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Topics - Monitor Lisard

Pages: [1]
1
List of Updates:

The Beginning (You are here!)
Update 1
Update 2
Update 3
Update 4
Update 5
Update 6
Update 7
Update 8
Scourge Battles the Undead
Update 9
Update 10
Update 11
Update 12
Update 13
Update 14
Update 15
Update 16
Update 17
First Artifact: Whitestripe the Perfect Cat of Silkiness, black zircon figurine!
Update 18
Update 19
Update 20
Update 21
Update 22

Fan Art:

Enemy Post:
Gluk the Leech Man Paladin
A conversation between Chenda and Gluk
The Inaugural Adress

Cathar:
Chenda the Tiger Man
Chenda the Lewd
Chenda the MILK EXPERT
Chenda the Vermin Catcher
Chenda the Tactician
Chenda the Pickup Master
Chenda the Ultimate Hunter

Sanctume:
Diggy's Aspirations
Diggy's Workplace Dangers Guide

Bearskie:
Mittens the Stowaway
Careful with that cat, Scourge
No hamlet for pets

List of current residents:

Goden the Expedition Leader, dwarf, male.
Jack Frost the Blacksmith, elf, male.
Chenda the Militia Commander, tiger man, male.
Gluk the Paladin, leech man, uhh... Hermaphrodite?
Tuk Tuk the Weaver, troll, male.
Scourge the Gem Cutter, polar bear man, male (Has been adopted by Whitestripe, cat, female).
Diggy the Miner, dwarf, male.
Spinor the Mechanic, gremlin, male.
Imic the Architect, dwarf, male.
Ineth the Adventurer, wolf man, male.
Mittens the Stowaway, cat, male (Uninterested?)
Akituh the Farmer, snapping turtle man, male (Adopted Urist, gray parrot, male).
Gummo Sunshine the Medical Doctor, peach-faced lovebird man, male.
Snow Dwarf the Swordsman, human, male.
Vlakoth the Dungeon Master, dwarf, male.
Kiam the Ex-Adventurer, green tree frog man, male (Adopted Stray giant praying mantis, female).
Lorumet the Fisher, horseshoe crab man, female.
Fortuthri the Underground Dweller, worker ant man, female.

Pending:

Kurtzat Thalim the Farmer, bluejay man, male.



Fellow citizens of Tradebrim! This is a message for you.



My name is Goden Relichushed. You may have known me as a chief Gem Cutter for our mountainhome.

Our mighty Queen Ber in her wisdom has commanded me to lead a party of men into wilderness, to create a new outpost for the glory of our Nation.



While this task might not seem an easy one, I have managed to gather all the needed supplies already, including wagons of superior quality and most enduring pack animals. The question is, what are those people who will man this and all the subsequent caravans?

I do not care whether you are young or old, weathered or green, capable or inexperienced. I do not care if you're a twelve year old peasant with no knows skills, or a scarred veteran seeking for a good place to retire, or even a stark raving madman. You don't even have to be a dwarf, we are ready to hire everyone willing to do the job. 



If you're interested, be sure to contact us soon. Send us your bios, so we can decide on who is truly worthy to be a pioneer for our great kingdom. Do not hesitate! The entire nation of Responsible Wire relies on you.





Spoiler: Intro (click to show/hide)

3
Having finally run out of sig space...

Here's the list of my suggestion games. Yes indeed, I have hosted quite a few. Anyway, leave your comments here if you want any of those revived or something of if you are willing to commend my most excellent work.

Illustrated Forum games:

Dokem's Quest (Retired) - a relatevily short-lived dieselpunk adventure featuring a greenskin with questionable morals and a most sharp haircut. Simpler times, simpler art. Loosely based on DF. Now extra dead thanks to Photobucket debacle, I still have it here on my PC though.

Elf Story (Retired) - A post-apocalyptic rpg, with a sharp-eared warrior princess protagonist. Loosely based on Dwarf Fortress. Rather dead, some parts still left in place though.

The Life of Maugham (New) (Retired) - a non-DF story of an excessively haired individual living in a dystopian world. Was a bit slow going. RIP.

