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Author Topic: Fortress Mode: The RPG  (Read 8693 times)

Mookie Love

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Re: Fortress Mode: The RPG
« Reply #105 on: January 08, 2008, 03:24:00 pm »

"Well, I can't very well leave my own son. I haven't a doubt they'd shave the poor guy's beard and sell him to some barren old crone back in their city, just for a few extra coppers."

((EDIT: Dangit, either disregard this or pretend it happened a post above. Me and my slow typing.))

[ January 08, 2008: Message edited by: Mookie Love ]

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Helmaroc

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Re: Fortress Mode: The RPG
« Reply #106 on: January 08, 2008, 03:56:00 pm »

Helmaroc doesn't much care for children, but he welcomes the newcomers nontheless.

OOC (Could I just say when I want to go hunting, or will you say so in the story?)

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Reign on your Parade

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Re: Fortress Mode: The RPG
« Reply #107 on: January 08, 2008, 05:53:00 pm »

"OK, We need some name suggestions people! We've named neither our fortress nor our group!"

[ January 08, 2008: Message edited by: Reign on your Parade ]

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Mookie Love

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Re: Fortress Mode: The RPG
« Reply #108 on: January 10, 2008, 12:34:00 am »

"Well, you all dealt with those humans fairly well back there. I'd say we celebrate that by naming our group something like... oh, 'Merchanttrickery.'"
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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #109 on: January 11, 2008, 05:05:00 pm »

*The dwarves talk amongst themselves a little but everyone quickly falls asleep. The dogs bark alot during the night but otherwise the night passes uneventfully. The next morning everyone gets up and continues on thier journey.*

*The expedition is now travelling through fancy forest, and on the horizon a column of smoke rises from somewhere behind the treetops. It is along your path and it is only a matter of time before you find out what it is.*

UPDATE

The expedition consists of
Thikut, Trapper
Olin, Woodkutter
Ked, Miner
Nek, Fisher
Oddom, Smith and expedition leader
Tiwuthi!, Mechanic
Helmaroc, Hunter
Nish, Peasant

The WAGON is loaded with
Large backpack
commoner clothes x2
small tent x4
catx2
personal basicsx3
blanketx4
4weeks of fish
12 bottles of rum (on the wall)
group basics
10 wine bottles
backpackx3
fishing pole
a stupid wardog
2 huntingdogs
peasents clothesx2
29 bandages
wheelbarrow
pick
ragsx2
4week of hardtack
used towel
carpentry tools
axe
15weeks worth of plump helmets
10 yards of rope
climbing gear
shovel
wineskin
6 torches
crossbow
repeating crossbow
2 backpacks
2 candles
2 tents for one dwarf
2 blankets
2 sets of personal basics
1 Puppy (It's Meb's, though.)
1 shovel
2 Torches
12 Bandages
2 sets of peasant clothes
13 seed bags (3 plump helmet, 2 cave wheat, 2 rock nut, 2 pig tail, 2 sweet pod, and 2 dimple cup)
4 weeks worth of hardtack
4 bottles of dwarven rum

(sorry i skipped a day i was depressed)

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Mookie Love

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Re: Fortress Mode: The RPG
« Reply #110 on: January 15, 2008, 01:31:00 pm »

((Should I write this off as dead?))
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Helmaroc

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Re: Fortress Mode: The RPG
« Reply #111 on: January 15, 2008, 05:03:00 pm »

Hm...I have a feeling it's not dead...but thats probably just me.
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Reign on your Parade

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Re: Fortress Mode: The RPG
« Reply #112 on: January 15, 2008, 08:36:00 pm »

OOC:MerchantTrickery wins. It even beats everything else that might possibly be done, ever. Not dead.

IC: Oddom looks at the smoke "One of you hunters go scout ahead and figure out what that is. If theres violence ahead, we need to know."

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Helmaroc

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Re: Fortress Mode: The RPG
« Reply #113 on: January 16, 2008, 05:10:00 pm »

I really don't think tricking the merchants was so amazing...no offense.   :p
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Reign on your Parade

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Re: Fortress Mode: The RPG
« Reply #114 on: January 18, 2008, 12:16:00 am »

No, merchanttrickery is just funny. I doubt we would get many merchants though.
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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #115 on: January 18, 2008, 06:16:00 pm »

*Despite Oddoms orders, noone scouts ahead, and after many forks in the road you begin to approach the smoking area. The road is rough here but has seen recent use. This area you come upon has been clearcut, and a smoldering logging camp comes into view a ways from the road (100 yards or so). Some of you strain your eyes but see no movement, it appears deserted there is a wooden building, a saw mill 2 broken wagons, a shack, and many felled trees.*

does anyone investigate?

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Fenrir

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Re: Fortress Mode: The RPG
« Reply #116 on: January 18, 2008, 06:45:00 pm »

Without a word, Tiwuthi heads for the shack at a quick pace.
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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #117 on: January 18, 2008, 07:37:00 pm »

*Tiwuthi quickly crosses the field and approaches the partially collapsed smoldering building. He sees the area littered with many things, among them, broken axes, bent saws, arrows sticking out of various objects and at least 30 LOG  UNITS. Tiwuthi smells a faint scent of decay as he notices a red streak on the door to the saw mill. It is a severed hand pinned to the door by an iron spike, and beneath it is a bloody note. and the door is ajar.*
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Fenrir

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Re: Fortress Mode: The RPG
« Reply #118 on: January 18, 2008, 07:44:00 pm »

What does the note say?
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Reality_Unknown

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Re: Fortress Mode: The RPG
« Reply #119 on: January 18, 2008, 07:59:00 pm »

Tiwuthi heads for the note, yanks out the barbed arrow, and lets the human hand fall to the ground.  The note is written in elven (elfish? haha jk again) using charcoal.  It reads " We will not stand idly by while you butcher our woods, For every tree that falls 10 manfolks will fertilize our homes. Fancy forest is under our protection. If even one drop of sap touches  the ground will we extract the same price from your woodsmen. Blood for Blood, we will not warn you again."
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