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Author Topic: Nist Akath - The Complete Story  (Read 603502 times)

Zonhin

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #705 on: January 07, 2008, 05:49:00 pm »

^^^ lol @ dat guy ^^^

Edit: No Mayday is not a vehicle to let out your immature power fantasies.

[ January 07, 2008: Message edited by: Zonhin ]

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penguinofhonor

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #706 on: January 07, 2008, 11:25:00 pm »

Pah, the Cap'n will probably play along anyway. Many people have given Armok here priests and priestesses. I want a macedwarf if you ever get any new soldiers or have any unclaimed ones running about, Cap'n. Is it okay if I call you Cap'n?
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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #707 on: January 07, 2008, 11:31:00 pm »

Yes, it's okay if you call me Cap'n.
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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #708 on: January 07, 2008, 11:46:00 pm »

quote:
Originally posted by Zonhin:
<STRONG>^^^ lol @ dat guy ^^^

Edit: No Mayday is not a vehicle to let out your immature power fantasies.

[ January 07, 2008: Message edited by: Zonhin ]</STRONG>


Although if I do do this, it does mean that his Priestess will inevitably get angry about a lack of work, live in poverty, and go mad.

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Skanky

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #709 on: January 07, 2008, 11:57:00 pm »

It depends on how much he loves pulling levers. At 5 a pull, someone with a 'casino' can quickly rack up large quantities of (cheesy) money.
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"Quickly now, the goblins are more devious these days." - Captain Mayday

fleacircus

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #710 on: January 08, 2008, 12:09:00 am »

Perhaps the unseen leader of these goblins is a powerful shaman who is working foul magic upon Nist Akath, trying to doom its dwarves to poverty and insanity. Heed the omens, Cap'n! Heed the omens!
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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #711 on: January 08, 2008, 12:12:00 am »

Captain's Log. 2nd of Obsidian.
The boy Sodel has finally snapped, his mind broken like a twig.
He immediately went and threw himself into the abyss.

He plummeted head first into an engraving known as 'The Sugary Outrageous Chunks', an image of a dwarf in a fetal position.
I'm not sure how to feel about that.

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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #712 on: January 08, 2008, 12:17:00 am »

Captain's Log. 3rd of Obsidian.
Today I met with Solon Fleshpick, the lady responsible for burying the poor lad.
It appears that she had moved the body to the mausoleum, but had placed the body on top of an unused coffin.

It wasn't even the right unused coffin.

After an angry word, I dismissed her from my office, and put somebody else in charge of burying the lad.

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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #713 on: January 08, 2008, 06:00:00 am »

**
As an aside, for future plans, does anybody know where artifacts are likely to go after abandoning? Previous versions I've adventured in have had them missing from the abandoned fort.
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Silleh Boy

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #714 on: January 08, 2008, 06:05:00 am »

They usually go with the person carrying them at the time, back to civilisation (based on my experiences in the 2D version.)
Thus, i would assume that they'd be carried by the dwarf that made them, when you find them in one of the mountain halls of the civilisation that they originated from.

This however (still based upon the 2D version) can be got around, by killing them so that they drop the artifact, thus losing possession of it, thus leaving it in the fortress to be found - at least that's how i recall it being.

Also, you never got boy, the girl miner/engraver added as far as i've noticed, it doesn't detract from me enjoying your story in the slightest however, so it's unimportant.

Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #715 on: January 08, 2008, 06:17:00 am »

Am currently getting no migrants at all.   :(
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Silleh Boy

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #716 on: January 08, 2008, 06:24:00 am »

I had that problem once, after a hydra attack killed two marks dwarves, who's squad went insane being closely knit, some of whom took the rest of my populace down to a handful of dwarves. I planned to try and fix it by trading away heavily decorated sets of masterwork steel bolts, using them to lure people to my death trap.

Unfortunately, that never got to happen, as the rest of my population was finished off by another megabeast or a seige or removing floors from beneath their feet or something of the sort.

Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #717 on: January 08, 2008, 07:09:00 am »

While I'm at work, I've been pondering new, and possibly ingenious, traps.
I'm wondering what you guys think of them?
Some, maybe all, will be part of the Captain's tomb trail.

First, rather simple. A room full of (9) suspended 3x3x2 blocks of engraved stone. Beneath each of these is a lever.
One of these levers will open the door to progress to the next area.
The rest cause the block above them to collapse.

Second, rather more complex, a series of traps.
Probably the best way is to invite you to imagine it.
Imagine, if you will, that you are walking down a narrow hallway. There are pillars every few meters, upon which large rocks sit.
The floor and walls appear to be constructed, however.
You progress to a room at the end, without any of the boulders crashing to the ground.
In this room, there is a ramp leading up to a doorway, a level above you. The doors are sealed shut.
In the area directly in front of you, there are three levers.
Above the doorway, a suspicious looking grate.

It becomes quickly apparent as you pull the wrong two levers that this was a combination lock. You hear a smash as the mechanisms holding back the flood waters are smashed, and water pours forth from the grate in a mighty torrent.

With all hope of progressing further now vanished, you flee back down the tunnel.
The water flows after you, and the water seems to trigger the boulders, and they crash from their resting places through the floor, revealing water below.
It moves faster than you, however, and soon you narrowly dodge a boulder crashing down on you, but you nevertheless follow it into the water.
The water roars past you, overhead, as you are set upon by the Skeletal Elk, the denezins of this watery grave, who need no air.

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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #718 on: January 08, 2008, 07:15:00 am »

Additionally, already in place is a floor filled with weapon traps. The weapon traps are positioned according to the engraving image displayed on the floor.

I also have the treasure pit very nearly complete. It is the last room before reaching the Captain's Tomb. This room will be filled with water to make a lake.
To get to the Captain's Tomb will require draining the lake, which requires choosing between 1 of 4 levers after having dived to the control station through the waters. The other 3 levers just smash open the seal holding back the water.
Then the gate to the Tomb must be opened. This lever is placed at the end of a very long waterfilled hallway that will drain when the lake is drained.

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Captain Mayday

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Re: Nist Akath. Betrayal in the Tundra.
« Reply #719 on: January 08, 2008, 07:22:00 am »

Since I'll also be constructing an 'escape tunnel' I have devised the following horrific traps to go along with it.

First, a bridge of tiles above an inescapable pit. The bridge has pressure plates strategically placed, so that large rocks, strategically poised above the ceiling, will smash through the ceiling and the bridge.
Stepping on too many of the wrong plates will end with the destruction of the entire bridge.

Second, a devilish trick which I would prefer not giving away in entirety. It involves two rooms with pools, joined by a waterfilled tunnel. The only way through them is this tunnel, which has a door at each end.
Without giving it away, making the wrong choice will cause the unlucky victim to be sealed in an icy tomb.

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