The Outpost: Illustrated Community Game (Put on hold) - Still very readable!


Dwarf Fortress Succession Games (most notable):

Dorfday: The Heist - A story of pardoned criminals trying to lure in the king to have their revenge. Used to be a notable fortress back in it's days. Now preserved with The Hall of Legends archive!


McUrists of Agerelics - Come see a dwarven fast-food restaurant, with plenty of visual materials provided. Now with full weremice employment!

4
Forum Games and Roleplaying / The Life of Maugham (Interactive comic)
« on: November 06, 2016, 08:51:57 am »
Here is Maugham. There are voices in his head which might affect his life decisions.

(This is an experimental comic. You may give Maugham directions, choose his actions or ask him anything).










5
Spoiler: McUrist's Logo (click to show/hide)

Introduction: An Offer Letter
Spoiler: ”An Offer Letter” (click to show/hide)

Here we go! Ladies and gentlemen, I present you McUrist's of '83:

Spoiler: Overview (click to show/hide)
Spoiler: Layout (click to show/hide)
Spoiler: Southern entrance (click to show/hide)
Spoiler: Western approaches (click to show/hide)
Spoiler: Drive-in area (click to show/hide)
Spoiler: Main level (click to show/hide)
Spoiler: Swimmin' humans (click to show/hide)
Spoiler: Fishery (click to show/hide)

Also, a set of rules refined by Sanctume

Hello there fellow Bay Watchers! Since the succession games I've been taking part in are progressing slowly at the moment due to inactivity of players and nothing much can be done with it at the moment, I was thinking of starting another one of me own... As the title suggests, it's gonna be a usual 42.05 succession game with rules, exept for that I'll be taking turns in case there is no one else to play.

So, here's the deal.

Story:

So yeah, we're basically a dwarven aboveground drive in/drive by restaurant. The plot revolves around serving meals and drinks to caravans and visitors. As in real life, the customers don't always need to know the secrets of your kitchen or peculiarities of your general procedures... So yeah, no coffins at the dining room (unless it's a part of design). The rest is pretty similar to well-known Breadbowl sucession game - you grow and find new ingridients, you cook food, you sell it to caravans.

List of Updates:

Monitor Lizard:

Update 1
Update 2
Save

Sanctume:

Update 3 (Introduction: An Offer Letter)
Update 4 (Chapter 1: McUrist Weapon-Free Zone)
Update 5 (Chapter 2: Rodent Infestation)
Update 6 (Chapter 3: Action Plan)
Update 7 (Chapter 4: Hamlet Agesrelic)
Update 8 (Chapter 5: The Mice Come Play)
Update 9 (Chapter 6: The Village Agesrelic, Save)

Khan Boyzitbig:

Update 10
Update 11
Update 12
Update 13 (Save)

taptap:

Update 14 (Introduction)
Update 15 (Chapter 1: Emergency measures)
Update 16 (Chapter 2: Under siege)
Update 17 (Chapter 3: Recovery)
Update 17 (Chapter 4: Injustice)

Rules:

1. Firstly all the important instituitions of dwarven society (housing, workshops, offices, bars, dining halls, depots, storehouses and such) must be situated aboveground. Yeah, we want to be seen this time! The few exeptions to this rule are mines, garbage pits, less important stockpiles (like stone, which might also be kept aboveground) and cemetery (no one has to know how many dwarves died erecting these walls... Eheh, right).
2. Depot should be easily accessible, though you may protect it with bridges. But be careful, we don't want anyone passing the inacessible site!
3. Keep the abovegroung clean and tidy like the fortress itself. No one will visit the restaurant if goblin corpses are piled right next to the door.
4. The only goods available for selling are drinks and prepared meals.
5. Military. As the matter of fact, security guards are good... They must be unarmed though. Use of armor is alright, however, as is training in barracks and such. Still, wrestler only militia. Unarmored hunters should see limited use as soldiers only in times of great danger. EDIT: Crossbowdwarves are good as well.
6. Cooks and brewers are the first-class citisens and must be kept alive at all costs. Refrain from conscripting those as well as the farmers.

