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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 75f1db7bbccf6b8⋯.jpg (275.61 KB,800x1200,2:3,TTM_212-large.0.jpg)

File: b3bb83801bb1d07⋯.jpg (470.93 KB,1760x836,40:19,df_mountains.jpg)

601991 No.40991 [View All]

DWARF FORTRESS: THE BUILDER

You have arrived. After a long journey from the mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of brave dwarves is to make an outpost for the glory of Solamineth (Nation City in Dwarfish). There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, you must provide for each other. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve into the earth, ere the dingoes get hungry. Will you be able to beat the odds and survive in a world that wants you dead? Strike the earth and find out!

Dwarf Fortress: The Builder is a herobuilder centered around you, one of the dwarves that decided to embark on this fateful expedition, and your fellow players who have come with you. Will you be able to survive the goblin raids, the maneating carp ambushes, megabeasts, and even each other? This will not be nearly as in-depth as Dwarf Fortress is, and is dumbed down, so do not expect mechanics to be the same. Still, I’ll do my best to be faithful to the game.

To get started, fill out this sheet.

NAME: (your name, preferably a dwarven-sounding name)

AGE:

GENDER:

FLUFF:

STATS: (see stat rolling, below)

-Physical Stats

Strength (How strong you are, helps with melee attacks as well as determining how much you can carry)

Dexterity (Hand-eye coordination, helps with ranged attacks, flexibility and performing meticulous tasks)

Agility (How fast and nimble you are, helps with dodging, running, and things that require speed)

Endurance (Helps with dealing with fatigue, inclement conditions, surviving without food and water, etc)

Fortitude (Adds to health stat and helps with resisting poison and disease, recovering from wounds, etc.)

-Mental Stats

Intelligence (Helps with complex actions)

Wisdom (Helps with simple actions and survival skills)

Innovation (Helps with learning new things)

Willpower (Helps with retaining focus, staving off insanity, resisting mental syndromes, etc.)

Charisma (Helps with social interactions with NPCs)

HEALTH: 10 (+Fortitude stat)

SKILLS: (A list of skills you have picked up along the way, such as mining, fishing, etc. Some basic skills are given based on fluff)

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: (Any special items you may hold)

COINS: 100

BONUS: (Dependent on fluff)

PROPOSED NAME OF FORTRESS (include this in your initial post ONLY, if no consensus is reached I’ll just roll for it. We can argue over where we want to be on the map on Discord too.)

You will have a stat block for the fortress as a whole as well, which will be posted after the game begins.

Stat Rolling: To determine stats, roll 8d5 twice. The first 8d5 represents your physical stats and the second 8d5 represents your mental stats. Take the total of each roll and that’s how much points you have to spend on the respective stat block.

ROLL CHART:

1: FUN!

2-5: Hard Fail – Not only did you fuck up but now something bad will happen.

11-20: Fail – You fail to do the action, but nothing bad comes of it.

31-40: Tattered – You succeed, but only a little.

41-60: Fine – You succeed, but not remarkably so.

60-75: Superior – You’ve achieved better than average results.

76-94: Exceptional – You’ve done some damn fine work.

95-99: Masterwork – Half of progress on projects is completed, if over half then it’s completed

100: Strange Mood – Progress is automatically completed and something very good happens, such as making a legendary artifact

If a roll is unfeasible, as in there’s simply no way it could be done under the present circumstances, it won’t succeed, even on a 100, though no negative side effects will occur either unless the roll was 1-5.

Each turn equals one week (see http://dwarffortresswiki.org/index.php/DF2014:Calendar)

And remember, losing is FUN!

198 postsand45 image repliesomitted. Click reply to view. ____________________________
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5a4ece No.41961

File: 437ed5780cea034⋯.png (14.02 KB,983x593,983:593,fortlayoutb1.png)

Actual map

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796abf No.41962

Dice rollRolled 90, 88 = 178 (2d100)

>>41956

NAME: Glauri Glassbeard

AGE: 129

GENDER: Male

Fluff: see >>41144

STATS:

-Physical Stats

Strength 2

Dexterity 6

Agility 4

Endurance 3

Fortitude 5

-Mental Stats

Intelligence 5

Wisdom 4

Innovation 6

Willpower 5

Charisma 4

HEALTH: 15

SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler

MORALE: -2

INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler, 5 mechanisms, 1 cave spider silk bag

COINS: 100

BONUS: The Trapmaker - Traps made by you are more effective than most, and you make more mechanisms than normal when devoting an action to it.

