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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 ... 98 99 [100] 101 102 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 148101 times)

Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1485 on: November 15, 2010, 11:52:19 pm »

Quote
Kog inquires about the health of the town, and takes care of a number of minor injuries and illnesses. They are quite grateful, and the village as a whole gives you five barrels of salmon.

Everybody ready to leave?

Well maybe we could go around town breaking bones so Zergling will have more business.
YES, I'D LIKE TO LEAVE :D

Edit: PAGE 100
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
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 #1486 on: November 15, 2010, 11:53:17 pm »

I wanted to chop down some trees and alert the caravan escorts of the goblin raiders, but I guess I'm ready?
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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 #1487 on: November 15, 2010, 11:54:07 pm »

... I dunno, I didn't notice a trait called "Derp, derp, derp" anywhere in your profile.  At this point for your character "Unaware" ought to be replaced with "Bat-shit insane"  Seriously, releasing a locked-up god without even trying to ascertain it's state of mind etc.  In fact everything was pointing towards a terrible death.  You know, the thousands of dead beasts, the bowl that screams with a thousand tortured souls.  You know, in those circumstances, I would TOTALLY just immediately think about how to release whatever was locked up.  Totally, it would be the first thing I would do, if by first, I actually meant last.

Also yeah, I guess I'm good to go.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1488 on: November 15, 2010, 11:56:03 pm »

Lillipad
Quote
You didn't have enough time after being reprimanded to cut down a tree. You did warn the guards, however, and they looked more serious.

Norrec
Hey, the beasts died of starvation. Even monsters need air food.

The caravan rolls out, leaving the squalid little village behind.
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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!"

CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1489 on: November 15, 2010, 11:56:53 pm »

... I dunno, I didn't notice a trait called "Derp, derp, derp" anywhere in your profile.  At this point for your character "Unaware" ought to be replaced with "Bat-shit insane"  Seriously, releasing a locked-up god without even trying to ascertain it's state of mind etc.  In fact everything was pointing towards a terrible death.  You know, the thousands of dead beasts, the bowl that screams with a thousand tortured souls.  You know, in those circumstances, I would TOTALLY just immediately think about how to release whatever was locked up.  Totally, it would be the first thing I would do, if by first, I actually meant last.

Also yeah, I guess I'm good to go.

No need to beat a dead horse. Just leave it alone so we can reduce arguments, ok?
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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 #1490 on: November 15, 2010, 11:58:22 pm »

I said they were dead, doesn't mean a god can't reanimate them.  He is a god after all, supposedly.

Fine, I'll drop it, but I'm just pointing out the entire ridiculousness of those actions from a role-playing perspective.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1491 on: November 15, 2010, 11:58:56 pm »

I'll shave my beard with whatever sort of shaving implement is available to me.

Norrec: This is Bay12, it's impossible to tell when normal ends and ridiculous begins.
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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 #1492 on: November 15, 2010, 11:59:24 pm »

Wait, I didn't roll for insanity.

Apparently you're still sane.
« Last Edit: November 16, 2010, 12:01:06 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 #1493 on: November 16, 2010, 12:06:09 am »

After more time travelling south, Litast realises that the patrol of humans never showed up. Not a good sign.

The coastal road peters out, and soon you're travelling over wild country. The land begins to become greener and colder, trees reappear, and soon you strike the river. Hmm, it needs a name actually. Now you turn south and follow its west bank until you hit the Cliffs of Iron.
« Last Edit: November 16, 2010, 12:07:53 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!"

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1494 on: November 16, 2010, 12:07:29 am »

Get to site, set up tent, get plow, begin plowing a field close to the waterfall so the mist will water the plants for me.  Enjoy some of my Brine ale and some salmon from the human town when I get hungry/thirsty.
« Last Edit: November 16, 2010, 12:09:00 am by V-Norrec »
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1495 on: November 16, 2010, 12:13:43 am »

Near the end of a day of travel, as the sun dipped below the horizon, Mikhail gave a yell and fired into the shadows. Everybody else with crossbows fired as well, shredding many plants to pieces.

After leaping from his watch spot, Mikhail dragged out a goblin pierced through the chest. It was dressed in filthy rags and had no weapon, evidently a scavenger of sorts. It seemed that it had been following the caravan for some time, hoping for a chance to steal some goods. It was fortunate that it was spotted and killed.
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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!"

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1496 on: November 16, 2010, 12:15:13 am »

If the rags were cleaned, would they be salvagable?
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1497 on: November 16, 2010, 12:16:06 am »

Ew, no. They're probably full of goblin curses and stuff. They're already rotting away, he must have been trying to steal new clothes.
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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 #1498 on: November 16, 2010, 12:16:33 am »

Get to site, set up tent, get plow, begin plowing a field close to the waterfall so the mist will water the plants for me.  Enjoy some of my Brine ale and some salmon from the human town when I get hungry/thirsty.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1499 on: November 16, 2010, 12:16:52 am »

I'll shave my beard with whatever sort of shaving implement is available to me. I'll also give the goblin corpse to whoever wants it. Excluding Shem.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.
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