Map:



Turn List (yellow-currently playing, green - turn finished!)

Monitor Lisard

TheImmortalRyukan
Sanctume
Khan Boyzitbig
Gwolfski
IcyTea31
taptap


Dwarves:

Tortoise the Founder (Monitor Lisard)
Snacks the first Chef Operating Overseer (Sanctume)
Arena (Arena)
Mistere Frogge the Occulte Frycoocke (Mr Frog)
Boyzitbig the Local Khan (Khan Boyzitbig)

Let the dorfings commence. You might want to give some additional detail if you want someone specific.

Feel free to share your ideas on additional rules, game versions or mods we might use (though I do want to use a vanilla version due to my experience with 43.05 bein very limited). However, if somebody can mod in burgers, salads and pies instead of just stew...

6
"It has been nearly two hundred years since the Great Fire swept throught the earth. Giant clouds of heat and dust flooded the streets, reducing thosands of towns and villages to debris. Forests were burning; lakes and rivers evaporated, mountains themselves trembled, breaking into rubble and rocks. The air was filled with ash, and the sun could no longer be seen. The light of day gave way to eternal darkness, which ruled the land for centuries.

Many people did not live through the very first hours of disaster. Those, who survived, were eager to save their life. Dwarf, human, all peoples alike, dug deeper into the burning ground, fleeing from flames. Some were more prepared. Others managed to survive by chanse. Many more were not that lucky.

Among those, who witnessed the day of reconing and lived, was a group of elves. Their weathered asylum was well-hidden in a huge desert, which no more contrasted with the lands around. Those elves cultivated trees, creating a small oasis for themselves. Eventually, they estabilished contacts with others of their kind. Their village expanded slowly, protected by mighty warriors and poweful shamans.

You were born in this retreat, and you've lived there since then. But today, you're summoned before the elder, who will conduct the rite of initiation, and will give you the task of great importance, the task that will change the face of your town forever. Your kin relies on you. You must not fail."


Now, choose your path.



WARRIOR:

- Fighter: Highter finesse, skilled with melee weapons and also good at unarmed combat.

- Archer: Improved aim, skilled with ranged weapons.

SHAMAN:

- Acolyte: You enjoy druidic abilities and feel the harmony of the world. Your connection with the Great Spirit lets you use powerful healing and defensive magic.

- Mage: You utilize the power of nature for creating different spells.

ARTISAN:

- Herbalist: You know a thing or two about potions, farming and different stuff. Also, cooking.

- Treesinger: You're able to craft many things from wood.



So, uhm, hello there. My previous MS Paint afventure thread wasn't so popular, but I decided to give another try. As usual, my language migh sometimes seem improper of simply weird. Also, if somebody's willing to help me out with this one, I'd be glad if you do.

7
Hello-o there, dear Bay watchers. It's me again. This time, I came up with yet another community-related idea. I've been thinking of starting a MS Paint adventure thread, like, you know, Likot, or The Littlest Cheesemaker, or many other awesome stories. Unfortunately, I've been kinda unsure about my linguistic skills (not that I suck at English completely, but creative writing still fails me), and my artistic skill aren't really much to talk about (Also, my experience with GIFs or advanced digшtal graphics programs, exept for Photoshop maybe, is rather limited). Anyway, I decided to give a try.

I don't really have any particular plans on the plot, character design, or even art style. Maybe, something like this:


(Had to resize the dwarf a bit. MS Paint is quite bad at this.)

Well, it's all up to you. I can make it even more pixel-y, or try making something in higher resolution. Same with the plot. The only requiremnt is that it must be based on Dwarf Fortress universe. Crazy transdimentional cyberpunk adventure? Existential search of a cave-dwelling frog man? Story of someone trying to find their true calling? Again, you decide.

8
SLUM FORTRESS
This place is hospitable, isn't it?

No matter how hard they tried, they failed. And they decided to try no more.

Basically, this fortress is intended to be as messy as succession fortresses can be. It is a succession fortress, but the host can play through infinite anount of years if there are no volunteers.

