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Messages - Aslandus

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241
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 02, 2016, 02:50:51 pm »
A weregila monster attacked and killed about 10 dwarves early in my fortress. You know things are going downhill when you have to tell your miners to stop digging new tunnels so they can start crafting coffins...

242
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 02, 2016, 02:36:10 pm »
Count Trout: Go bother the Fisherman.
Gravekeepers: Repeat the Salmoning ritual.
Cultists: Start digging out a bunker under the Mausoleum.
I: Grab up some Russians, I Require additional Cultists...
Pester: [2] He wasn't listening, and instead spends the whole turn flopping around and gasping. What's his problem? (Count Trout lightly injured due to suffocation)
Salmoning: [3] Haha! They have summoned several horrors this time! Wait, those are just regular fish... (acquired salmon)
Dig: [4] They dig deeper into the underground under the mausoleum, hopefully deep enough that an explosion aboveground won't reach them. (bunker dug under base)
Recruit: [5] You convince some russian people to help you. They talk about vodka and bears for the whole turn. (gained 100 Russian cultists)

Vol-Kriit:recruit
105 cultists:build a base
75 cultists:find dragons blood,no drinking it
75 cultists:acquire an orb of stalwart,ask nicely if someone already owns it

Recruit: [1] You seem to have a knack for finding those thorns, don't you? (+25 inquisitors)
Base: [6] Good news: they built a sturdy fortress as your base. Bad news: They forgot to put any doors or windows and several of them suffocated (built sturdy fortress base (LOCKED), -25 cultists, 80 cultists locked inside)
Dragon blud: [2] They can't even be bothered to come up with an excuse for not getting the blood
Orb: [5] They spot an orb of Stalwart in a pit and haul it out with no trouble. This takes so much time that they have to leave it in the field for the turn. (gained access to Orb of Stalwart 4)

Hondrasaan: Make the remaining Inquisitors insane so as to destroy credibility.
10 smart cultists: Research the lantern that hitchhiked with me.
All other cultists: Find weapons, dig in at our base and prepare for battle in case the insanamamizing fails.

Insanity: [5] You do such an excellent job at it that they all commit suicide. What a hero. (-5 inquisitors, inquisitors deactivated)
Research: [1] They all mysteriously disappear after being left alone with Unlight. No fair! Those are your cultists to eat! (-10 "smart" cultists)
Weapons: [1] Many get lost in the search. You suspect the other horrors of foul play, but have no proof. (-100 cultists)

243
DF Dwarf Mode Discussion / Change to dumping?
« on: January 02, 2016, 02:09:04 pm »
I haven't played in awhile, but last time I was managing a fortress you could mass dump items to move them around. However, in the fortress I'm playing now items seem to be dumped one at a time and only have another item piled on after the last item is unforbidden and removed... My dump site is just a spot on the ground, not next to a pit where dorfs would throw things off the edge...

Is this a bug or is it an intended change that I missed?

244
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 02, 2016, 12:41:24 pm »
End of turn 7.
Big Ol' Fire: LEROOOOOOYYY JENKIINS!!!
cult: 150 cultists
items: Orbs of Stalwart 3
Diplomacy: good PR
inquisitors: 25 inquisitors, 275 eco inquisitors

Volker-hands: At least I have followers now...
cult: 255 cultists
Diplomacy: Mixed PR
inquisitors: 90 inquisitors

Dar Gold (lightly injured): My tummy's making the rumblies, that only hands can satisfy... [Very hungry]
cult: Forever alone
Items: dragon blood
Rituals: Basic horticulture
Base: area cleared for rituals
Diplomacy: good PR
inquisitors:
-Saragon (moderately injured):
-Seed 1:

Quar-splosion man: Dammit, summon me already!
cult: 100 scholars, 93 cultists
Items: located dragons
Rituals: brew power potion [consumes dragon blood, damages user], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness]
Diplomacy: good PR
inquisitors: 25 inquisitors