ACTIONS

1-2: Make a dwarven spear-thrower.

A dwarven spear thrower is a simple mobile turret that resembles a large crossbow with a tripod, it is loaded with a single dwarven spear at a time, which it shoots either at an arcing shot or a straight shot (straight shot is the default).

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544a32 No.41969

Dice rollRolled 72, 65 = 137 (2d100)

>>41956

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Give him the splint, Once the treatment is over go and look for more medical herbs

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6864d4 No.41974

Dice rollRolled 34, 41 = 75 (2d100)

>>41846

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 2

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. make bowyer station 1/4

2. Craft a limestone drawbridge for the stair room leading to the hallway outside. (for the door mandate)

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e5cabd No.41976

Dice rollRolled 69, 66 = 135 (2d100)

>>41956

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Dig out a nice big room next to the bedrooms to be used as a dining hall.

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6864d4 No.41979

File: 9739f6d063f16fa⋯.jpg (4 MB,2849x1912,2849:1912,serveimage.jpg)

>>41974

change the drawbridge to another variant of door for legal reasons.

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3ff07e No.41980

Dice rollRolled 50, 6 = 56 (2d100)

>>41956

>>>>NAME: Regur Thorekdar

>>>>>>>AGE: 120

>>>>>>>GENDER: Male

>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>STATS: (see stat rolling, below)

>>>>>>>-Physical Stats

>>>>>>>Strength 8

>>>>>>>Dexterity 2

>>>>>>>Agility 2

>>>>>>>Endurance 5

>>>>>>>Fortitude 10

>>>>>>>-Mental Stats

>>>>>>>Intelligence 7

>>>>>>>Wisdom 8

>>>>>>>Innovation 2

>>>>>>>Willpower 3

>>>>>>>Charisma 3

>>>>>>>HEALTH: 20

>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>MORALE: 3

>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>COINS: 100

>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1:Did somebody say more ugly tunnels. Time to look for ore!

2:After most likely being kicked out of the fort for digging more tunnels, Regur heads to the surface and starts to explore the forest.

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d4e412 No.42004

Dice rollRolled 88, 90 = 178 (2d100)

>>41956

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Dabbling Speardwarf

>MORALE: -2

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. fish

2. Practice the spear work

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e48f7f No.42087

File: e42f11a864721f8⋯.png (14.73 KB,983x593,983:593,fortlayoutb1.png)

FORTRESS STATS:

Name: Narâg-Zirak

Date: 21st Felsite (Spring)

Inhabitants: 8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

Rooms:

2F: Thunli Drinkysmashy's room (Decent, 2/5 engravings), Goden's room (Fine), Goden's office (Decent)

1F: 1 smokehouse, 1 medium farm (15 planted, ready 28th Felsite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

B1: 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), 1 huge hexagonal room, 1 medium dining hall

Food: 7 meat, 2 fish, 32 plant, 8 drink, 27 seeds, 1 smoked fish, 7 yak cheese

Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bronze pickaxe, 2 tables, wolf trophy, 5 limestone mechanisms, 5 iron bars, 7 bronze bars, 2 copper bars, 1 silver bar, 1 wolf leather armor

Materials: 2 wood, 15 limestone, 17 orthoclase, 1 microcline, 8 malachite, 2 cassiterite, 2 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 4 citrine, 2 tetrahedrite, 2 galena, 2 gypsum

Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

Defenses: Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>41959

As you are bringing ingots to the forge you trip over your crutch and fall, turning your sprain into a break. You'll have to get this treated and get another splint as well.

Before this, however, you attempt to engrave some things on your wall. It's difficult considering your injuries but you manage to engrave a wheel of cheese on your wall. It's not really good or bad, but it does make you hungry…

Dr Barbedfell has put a splint on your leg, and it has begun healing. 3 turns until the break heals and you can walk normally again.