Rules:

PRINCIPLE ONE: All rooms are to be modest at maximum, any tools or furniture - well-made or of worse, exept for situations described down below. The latter one is more-or-less optional, just don't use artifacts/masterwork items.
PRINCIPLE TWO: Jobs cannot be changed exept for some adjustments, like turning off cleaning and such.
PRINCIPLE THREE: Each of the initial seven must have only one novice-level skill.
PRINCIPLE FOUR: All the living quarters, workshops, stockpiles and else must be situated outside. Mining for materials or caverns is acceptable, though. Also, make use of what you have - make the rooms as tiny as possible. You may also build slum towers instead of expanding your town.
PRINCIPLE FIVE: Lava forges and adamantine are banned from use. Same thing for alloys, exept for they can be obtained through trade. Try processing less stone, we aren't building a castle here.
PRINCIPLE SIX: No full-time militia and training. Individual drills are ok, though. Anyway, if the situation demands, you may conscript any dwarf of any military skill, and equip them as you like (with individual weapon of choise, of course). A small amount of traps can also be implemented, and some siege engines (if you come over a siege engineer),
PRINCIPLE SEVEN: All corpses (including friendly) should be dumped into the Pit. Do not engrave slabs. Disregard ghosts. Live dwarves (or captured enemies) may also be dumped into the Pit.
PRINCIPLE EIGHT: Each working family (artisans, namely) should have a tiny dwelling to call their own. It must contain a bed, at very least, and a corresponding workshop. Only the artist can use said workshop.  All other dwarves... Well, same, but without workshops. If you're unable to provide all the dwaves with homes, that's fine, you shouldn't really care. Also, the dwarves can have high-quality items in their homes, but only if they prodused said items themselves. Like, skilled woodworkers can have superior-quality beds and so on.
PRINCIPLE NINE: All animals must be available as pets.
PRINCIPLE TEN: The only acceptable noble is a mayor. Other nobles (bookkeeper, manager, CMO, militia commanders) should not be appointed (militia commander must be demoted as soon as the squad is disbanded). Ignore demands, mandates and such.
PRINCIPLE ELEVEN: All high-quality goods and aritifacts must be stockpiled in a special stockpile rather then used.
PRINCIPLE TWELVE. Do not dump trash or clean up blood. Welcome to the town of filthy bums.

In case those aren't enough, some rules can be added, inluding no beds, no inner doors, no tables, no chairs, no whatsoever. Let's run this shit into the ground.

Map:



Climate:



Turns:

1. Monitor Lisard
2. Fniff
3. Nickolai Don Bonavitch
4. Gwolfski
5. ...

Dwarfing list

Dwarves:

Sewer Gator the Tired One. (Monitor Lisard)

Fath Akrulular the Escaped Mental Patient. (Nickolai Don Bonavitch)

Mr Frog the Washed-Up Musician. (Mr Frog)

Leonora the Blind Architect (QuQuasar)

Fuaki Loarc the Unruly Recruit (Lidku)

9
Project Underwater
Utopian underwater adventure
Players and dorfs welcome!

The story:

In the year of 121 of the new era, the Chamberdrums rebellion ended, and, with Darian dynnasty coming to power, the criminal underworld has finally been crushed. Once again, dwarvenkind emerged from chaos, to win back the hights it once conquered.

Dwarven philosophy, once subdued by the governmental control and bandits, now flourished. The new king, who turned out to be a lover of arts, organised musician and artists guilds, new galleries and libraries. He supported scientists as well, with dwarven engineers bringing new inventions in dwarves' lives. Many individuals were seeking for his approval of their projects, and they they found one.

On 27 Timber, 124, Dr. Lizard of Mountainhome academy was appointed a manager of a new expedition she knew nothing about.

The next day she had an audience with the king himself.