Leechmaster: C'mon buddy, just help me out...
cult: 50 cultists, 50 lumberjacks, trying to summon with Fisherman's materials
Rituals: Salmoning ritual [req Stagnant orb, dragonblood]
Items: wood
Base: boardwalk, lots of thatch huts
Diplomacy: mixed PR
inquisitors: 25 inquisitors

Crystal queen: Such insolence!
cult: 125 angry housewives, 50 injured economists that hate economics, 100 journalists, 50 medics
Items: dragon blood
Diplomacy: excellent PR, protesting money (Heated)
inquisitors: bad PR, 25 inquisitors

KZ-Jello: Work faster, your god demands it!
cult: 230 cultists, 50 "smart" cultists
items: Dragon blood
Diplomacy: good PR
inquisitors:

Arcing Mist-elf: Ow, my brain hurts... [AFFLICTED BY PSISHOCK, NO ABILITIES FOR [2] TURNS]
cult: 3 cultists, 1 mad cultist, 1 mad weak esper, 440 beasts, 100 large beasts, 30 satyrs, 25 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate), 2 leaders (50% chance of turning 3 into 4)
Items: dragonblood, discovered Stagnant orb
Rituals: Summon mini-horror [req dragon blood], partially completed salmoning ritual
Diplomacy: good PR
inquisitors: 100 beasts
-Sharkon (uninjured): Mine doesn't!
-Beldroth (uninjured): [5] turns til adulthood

Hon Shadow (uninjured): Now then, where are my little snackles?
cult: 70 cultists, 55 "smart" cultists, 20 marksmen, cult in Washington DC
Items: dragonblood, Orb of Stalwart 1
Diplomacy: good PR, support of president, support of Virginia
inquisitors (ACTIVE): 5 inquisitors
-Unlight: Let the light guide you!

Fisherman (uninjured):
cult: 320 cultists, 150 exhausted warriors, 38 warriors
Items: Orb of Stalwart 2, dragon blood, improvised melee weapons
Base (Warehouse):
Rituals: can summon parasite
Diplomacy: mixed PR
inquisitors:

Speedy Speedoman (heavily injured): These guys won't leave, what the hell?!?!
cult: 150 cultists, 50 marksmen [bad backs], 22 fanatics, 5 skilled leaders (50% chance of 3 becoming 4)
Items: dragonblood, Orb of Stalwart 5, firearms, rough armor
Base: Punji pits and barbed wire defenses, strong community
Diplomacy: mixed PR
inquisitors:
-Leader #2 (m): passively restores morale, lacks confidence [50% chance of 2 becoming 1]
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists

Zomboss with really long name: FREEDO- Wait, shit, I'm still stuck in the dead world...
cult: 60 gravekeepers, 25 cultists
Items: Stagnant orb, dragon blood, Orb of Summering [light], improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood]
Base (Grand Mausoleum): Iron gates
Diplomacy: good PR
inquisitors:
-Count Trout: I vill devour all!

Meme-aster: Zzzzzzzzzzzz....
cult: 376 cultists
Items: dragonblood
Diplomacy: good PR
inquisitors:

---- NPC factions
Heckler's guild: Get rekt, Speedo!
Personnel: 50 hecklers (negate leadership bonuses)
Relations: Created by Speedo

World info:
-Orb of Stalwart 4 stuck in a pit

245
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: January 02, 2016, 12:15:20 pm »
it's been three days. where's my updop?!
In the middle of writing it when you posted this

246
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 31, 2015, 11:50:57 am »
so, when is the next summery?
Either when Evonix posts his actions or in a day or so, whichever comes first.

247
Hey diddle diddle, the cat and the fid-
*DAKKA DAKKA DAKKA DAKKA*

248
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 30, 2015, 12:04:44 am »
150: Obtain more weapons.
150: Train in use of the above weapons.
120: Destroy Parasite's PR.
Warriors: Beat the snot out of our inquisitors.
Me: Recruiiiiit.

