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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 ... 92 93 [94] 95 96 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 148106 times)

Samthere

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1395 on: November 15, 2010, 09:45:52 pm »

Gar: has cast his vote for Tholtig's beautiful innocence and is ready to move on.

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1396 on: November 15, 2010, 09:47:05 pm »

I'm ready to go.

We didn't get any reward, did we?
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Samthere

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1397 on: November 15, 2010, 09:47:36 pm »

Not from the humans, as far as I know.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1398 on: November 15, 2010, 09:47:40 pm »

Your reward is that you get to leave town without being punished by the government.
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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 #1399 on: November 15, 2010, 09:50:10 pm »

Having found no treasure, but picked up another member and gained a strange experience, the caravan sets off, now heading south. It will shortly cross a bridge over a large river, pass a few hamlets, then follow the coast road through the desolate plains to the west of Skaldivon. Fortune willing, the weather will be fine and the goblin raiders not notice your presence.
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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!"

Nirur Torir

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1400 on: November 15, 2010, 09:51:01 pm »

Let's keep going. I wish to get to the site before sleeping.
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Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1401 on: November 15, 2010, 09:54:28 pm »

Shade-o there are a few problems with dargon's sheet. They're minor things that can be easily fixed though.

He has three skilled military traits, one of which isn't defender(caste) I'm not sure if he requested a change in that or not, so just don't quote me on it. He also still has an adequate skill and a novice skill, not two novice skills. I don't want to argue about this, so I'll just let you and him work something out.

I sense goblins afoot! I'll ready my crossbow in my sniping area.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1402 on: November 15, 2010, 09:55:17 pm »

It's fine, it's all part of being a complex character.
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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!"

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1403 on: November 15, 2010, 09:57:23 pm »

I'm not a fan of complex characters. You're the GM so I won't argue about it, I'll just be bothered by it until enough time has passed from this game that I've completely forgotten that it ever existed.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1404 on: November 15, 2010, 09:58:06 pm »

Think of it as a highly compressed version of the pre-embark adventures.
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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!"

Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1405 on: November 15, 2010, 09:59:14 pm »

I'll scout ahead.  If I find enemies I'll return to the caravan to report.
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She/they
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This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1406 on: November 15, 2010, 10:01:21 pm »

I refuse to acknowledge it as such. I'll acknowledge it as the abridged Mountainhome shenanigans. We'll just assume that he gets hit by a rock while mining, and that somehow causes him to forget his defender skill, and he was lost in the mines long enough that he somehow managed to grow another skilled skill.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1407 on: November 15, 2010, 10:02:09 pm »

Exactly.
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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!"

Nirur Torir

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1408 on: November 15, 2010, 10:05:58 pm »

I know what story I'm asking to hear when Norric gets that tavern set up.

No spoilers before then, please. I want to first hear it while in the right setting.
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Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1409 on: November 15, 2010, 10:09:04 pm »

I'll get to my sniping position on top of my wagon, and antagonize the guards with my hard-boiled tales of bloodshed and sorrow.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.
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