"...You heard it, doctor. So... Is it practically possible?" the young king frowned and looked at the time. He spent nearly five minutes describing the mission to his guest, but, while he preferred laconic speeches, but giving a better picture of a project was more significant.
"Yes, your majesty, I heard it. You want us to organise an autonomous scientific outpost under the ocean."
"Your role in this project is more important now. To complete this task, you must gather a team of six dwaves. They will play the role of project administrative counsil. The other workers and expedition members will be sent to you later. Those, who will arrive too late to enter the outpost, will remain on the surface and provide communication with the caravans, and, through liasons, with me. Now, look here." the king turned around and pointed at the device that was lying on a long table next to the throne.
"This is what our engineers call "telegraph". It can transfer signals to a conciderable distance using wires made of aluminium. It surely expensive, but we just can't save our money on that."  the king waved his had impatiently. "The mechanics will tell you more about this. Important thing is, it needs batteries to work. They aren't cheap either, and we only have a limited supply. So use it wisely... And the last one. Will you accept your new position as a manager of this expedition?"
Of course, your majesty. It's an honor for me."



Welcome, dear Bay12 visitors! As you see, I'm putting together a new succession/community game (it means that most of the time I'll be playin it, but you can request 1 yeat turns to rule this place. Map and dwarf list will be provided later, but dorfing and player lists are already available!

The rules:

1. First of all, a self-sufficient fortress under the bed of ocean must be constructed.
2. Then, a number of dwarves will enter it. After that, it must be sealed (volunteers only, families should not be separated).
3. Expedition counsil may make up new rules that are ratified by voting.
4. Military dorfs might get less action inside then outside, although cave creatures will give them some job to do (And don't forget "Superdwarf" side project!).
5. About side projects: before sending Lizard away, the king gave her numerous envelopes. Those will be opened one by one when the basics are provided.

Players list:

Monitor Lisard
UltraMagnus
CaptainArchmage

Dorfing list:

Dr. Lizard (Monitor Lisard)
Dr. Blackhat (TALLPANZER)
Dr. Skully (Skullsploder)
Col. ShieldBash (peregarret)
Dr. Saintly, professor (evictedSaint)
Miss Match (Falconbridge)
UltraMagnus (UltraMagnus)
Skipper (Timeless Bob)
X of Moss (TheHossofMoss)
Insanegame27 (Insanegame27)
CaptainArchimage (CaptainArchimage)

Map:



Dorf files:

Dr. Lizard: Dwarf, female. A skilled archeologist and ethnologist who dreams of finding an underwater or cave civilisation. She's ready to do any job that'll help her to archieve this goal.

Dr Blackhat: Dwarf, male. An underwater botanist, known for his/her pelagic clay studies. He/she's a keen diver as well.

Dr. Skully: Dwarf, male. An underwater medic, who used to serve in newly-organised dwarven Royal marine corps. Likes to make bone figurines in his/her free time.

Col. ShieldBash: Dwarf, male. A military expert, who joined the party as a guard and enforcer. Although looking a bit overweight, he is rather strong and can fare pretty well with his shield. He likes to be in control of the situation.

Dr. Saintly: Dwarf, male. A professor and an engineering specialist who has been teaching liquid physics in the National Academy for years. Responsible for most of the more complex gadgets and levers in the undersea lab.  Has a penchant for secret tunnels, blast-doors, redundancies and back-ups, and making things much, much, much more complicated than they need to be. Missing the initial starting seven, he showed up in the first migrant wave.

Miss Match: Dwarf, female. A talented manager and economist, she was brought up in one of the kingdom's orphanage where she was taught unquestionning loyalty to the crown. She was picked out as exceptionnaly bright at a very young age and sent to the capital to received lesson from the best economist, logicians and mathematicians so she could serve better. As soon as she reached majority, she was tasked with coordinating wagon parking and driving law so as to solve the constant traffic jam in the capital. Unfortunately, her suggestion of forbiding wagons and only use pack-animals or wheelbarrows inside the city ("what! you want us to look like elves ?) was so unpopular that she had to find a way to prove she was still loyal to dwarven kind... as well as leave the city until people stopped throwing vegetable at her in the street. When she was offered a job in this new scientific expedition on the outskirt of the kingdom. she gladly accepted.

UltraMagnus: Dwarf. A humble mason who was brought to the construction site along with the sientists.

10
Dorfday: The Aftermatch

The story

"How did it happen, dwarvenkind? Was it the ultimate struggle for power, or a performance of a close-knit group? It doesn't really matter. This world has no history now.

