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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 ... 34 35 [36] 37 38 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 146819 times)

Samthere

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #525 on: November 12, 2010, 12:34:17 am »

Gar: "They're doing something to the air, damn it!" I'll get the Romantic Executioner and see if I can't use that to tear at the hinges/smack the chisel more powerfully.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #526 on: November 12, 2010, 12:39:32 am »

While Norrec places/activates the bombs I'll grab Nik, and have him aid me in assassinating those two guards at the front. Cog and Kas are with Norrec, so she should be safe.
« Last Edit: November 12, 2010, 12:41:14 am by Lillipad »
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CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #527 on: November 12, 2010, 12:40:33 am »

Oh well, let's just pick a fight with someone, releasing the anger caused by my parents. Afterward, consider buying them a drink.
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"It's one thing to feel that you are on the right path, but it's another to think yours is the only path."

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #528 on: November 12, 2010, 12:41:27 am »

Nah, I might as well dump it out I suppose, I was going to specifically use it to help blind the guards and then throw the alcohol/lantern which would hopefully catch their clothes on fire and burn the flesh off of them.

Anyhow.  SET BOTH FIRES OFF AND GET OUT OF THERE!

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #529 on: November 12, 2010, 12:43:32 am »

As an aside note, why the hell are you trying to kill as many characters as possible? Is Norrec psychotic? Is this some sort of plan against the gods?
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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 #530 on: November 12, 2010, 12:49:10 am »

We're kind of past the point where we can stop killing everyone in the mansion. You can use a Deus ex Machina to save Samthere, I don't really mind him surviving. It's the Duke and his heavily armed guards who are bloodthirsty by now that I'm worried about.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #531 on: November 12, 2010, 12:56:09 am »

Me too, I have no need for a noble to want to hunt me down because I uncovered his smuggling ring.  Really, I just don't want him coming back to bite me in the ass.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #532 on: November 12, 2010, 01:00:02 am »

Samthere
Quote
Realising that this is no time to be holding back, you put the Romantic Executioner on. As sweat pours down your face, you grasp a hammer one-handed, and swing it down with all your desperation. The chisel slices off a sizable chunk of steel. You reset it, and strike again, tearing off another piece. You miss a few times, but you gradually tear the hinges apart. The hammer and chisel are ruined as well, leaving you to pull the remaining metal apart with your gauntlet.

Finally, the hinges are completely destroyed. The door remains set in place, however. The lock is still slid in place, and you discover that the door and frame actually narrow inward towards the vault, so it's impossible to force it inward without tearing the whole architecture apart. You need to separate the lock from the door, and then push the door outward despite the pile of burning material stacked against it.

CoughDrop
Quote
You leap headlong into the brawl. It's very therapeutic. You trade blows with vigour, becoming bruised and bloody but returning them with greater measure.



V-Norrec, Lillipad
Quote
You've set both fires. The flames crackle, and by now the guards out front have noticed something is amiss inside. They enter as you approach, and you try to cut them down with crossbow fire. Their plate armour saves them from being wounded, and they retreat back outside. You find that the front door is now locked. They're probably gone for reinforcements.

The ceiling is now obscured by dense smoke. The barrels explode in a gout of flame and shrapnel, shattering the barracks door. That hallway is completely inaccessible due to smoke, flame and debris.
Yeah, but he would be very valuable for questioning, justice and all that. You aren't even certain that he's a criminal.
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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 #533 on: November 12, 2010, 01:02:48 am »

Also, Nik reappears, having scrounged all the interesting items from the bedroom.
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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!"

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #534 on: November 12, 2010, 01:04:52 am »

Leave using the side entrance.  Hopefully they forgot to lock it.  Oh, and grab some dinner on my way out and eat it.  I would prefer Plump Helmets.

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #535 on: November 12, 2010, 01:05:31 am »

I explain to him that I could replace his current, crude artificial limbs with more lifelike ones, and would be willing to do so for no compensation, if he would provide the money for the limbs themselves.
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Samthere

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #536 on: November 12, 2010, 01:06:55 am »

Gar: throws all the chemicals he can get over the spot where the lock bolt attaches to the mechanism, then tears at it frantically with his trusty new gauntlet.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #537 on: November 12, 2010, 01:08:19 am »

I'm far too hard-boiled and loose cannon for the shenanigans of a locked door. If I can't force it open myself, then I'll blow the lock off with my heavy crossbow. If that fails me too, then I can always just have Nik aid me in axing the door to open.
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If Adele covered Aerosmith, that would be my life right now.

CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #538 on: November 12, 2010, 01:13:36 am »

Ahhh, I've had my fill. Slowly fight my way out of here.
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #539 on: November 12, 2010, 01:18:28 am »

V-Norrec (and Lillipad)
Quote
Having gathered everything of value and with the building turning into a deathtrap, your squad takes their leave. The side entrance has also been locked from outside, but after some exhausting effort you manage to bash it open.

Outside, one of the guards is waiting a few steps down the alley. He's wearing plate armour, has a spear and heater shield, and is completely blocking the narrow alley. In fact, it's too narrow for more than one person to fight or shoot in.

The other guard is nowhere in sight.
You set the vault fire ages ago. That's why Samthere is dying.

Samthere
Quote
You pour all your remaining chemicals over the bolt mechanism, and begin pulling at the bars that attach it to the rest of the door. You have to leap back when the chemicals burst into flame.

Now the door itself is on fire.

FuzzyZergling
Quote
He considers your offer, then beckons you over with his living hand. He shows you a trophy room. Racks upon racks of preserved heads and skulls from all manner of creature line it. One section has been filled by enemies he has decapitated with his arm blade, he explains. The other by those whose throats he crushed with his peg, then cut the head off.

He demands to know if your fancy limbs can do better, weakling.

Coughdrop
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After you get bored, you fight your way outside. Guard squads are 'pacifying' the rioters with liberal use of clubs and staffs. You avoid their attention, and get to a safe spot.
Logged
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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