>>41960

You're able to claim the farthest room down the winding dormitory hallway, but unable to find a bed considering they were all taken by the previous immigrants…you might want to request that a few be made..

You start tinkering with the forge, looking for ways to improve it. (Progress: 1/4)

>>41962

Your dwarven spear-thrower, otherwise known as a ballista, is made. You'll have to assign somewhere for it to go, for now it'll just be in storage. Also keep in mind that you'll need ammo for it. However, you think it'll indeed be effective. Gain Dabbling Siege Engineer.

>>41969

You patch up Thunli's leg adequately, and it will soon heal in 3 turns. However, he managed to injure his arm further and it will need a splint as well. A doctor's job is never done, it seems.

You find a few medical herbs and material for bandages, which you put into your dwarven first aid kit, giving you another use out of it. (Keep in mind you can use your dwarven first aid kit to give you a bonus to healing)

>>41974

Some progress is made on the bowyer's station. (Progress: 2/4)

You craft and put up a large door in the entryway as well. This will further hinder the passage of enemy forces, although it is less resilient than a drawbridge. Gain Novice Mason.

>>41976

You manage to dig out a medium dining room. Gain 3 malachite, 5 limestone, 2 orthoclase and 2 citrines.

>>41980

Another ugly tunnel is made. Gain 4 orthoclase, 2 cassiterite, 2 hematite, and 1 bituminous coal.

You go look around the forest. It's the same as ever, you don't really find anything special.

>>42004

You manage to hook the carp! You reel it onto land. It lunges at you, but it's relatively helpless on land and you're able to finally slay it with your spear. Gain 10 fish and Novice Speardwarf.

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e48f7f No.42088

Dice rollRolled 30 (1d100)

Your furnace operator smelts 2 tetrahedrite (giving you 2 copper and 1 silver bar), 1 galena (giving you 1 lead and 1 silver bar), 2 iron bars, and 2 bronze bars.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standbyl.

Your cheese maker makes 4 yak cheeses.

Your leatherworker is on standby.

Your dwarven child plays make-believe.

>Your crops are fully grown! Gain 30 plants. Also your crops will now be ready to harvest at the beginning of each month, with the exception of winter which will be one per season as usual.

>Summer has arrived! Rolling for event, high = gud, low = FUN

>1 limestone door left on mandate

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e48f7f No.42089

>>42088

Nothing happens.

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c332ed No.42098

File: 60a79732a8fd47d⋯.jpg (348.85 KB,640x480,4:3,RNFT7d2.jpg)

Dice rollRolled 51, 97 = 148 (2d100)

>>42087

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5

Agility: 1 (3 when healed)

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 3

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: Broken right leg, broken left arm (agility reduced to 1 until leg heals, dexterity halved + -10 to actions involving that arm until arm heals). Leg heals in 3 turns.

1. Thunli would rest in his bed, carving amulets from any excess stone the fort has.

3. After that he would try to brew another batch of beer. A better batch of beer, a tasty batch of beer.

>>Druza pls fix my arm doc

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89e071 No.42103

Dice rollRolled 59, 24 = 83 (2d100)

>>42087

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 1 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Getting rid of the hole problem

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b3e210 No.42109

Dice rollRolled 4, 92 = 96 (2d100)

>>42087

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

1. Continue work on the forge 1/4

2. …….A bed a basic luxury a true bed can not be given to an exile until he has earned it. For now I will carve out a simple shelf in the wall to sleep on

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b3e210 No.42110

>>42109

toplel I just got here and already fucked up the forge. wew lad

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e48f7f No.42111

Dice rollRolled 12 (1d100)

.