Weapons: [1] They seek out weaponry. Turns out some weapons were seeking them as well. (-100 cultists)
Train: [6] Since the other guys got... lost... They train with the weapons you have, and become proficient at beating the snot out of others. They probably should've taken more breaks through, most of them are too tired to work for awhile. (150 cultists become warriors, exhausted for 1 turn)
PR: [6] They march through the streets chanting and holding signs to spread awareness of Parasite's wretched nature. Some people get confused and think they're talking about you. (Parasite's PR down, Fisherman's PR down)
Attack!: [6] They drive themselves into a frenzy and the red mist descends. Not all of them are still alive when their heads clear up. (-2 warriors, -5 inquisitors, inquisitors deactivated)
Recruit: [5] You send out a hook to drag a few more guppies into the ranks. There are more bites than you were expecting (+150 cultists)

Parasite's cultists: summon: [2] They putz up the ritual by spilling a bunch of water all over the blood runes. They'll have to start all over again next turn.

249
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 29, 2015, 10:16:57 pm »
((Wait, aren't I already summoned?))
They were really convincing, feel free to fight them off if you don't want him using your stuff

250
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 29, 2015, 11:58:51 am »
ME:recroot
cultists : offer to help the fisherman with summoning in return for me being summoned too after our orb mysteriously got stolen

Recruit: [2] You don't get anyone willing to act as a host to you. Curses.
Help with summoning: [4] Your cult agrees, for a limited time, to perform the summoning for Cosmic fisherman in exchange for you being summoned with his stuff and possibly having him become a host to you immediately after... Whether Fisherman agrees or not is ultimately irrelevant, the cult agreed for him since this frees them to perform their own actions on his turn. (Can perform summoning with Fisherman's items on Fisherman's turn) ((That wouldn't be counted as one of the five actions in case that's important))

251
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 25, 2015, 01:05:18 pm »
((It's funny people keep searching for Stalwart Orbs when there is none right now. Steal it, or get another orb.))
((There's one orb stuck in a pit, if there was no orb they could find I would be putting "irrelevant" in the roll brackets))

252
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 24, 2015, 11:55:53 pm »
Look for summoning ingredients.
Dragon blood: [6] They seek out the dragon blood, and they find it... A big pool of it, which many of them fall into... (-50 cultists, acquired dragon blood)
Orb: [2] They can't find any Orbs of Stalwart.

253
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 24, 2015, 12:53:16 pm »
Hondrasaan: Recruit.
Marksmen: Kill the inquisitors.
All others: Prepare the summoning.

Recruit: [2] You can't find anyone willing to work with you. For some reason listening to a talking shadow doesn't appeal to them.
Murder: [4] They grab some guns and peg the inquisitors from 40 yards. They then run away before the few survivors get their hands on them. (-20 inquisitors, inquisitors activated)
Summon: [5] They summon you, and seem to have summoned a talking lantern as well. (summoned, summoned Unlight)
Spoiler: Unlight (click to show/hide)

254
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 24, 2015, 11:14:36 am »
((There is a connection between power potion made from dragon blood and summoning a horror without it causes weakness. Not sure what that means tho.))
((The connection is that without dragon blood the ritual uses the horror's power to be performed, so they are exhausted for awhile))

Daragon: Flee into woods and create a Seed of the Gold Spire, again setting the vines not to attack the cult if successful.
(Remaining) Cult: Learn how to create a Seed from Daragon

Seed: [6] You plant a seed of gold into the nearby forest and tendrils immediately start consuming everything. You think to yourself that it's working faster than normal, then realize you put more of your biomass into that seed than you meant to. (Seed 1 planted, now hungry)
Learn the ways: [1] They get too close and get sucked into the tentacles. Mmm... flesh... Shit, those were the last of your cultists... (-7 fanatics, now slightly hungry)
Regen: [1] You burn more biomass trying to speed up your healing, but end up just making yourself hungrier. (now very hungry)
Saragon: attack Speedoman
[3] Saragon slinks over toward the teleporting speedo man and nudges him. Speedo man of course runs away before Sara can do much, but manages to get a solid punch in before leaving. Speedo man barely resists catching mercury plague, but due to his skin being like wet tissue paper, still gets pretty badly chopped up. (Saragon moderately wounded, Speedo man heavily wounded)