At the end of the Age of Legends, every single bit of metal was dug out, smelted, and turned into a weapon, just to be lost in one of innumerous battles that raged on the face of the earth. Magma poured everywhere, and those evil-minded culprits, who took control over the Mountainhome, let the goblin hordes inside, leaving the desperate population to die.

Many left their houses in search of safety, but only few survived. Only heavily-armed paramilitary groups with harsh discipline were able to reach the lands that were, at least, suitable for farming.

Welcome to the new world."


Welcome to my new community/succession game, Dorfday: The Aftermatch. Basically, I wanted to create a deserted world with a very rare mineral occurence. I guess mods will make it more interesting, but the only one I ever used was the Underhive mod. Fresh ideas are encouraged.

The rules:

1. The citisens of the fortress are divided into three estates, which have different rights: the nobles, the military and the commoners.

2. The nobles should have the most luxurious apartments, including bedrooms, dining rooms, offices and bathrooms. They can only do some jobs, which do not include farming, hauling or other dirty jobs. They can't be military dwarves, only civil administration or skilled workers.

3. The military dwarves are middle-class dwarves that spend most of theur time training in barracks. Military nobility has the same rights as the usual nobles, excluding their actual profession.

4. The commoners are usual working-class dwarves that doing most of the hard jobs. They can only have modest quarters. They can join the militia in case of emergency, but in time of peace they can't bear weapons.

5. Dorfing rules: Choose a name for your dwarf, and the estate he/she belongs to. Profession preferences are also taken into account.

6. This fort is intanded to be a community fort, but if somebody is willing to run it, I will grant a permission to rule the fortress for one year.

Mods used:

☼MASTERWORK-DF☼ - V.4i

Map:

The Eternal Land of Wind



Local environment:

The Dune of Barbs



Pending Overseers:

4maskwolf

Dorfing list:

Monitor Lizard (Monitor Lisard)(noble)
Wolf (4maskwolf)(commoner)
Wasara (wasara)(commoner)
Grim (Grim Portent)(noble)
Crazyduck (than402)(military dwarf)
Lyeros (Lyeros)(commoner)

NOBLES: No dwarves available
MILITARY: No dwarf available
COMMONERS: 1 dwarf available

Dorfings are now available!

Dorf files:

[UNDER CONSTRUCTION]

11
DF Community Games & Stories / Cat Fortress Community game idea
« on: November 23, 2013, 04:54:34 am »
Hello, my fellow forumites! I've been thinking of starting a new community game lately, and then I came up with this:



We embark anywhere with one pick, one axe, an anvil and a ton of stray cats. Then the !!FUN!! begins. Were there any games like this?

12
DF Community Games & Stories / Project Underwater - Is it even possible?
« on: November 10, 2013, 06:02:07 am »
Hello, my fellow forumites! I've been running a succession game for a while (Dorfday - you might have seen it or even taken part in it), and recently I had an idea that may be interesting enough. i'm not sure if it is original, or someone has already done this (If so, you can give a link). Anyway, ladies and gentelmen, I present you... The Underwater.



Dwarves enjoy new ideas. They dig deeper into the earth, build huge towers and bridges... How about constructing a giant self-contained underwater city? Is it even posiible?
Can you farm on pelagic clay? Woun't the dome collapse when falling under the water? How will the migrants get inside? Will they?

I need your advice, guys. And your ideas.

13
DF Community Games & Stories / Dorfday: The Heist - The Finale
« on: October 20, 2013, 09:39:07 am »
DORFDAY
THE HEIST
Bank-robbing crossbow-shooting action-packed succession game
Players needed!