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2148cd No.42119

Dice rollRolled 10, 43 = 53 (2d100)

>>42087

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 4) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Sigh,these dwarfs just keep injuring themselves, Heal his arm and tell him to be careful so i don't have to constantly watch over him, (Also use medkit)

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7ae4ea No.42121

Dice rollRolled 72, 64 = 136 (2d100)

>>42087

>>NAME: Regur Thorekdar

>>>>>>>>AGE: 120

>>>>>>>>GENDER: Male

>>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>>STATS: (see stat rolling, below)

>>>>>>>>-Physical Stats

>>>>>>>>Strength 8

>>>>>>>>Dexterity 2

>>>>>>>>Agility 2

>>>>>>>>Endurance 5

>>>>>>>>Fortitude 10

>>>>>>>>-Mental Stats

>>>>>>>>Intelligence 7

>>>>>>>>Wisdom 8

>>>>>>>>Innovation 2

>>>>>>>>Willpower 3

>>>>>>>>Charisma 3

>>>>>>>>HEALTH: 20

>>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>>MORALE: 3

>>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>>COINS: 100

>>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2:These floors have had enough tunnels. It's time to begin digging down the expand our for into the bowls of the earth!

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128083 No.42122

Dice rollRolled 61, 96 = 157 (2d100)

>>42087

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Novice Speardwarf

>MORALE: -2

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. The carp is dead! Celebrate with booze and fish! a Drunken Bender is just what this calls for!

2. Also get more fish.

Mandate: An engraving in my room depicting my victorious triumph over the vile Carp, slaying the fiend with spear in hand.

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cb6959 No.42131

Dice rollRolled 3, 90 = 93 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 2

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. make bowyer station 2/4

2. to improve my room further I will put a door for the entrance. (door mandate)

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cb6959 No.42132

forgot to change mason to novice

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e48f7f No.42137

File: 9156f7ff6741c1f⋯.png (15.99 KB,983x593,983:593,fortlayoutb1.png)

File: a6d5985c555680d⋯.png (5.19 KB,983x593,983:593,fortlayoutb2.png)

FORTRESS STATS:

>Name:

Narâg-Zirak

>Date:

7th Hematite (Summer)

>Inhabitants:

8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

>Rooms:

- 2F: Thunli Drinkysmashy's room (Fine, 3/5 engravings), Goden's room (Fine, 2/4 engravings), Goden's office (Fine)

- 1F: 1 smokehouse, 1 medium farm (none planted), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

- B1: 1 up/down staircase, 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest), Yadmerlum Barbedfall's room (Meager), Marin Irondweller's room (xMeagerx) 1 huge hexagonal room, 1 medium dining hall

- B2: 1 up/down staircase, some ugly tunnels

>Food:

3 meat, 17 fish, 28 plant, 18 drink, 31 seeds, 1 smoked fish, 4 yak cheese

>Tools:

3 buckets, 1 splint, 2 crutches, 1 bronze pickaxe

>Furniture:

2 tables, wolf trophy

>Weapons/armor:

1 wolf leather armor, 2 grizzly bear leather armor

>Other supplies:

5 limestone mechanisms, 3 orthoclase amulets

>Wood:

2

>Stone:

15 limestone, 14 orthoclase, 2 microcline, 5 schist, 2 gypsum

>Fuel:

5 bituminous coal, 2 lignite

>Ores:

7 malachite, 1 cassiterite, 2 tetrahedrite, 1 galena

>Bars:

11 iron bars, 10 bronze bars, 4 copper bars, 3 silver bars, 1 lead bar

>Gems:

1 jasper opal, 1 grey chalcedony, 4 citrine, 2 red spinels

>Animals:

2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (male), 1 yak calf(female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

>Defenses:

Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>42098

You carve 3 stone amulets for the fort. While not very practical beyond superficial purposes selling them will bring in money for the fortresses as caravans love crafted junk like this. In addition you can engrave it with jewels if you have the gem cutter/setter skill. Gain Dabbling Stonecrafter

You manage to brew 20 dwarven beers with the stuff you've acquired. It is indeed quite tasty. Gain Skilled Brewer.

Yadmerlum treated your broken arm, and it will heal on its own in 3 turns.

>>42103

The hole problem is taken care of.

>>42109

You realize that just when you put the last piece on your renovations, you've done it all backwards and will have to redo it. The forge is operational, but you'll have to start over on the improvements.

You carve out a very nice shelf. Not comfy but still very good for holding things. You still long for a bed, however. You also claim a room for yourself. You won't lose morale from not having a bed, but you also won't gain any from having a bedroom until you actually make yourself a bed. Gain Dabbling Mason.