255
Roll To Dodge / Re: RTD horrors: apocalypse now! - game 4 running
« on: December 23, 2015, 11:25:01 pm »
Bah.
100 scholar cultists: do research to find a summoning ritual that only uses an Orb of Stalwart, but destroys it in the process and may have side effects.
43 normal cultists: if the summoning ritual is successfully researched, use it and the Orb of Stalwart to summon Quarken. If not, work with Quarken to recruit scholars to join his cult.
Quarken: if the summoning ritual is successfully researched, prepare to be summoned. If the ritual is not successfully researched, work with the 43 normal cultists to recruit more scholars to join your cult.

Research: [4] Through careful reading of the runic matrices, they discover a way to burn away the orb itself to perform the summoning. They aren't quite sure what negative effects it will have, but their best guess is that it will weaken you for a few turns, effectively setting all your stats at 0 until you can recover. (Discovered Burning orb summoning [req Orb of Stalwart, afflicts those summoned with crippling weakness])
Summon: [2] Not one to waste time, you order them to immediately do it. However, your followers are a little more hesitant, and choose to put off the ritual in case they can find any more information.
Recruit: [4] You get more people to help you. No reason to worry about the summoning, your peons probably have it under control. (+50 cultists)

Vol-Kriit+15 cultists:recruit
30 cultists:find orb of stalwart
30 cultists:find dragons blood

Recruit: [5] You and a few of your new workers get the word out about how you are the best overlord. Without alerting your inquisition, of course. (+180 cultists)
Orb: [2] They search high and low, but can't find the one orb of stalwart that has been disowned.
Dragon blood: [2] They heard that dragon blood was extremely toxic and chickened out of collecting it. After having to wait this long, you are quite annoyed at their reluctance.

BOF: Recruit
Cultists: Go claim Orb of Stalwart 3 from the other cult

Recruit: [2] You consider trying to get more people to help you, but decide to enjoy a nice bowl of crude oil instead. Mmm, oil... Can't get this stuff every day without industries collecting it, but soon you'll have all you can burn...
Steal OoS3: [6] They completely forgo stealth and go barreling through Quarken's not-base, snatching the orb and rolling it out as fast as they can. Some of the cultists stay behind to hold off Quarken's cult while the others escape, and are never heard from again. (Obtained orb of Stalwart 3, -100 cultists)

Archon: Get some more mind-controlled pets.
10 beasts: Recruit humans. Seriously, how difficult could that be?
1 insane cultist, 1 cultist, 5 beasts: Complete the salmoning. Leader 1 can supervise if there's a roll involved in that.
2 cultists, supervised by leader 2: Summon a mini-horror.
1 insane cultist: Delve deeper! Gain a semblance of mastery over the arcane secrets you have discovered.

Also, make a mental note that you were the guy who finished researching the mini-horror ritual. The whole insanity thing was... unfortunate, but the end justifies the means.

More mind control, ALL TEH MIND CONTROL!: [1] You suffer psi-shock, and lose the ability to use your abilities for [2] turns. Luckily, you manage to maintain your hold over the beasts you have, otherwise you may have had a slight disaster to deal with. (Lose abilities for [2] turns)
Recruit hoomans: [3] They bark and screech and do other cute animal things to draw humans in. Your cultists see fit to inform you that you would be much better off doing recruiting yourself, or at least sending larger groups. (+2 cultists)
Salmoning: [4] They finish the ritual and summon a fishie to help you. Aww, it looks just like you. (summoned Sharkon)
Spoiler: Sharkon (click to show/hide)
Summon mini-horror: [5] They do an excellent job etching the symbols and manage to summon someone actually useful! Well, sort of... (summoned Baby Beldroth)
Spoiler: Beldroth (click to show/hide)
Stare into the void: [3] He sees such strange things it warps his mind and he gains some minor telekinetic power. Or maybe he's just seeing things. You don't really have any second opinion on it, so you'll just have to trust him. (insane cultist now weak esper)

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