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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


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Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 143191 times)

Nirur Torir

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1245 on: November 15, 2010, 03:36:29 pm »

What would Mikhail do?
Shoot the traitors who jumped in, then shoot the darkness a few times.
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V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1246 on: November 15, 2010, 03:37:14 pm »

What would Mikhail do?
Shoot the traitors who jumped in, then shoot the darkness a few times.
Shhhh, you'll give him ideas.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1247 on: November 15, 2010, 03:40:03 pm »

"I shoot my crossbow"
"Why are you shooting your crossbow? There's nothing to attack here!"
"I'm attacking... the darkness!"



Well, I rolled and he decided to flee with Norrec and Litast. Makes sense.
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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!"

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1248 on: November 15, 2010, 03:41:02 pm »

Help the caravan crew load my supplies onto the wagons, namely by getting it all over to them. With that finished, head to the most likely place for a dwarf to be: the tavern. If they're not there, ask around town, starting with the local temple.

IronyOwl

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1249 on: November 15, 2010, 03:50:33 pm »

My god, this is hilarious. My unleashing a vengeful god was funny, but half our party jumping in?

That, gentlemen, was Dwarf Fortress.


Attempt to pass my hand through the darkness, then pray to whatever god is resting here for insight into what's happening. While this will probably preclude the rest of me not passing through the darkness, try it anyway unless I get some encouraging insight.
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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.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1250 on: November 15, 2010, 03:51:17 pm »

Nah, you get sucked in all the same.
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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 #1251 on: November 15, 2010, 03:54:15 pm »

Oh, and good work on grabbing Denrhymes, Norrec. It's probably a good thing they didn't get in.
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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 #1252 on: November 15, 2010, 03:55:11 pm »

Well, I tried. Sort of. :P
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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.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1253 on: November 15, 2010, 03:55:43 pm »

*flex*  I hate that cat but I'm not letting it get insane-dark-god-Cthulu powers either just on the off chance it might die.

edit:  I'm also kind of hoping it can lead us out of the maze.

Quote
Adil leads the group on, identifying traps, avoiding hazards and taking a particular path through what must be a maze. Finally everybody reaches a large double-door made of stone, sealed well shut. It is decorated with the same twisting patterns as the carved symbol you found earlier. There is no indication of how to enter. The walls are lined with pillars, which break up the light and create deep shadows.

You know, that maze.  Maybe my observant trait will help as well >.>
« Last Edit: November 15, 2010, 04:07:47 pm by V-Norrec »
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Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1254 on: November 15, 2010, 04:05:25 pm »

At least my character's insane.  What were your excuses? :P

I'm watching closely but staying quiet until the results are posted.
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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.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1255 on: November 15, 2010, 04:16:50 pm »

Quote
Mikhail, Norrec, Litast, Sandow and Kog all flee the scene, managing to avoid being caught. They run back through the maze, which seems to be confusing only from the approach. They finally stop at the barrier room with the symbol. Denrhymes looks distinctly annoyed.

Meanwhile, Tholtig, Adil, Urist, Kogan and Gar have disappeared into the spreading shadow. They should check their PMs
« Last Edit: November 15, 2010, 04:19:39 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!"

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1256 on: November 15, 2010, 04:18:11 pm »

I have the wanderer trait. If Rolan hadn't gotten SUPER INTELLECT I probably could have just wandered through it aimlessly and made it out to the other side.

Mikhail smash?
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V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1257 on: November 15, 2010, 04:18:23 pm »

Mess with symbol until it locks again, then run back to the human temple, jumping over the pressure plates that make the traps come out.  Also try to prevent Mikhail from smashing anything as that probably wouldn't be productive to keeping the Elder God locked up.

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1258 on: November 15, 2010, 04:19:43 pm »

Why exactly did we stop?
Getting back to the human temple seems like a good decision.


So, how goes the world of darkness, jumpers?
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CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1259 on: November 15, 2010, 04:23:10 pm »

"I'm not so sure I want the humans to blame dwarves for unleashing hell... Perhaps we should tell them it was accidental? Or we could put all blame on Tholtig... What do you guys think?"
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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."
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