketwo

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3417 on: December 09, 2013, 03:25:16 pm »

Build longhouses, continue to train the militia, and become trading hub.
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Xantalos

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3418 on: December 09, 2013, 03:27:14 pm »

Arrive in a Harvester craft and begin extracting the local resources.

I gotta get in on this.
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highmax28

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Re: (IRtD) Roll to Die/Revive/Dwarf/Derail, making a Hex Map OF THE WORLD!
« Reply #3419 on: December 09, 2013, 03:39:56 pm »

Build longhouses, continue to train the militia, and become trading hub.
Native Americans? How about a work with the Norsemen?

Also: change city name to Midgaard, institute Norse as dominant religion
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.
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