The story:

"Which word gives the best idea of what a dwarf is? Alcohol? It may be. Beard? Certainly. But of all the words I prefer "Industriousness". For a long time in dwarven history, industriousness and diligence were considered as the highest virtues ever posessed by a dwarfkind. Millions of young dwarves chose their life path every year, becoming cheese makers, fish cleaners, stonecrafters and so on. Some jobs were said to be highly prestigious, others seemed less attractive, but even the poorest hauler would choose to stick to his occupation rather then to be a skulker. But, as the unrest in Mountainhome rose, many desided to find their fate in the darker part of their fortresses. Side by side with the law-abiding peasants, newly converted criminals started their quiet, shadowy business. There was nothing sheriffs could do. Robbers, killers, bootleggers, drug dealers, crossbowfigters, fraudsters, arsonists... The dark force was growing stronger, and fortress guards were helpless.

And then it happened.

When the alarm went off, nobody understood what happened. There were no invaders and megabeasts outside, but the military reacted immediately. Guards rushed into king's throne room.
The sounds of a battle could be heard from inside, and soon the citisens found out who had managed to disturb their peace. It was ten dwarves that tried to break into king's treasury. Three of them had been slain during the fight, and no one had doubts that the rest of the thieves would be put to death. But the king, who was merciful enough, decided that those who survived the battle would be exiled from the Mountainhome forever.

And so, the seven criminals were given one day to gather their posessions and to move away from their homeland. They were headed to the land of unknown, and everyone knew they might never return back. To gain the king's pardon, they had to estabilish a successful trading outpost to the west of the kingdom, but almost no one believed that they will be able do complete the task."
 
Rules:

According to the story, the dwarves from the starting seven dwarves are the criminals who tried to rob the royal treasury. The migrants are the wrongdoers who were exiled after the original seven dwarves have left.
Here go the rules:
1. Every dwarf of the starting seven should have a bit combat skills or, at least, have the profession connected to theit previous crimes (eg: furnace operator-arsonist, brewer-bootlegger, herbalist-drug dealer, weaponsmith-weapon runner and so on).
2. If we're talking about trading, the king ordered not to rob dwarven traders. He will be very angry if the dwarven caravan will be stripped of its goods, but nothing was said about either elves or humans.
3. Criminals may take hostages. If invaders ever deside to raid your lands, their captured brothers will be executed.
4. Traps are good, but steel is better.
5. Every free citizen of the fortress should have everything he or she needs: personal quarters, a bedroom, a dining room and a bathroom with a well and some statues in it.
6. Marksmanship is highly appreciated.
7. No fortress guards, hammerers, sheriffs or jails.

Player list:
Monitor Lisard
Grim Portent
Grimmash
darkrider2 (skipped)
RoughRogue
4maskwolf
zlob (skipped)
Ruhn
Intermission 1 (Monitor Lisard)

Round 2:
Ruhn
Grimmash
Authority2
RoughRogue
Grim Portent

Dorfing list:

Original team:

Monitor Lizard (Monitor Lisard)
Magni (highmax28)
FireCrazy (FireCrazy)
Grim (Grim Portent)
Daria (Timeless Bob)
Nuckles (Ruhn)
Rufus (Madbomber6)

Migrants:

Grimmash (Grimmash)
Aseaheru (Aseaheru)
RoughRogue (RoughRogue)
Maskwolf (4maskwolf)
Spazbot (Spazbot)
Cyatica (Cyatica)
Blenheim Datandur (Blenheim Datandur)
HissinhWalnuts (HissinhWalnuts)
Fingers (Ruhn)
Aseaheru the Second (Aseaheru)
Authority2 (Authority2)
Grey Dwarf (Evilsx)

World map:



Quotes:
Spoiler (click to show/hide)

My variant of Dorfday thread logo:

Dorf files:

Monitor Lizard (as known as Lizard): A tough gal and a crossbow-fighter. Used to be a stonecrafter once. Accused of robbery and murder of the guard officer.

Magni: Once a weaponsmith and an expert maceman, he left the military after his black market arms dealing group was discovered. He was responsible for the weapons that were used during the heist. Accused of robbery and weapon smuggling. Died in 130 fighting with a web-spewing Forgotten Beast.

FireCrazy: Professional miner, who likes drinking, bragging and crushing bones with his trusty bronze pickaxe. One day he flooded the royal adamantine mines with magma and has been on the run ever since. He's the one responsible for digging the tunnel to the royal treasury during the heist. Accused of robbery, negligence in the workplace and production order violation. Gone missing in 136. Probably fell into the magma sea.

