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Poll

Confiscation of Sandow's Property

Nothing
- 4 (36.4%)
A little
- 0 (0%)
Some
- 1 (9.1%)
A bit
- 1 (9.1%)
A bunch
- 0 (0%)
A lot
- 1 (9.1%)
A ton
- 1 (9.1%)
All of it
- 3 (27.3%)

Total Members Voted: 11


Pages: [1] 2 3 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 142490 times)

Shade-o

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Characters
OOC Thread
Expedition Item Shop
Character Builder
Rules

Compendium - Google Docs

Prologue: Orngim Trail
Spoiler: Header (click to show/hide)
Spoiler: Summary of Events (click to show/hide)
Spoiler: Announcements (click to show/hide)

Chapter 1: Struck Earth
Spoiler: Header (click to show/hide)
Spoiler: Summary of Events (click to show/hide)
Spoiler: Announcements (click to show/hide)

« Last Edit: January 31, 2011, 02:18:10 am by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1 on: November 07, 2010, 08:18:37 pm »

Days 48 onward
16th of Slate to ?
The weather is Overcast.
The temperature is Cold.
First light is at 6am, darkness at 7pm.

Moon    Date
Full      26 - 3
Waning   4 - 11
New      12 - 17
Waxing   18 - 25

Fort status
Hostile Forces: Potential
Dangerous Wildlife: Potential
Warp Effects: Potential
Caverns: None
Weather: Heavy Clouds
Food: Rationed
Drink: Rationed
Sleep: Normal
Causing Happiness: Teamwork and solidarity, fort foundation, warming weather, good prepared food
Causing Unhappiness: Poor food, poor drink, poor weather, exposure to sky, vulnerable defences, unusual events, poor cleanliness


Cliffs of Iron Embark Map
Spoiler (click to show/hide)
Mineral Wealth: Granite, Unknown
Forestry: Medium Pine Forest
Vegetation: Light Forest Undergrowth
World Map
Spoiler (click to show/hide)
Fortress Map
Spoiler (click to show/hide)

Expedition Leader: Litast
Expedition Deputy: Kogan
Militia Captain: Shem

Autumn Caravan Request
Spoiler (click to show/hide)
Fort
128sq mined
13 trees cut
Outside
Spoiler (click to show/hide)
Irrigation Tunnel
Spoiler (click to show/hide)
Tomb
Spoiler (click to show/hide)
CARAVAN
Personal Gear
Spoiler (click to show/hide)

Public Supplies
Spoiler (click to show/hide)

Conditions and Inventory
Spoiler (click to show/hide)

Factions
Spoiler (click to show/hide)
« Last Edit: January 31, 2011, 06:01:54 pm by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #2 on: November 07, 2010, 08:19:29 pm »

Characters

Armok

Members
Ironyowl - Tholtig Shatterbrine
Spoiler (click to show/hide)
Nirur Torir - Kogan Nirurtorir
Spoiler (click to show/hide)
Rolan7 - Adil Olinlolor Tongsletter
Spoiler (click to show/hide)
Ochita - Urist Ore Balance
Spoiler (click to show/hide)
CoughDrop - Litast Cattenakgos
Spoiler (click to show/hide)
Hastur - Sandow Statenskivsky
Spoiler (click to show/hide)
V-Norrec - Norrec Rikkirmebzuth
Spoiler (click to show/hide)
Samthere - Gar Kenduthal
Spoiler (click to show/hide)
FuzzyZergling - Kog Haltpast
Spoiler (click to show/hide)
dragonshardz - Shem Kilrudtabar
Spoiler (click to show/hide)

Ahra - Athor Ironbeard
Spoiler (click to show/hide)

elitetaco3519 - Udil Wildbrew
Spoiler (click to show/hide)
Non-Player Characters
Tor Axeforge
Spoiler (click to show/hide)

Delerker Lolumsarvesh
Spoiler (click to show/hide)
Nylona Oberstein
Spoiler (click to show/hide)
Denrhymed
Spoiler (click to show/hide)
Golem
Spoiler (click to show/hide)
Dead
Lillipad - Mikhail Pad
Spoiler (click to show/hide)
Cheddarius - Obok Otunmeng
Spoiler (click to show/hide)
« Last Edit: February 01, 2011, 10:00:41 pm by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

JacenHanLovesLegos

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #3 on: November 07, 2010, 08:23:28 pm »

Scratched scroll.
Logged
As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #4 on: November 07, 2010, 08:31:50 pm »

i like how you did embarkation location choosage.
1st choice stained scroll
2ndary choice singed scroll
« Last Edit: November 07, 2010, 08:39:48 pm by Hastur »
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #5 on: November 07, 2010, 08:39:58 pm »

Did I say Warped had active volcanism? Ha ha! I really meant unstable.

>_>

<_<

sorry
« Last Edit: January 11, 2011, 05:35:38 am by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

IronyOwl

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #6 on: November 07, 2010, 08:44:48 pm »

The majority of these options look awesome. I predict a fascinating fortress.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #7 on: November 07, 2010, 08:49:10 pm »

I'd like to go to Iron. It is the perfect opportunity to use my mechanical ideas to create an invincible fortress.

"If we pick Iron, can we expect the military to help support us until we're able to defend ourselves?"

« Last Edit: January 27, 2011, 09:23:12 pm by Nirur Torir »
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #8 on: November 07, 2010, 09:09:10 pm »

The Underclerk says:
Quote
"The military can't be everywhere at once, you know. They've got to guard every mountainhome, every mine, patrol trade routes and passes, and explore caverns. With the brewing of war starting to ferment, nearly all the reserves are being called up to more vital roles than protecting you chumps.

"You shouldn't have to worry about being raided, at least not immediately. Goblins and the rest won't even know you exist until they stumble upon it by accident, or intercept a caravan and figure out the destination. Even then they'll have to decide between picking a hardscrabble hole and a wealthy settlement. Sorry, sweet pod, but you're just not worth attacking.

"You'll be getting a small escort on the way, just in case. They'll return with the messenger, and depending on how threatening the situation is you might get some temporary guards with the next caravan. You might get some extra weapons and armour for that site, but you'll have to talk to someone in the business. I hope some of you know how to handle a weapon, I'd hate to see all those supplies lost..."

The Underclerk goes back to recording the number of buckets stolen by kobolds.
« Last Edit: January 11, 2011, 05:36:44 am by Shade-o »
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Heron TSG

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #9 on: November 07, 2010, 09:15:09 pm »

I voted Iron. Sounds like the anvil against which the vile xenos shall be squashed by my hammer.
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Est Sularus Oth Mithas
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Samthere

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #10 on: November 07, 2010, 09:25:03 pm »

Just a post before I sleep to express interest and insert an as-yet-unnamed backup dwarf 'cos I'm exhausted and can't think straight :P

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #11 on: November 07, 2010, 09:57:18 pm »

I so want to sign up for this, name:  Norrec Rikkirmebzuth

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #12 on: November 07, 2010, 10:13:20 pm »

We'll have a bit more time for discussion, and then we'll go for the elimination round.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #13 on: November 07, 2010, 10:24:33 pm »

i'll vote for iron/scratched scroll if it means we can get going now. ALthough some other ones look like more dwarf fort style fun
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #14 on: November 07, 2010, 10:26:16 pm »

They're all good choices, and each has special qualities and events and such. Just vote for the one that appeals to you. If you need more information on anything at all, ask the Underclerk.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"
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