Grim: Former trader and jeweler who used to do a little fencing on the side for thieves before going legit. Got called back into the business for one last job and got caught trying. Keen gem cutter and gem setter, he's also quite good with a crossbow. Accused of robbery and fencing.

Daria: A cute innocent-looking blonde who was the one who prepared the vault guards their meals every day.  She's also the one who spiked their drinks that fateful day with powdered glass, leaving them to groan and whimper for days in the hospital before finally succumbing to infection from the multiple abrasions in their guts. She smiled when she gave those guards their drinks, she flirted with them and served them agony in a mug, then stepped over their writhing bodies to unlock the door so her team could get into the throne-room. She's a very good cook and brewer, who also knows a bit about farming, herbalism and diagnosis - assassins need those skills to be effective.  Her preferred weapon is a large dagger. Beware of her deadly beauty! Accused or robbery and murder (many times).

Nuckles: A mechanic and addict, he was brought on to open the inner vault holding the artifact jewelry. His skills proved effective during many heists and constructions, though his habit of smoking blade weed prevented him from becoming the Head Engineer of the Mountainhome. Nuckles keeps a mace handy in case he has to pound on something- or someone. Accused of robbery, burglary and posession of drugs.

Rufus: Before becoming a criminal Rufus was just a honest wood cutter and battle-hardened local militia member trying to make ends meet. Everything in his life changed when Rufus killed a fellow soldier during a drunken brawl. Ever since he has been on the wrong side of the law joining up with the most notorious criminals providing some muscle when ever it was needed. During the heist he was to watch out for the guards. Rufus was caught unawares when the guards came but he managed to alert the others. He also tried to stop the fortress guard unit by himself, striking one guard down with his battle axe before he took a hard blow to the head and was out cold. Accused of robbery, murder (twice, including the killing of a guard officer), assault and resisting arrest. Died in 129 during the battle with the undead.

Grimmash: Once a cheesemaker in a distant principality, he was sent to Mountainhomes because the duke himself thought he was useless. Still wishing to be a cheesemaker, he had to change a number of jobs there, finally becoming a mason. After failing to finish the constuction of the king's trone in time, Grimmash was found guilty of neglecting the work orders, beaten by hammerer and sent to Chamberdrums along with the other criminals. He was always assigned the jobs he had never asked for, and now his only will is to revenge himself.

Aseaheru: A highly pious medical dwarf, he was an orderly in Mountainhome central hospital for a long time. When the doctor refused to help an injured Gem gangster without calling the guard, he dressed criminal's wounds and fed him. Married to Cyatica. Accused of participation in a crime and unprofessionalism. Died in 133 trying to save somedwarf from the undead mob.

Maskwolf: Once an experienced fortress guard and a markswoman, she was expelled from the guard for beating a high officer with the butt of her crossbow. Even after being in jail, she still distrusts criminals, and it enrages her when she is treated as one. Married to Spazbot. Accused of assault on an official.

RoughRogue: A highly-drugged lady who happened to jump on a wagon that drove her to Chamberdrums. RoughRogue's family followed her, trying to get her back home, but, due to the sieges, she remained there.

Fingers: A cunning, dexterous and sharp-minded youngster who temporarily helps Nuckles. His family moved to Chamberdrums when he was 11.  At first it seemed strange that so few kids wanted to play “Guards and Robbers”.  He caught on after a while and started to practice petty crime.  Seeing a heavily injured old dwarf walking out of the hospital one day, the kid wanted to try picking his pocket.  He didn't exactly get caught, but ended up becoming the old burglars personal servant. Died in 134 falling from a tower after he was shot by a goblin.

Grey Dwarf: This dwarf, once known as Zust, was a loyal soldier and a happy resident of the Mountainhome. Having his sister killed during the riots, he desperately searched for justice, but found none. After killing his commander (who, as he thought, was partially responcible for the tragedy), Grey Dwarf was put in prison, where he desided to find and take revenge on the real culprits. Years spent in prison did not affect his willingness to avenge for his sister. Accused of murder of a high official.

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