>>42119

Thunli's arm is now on the road to recovery. It's not 5-star treatment but it is sufficient. It'll heal on its own in 3 turns. Gain Skilled Bone Doctor.

>>42121

You dig down, straight into the earth. You find 2 red spinels, 3 magnetite, 5 schist, 2 lignite and 1 microcline. Gain Adequate Miner.

You return to your room for some well-earned relaxation, when in the middle of the night you see a silhouette enter and leave your room, along with the sounds of a pick that woke you up. Minutes later, disaster strikes! The entire ceiling of your room comes crashing down upon you! Roll 1d100 to see if your bonus kicks in and prevents you from being MURDERED.

>>42122

You party all through the night, celebrating the occasion and giving the fortress a morale boost! Though it seems your alcohol stores took a hit because of it…lose 10 drinks

You get another 10 fish for the fort. Gain Expert Fisherdwarf.

>>42131

During your drunken exploits you destroy much of your progress on the bowyer's workshop after flailing around it in a drunken stupor. You'll have to pick up the pieces and start over again.

You build a fine door and put it on your room, increasing its value further. Your room and office are both nice and quiet now. Gain 1 morale. Gain Adequate Mason.

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e48f7f No.42138

Your furnace operator smelts 5 iron bars and 1 bronze bar

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your leatherworker makes a suit of armor out of your grizzly bear pelt.

Your dwarven child tries to figure out how the piggybank works.

>You hear a loud bang and a scream coming from Regur's room, but the scream is quickly muffled.

>Your female yak has given birth to a male yak calf.

>Your fields lie barren. Perhaps it is time to plant some new crops?

>More immigrants are coming. They'll be here at the beginning of next month.

>Gain 1 morale for 3 turns as a result of Dorra's party.

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7ae4ea No.42139

Dice rollRolled 63 (1d100)

>>42137

"WHAT THE FUCK!"

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e48f7f No.42140

>>42139

The curse has saved you yet again, for now. However, you're trapped under rubble and will die next turn if no one comes to rescue you or you can't get out. You have a number of broken bones, which makes this very difficult on your own.

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e48f7f No.42141

>>42140

In the meantime since a crime has been committed the captain of the guard can accuse a suspicious dwarf and, if found guilty, can perform a number of punishments on him/her. The most common punishments are beatings, imprisonment and hammering (execution by hammer) but feel free to get creative.

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7ae4ea No.42142

Dice rollRolled 65, 81 = 146 (2d100)

>>42140

>>>NAME: Regur Thorekdar

>>>>>>>>>AGE: 120

>>>>>>>>>GENDER: Male

>>>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>>>STATS: (see stat rolling, below)

>>>>>>>>>-Physical Stats

>>>>>>>>>Strength 8

>>>>>>>>>Dexterity 2

>>>>>>>>>Agility 2

>>>>>>>>>Endurance 5

>>>>>>>>>Fortitude 10

>>>>>>>>>-Mental Stats

>>>>>>>>>Intelligence 7

>>>>>>>>>Wisdom 8

>>>>>>>>>Innovation 2

>>>>>>>>>Willpower 3

>>>>>>>>>Charisma 3

>>>>>>>>>HEALTH: 20

>>>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>>>MORALE: 3

>>>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>>>COINS: 100

>>>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2: At this point Regur no longer comprehends reason. He only comprehends rage and rock. With the force of a thousand sons he begins to stand and force his way out of the rubble.

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e48f7f No.42143

Also almost forgot but

>The mandate on doors has been fulfilled, but there is now a new mandate to engrave a picture of Dorra's "victorious triumph over the vile carp, slaying the fiend with spear in hand".

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2148cd No.42144

Dice rollRolled 30, 94 = 124 (2d100)

>>42137

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser, Skilled Bone Doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -2

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Job never quits, try to rescue and treat Regur if he's injured, use any means neccessary to save him

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cb6959 No.42145

Dice rollRolled 32, 91 = 123 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Proficient Engraver, Adequate Stonecrafter, Dabbling Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 4

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Engrave the fish-kin woman Dorra's victory in her room.

2. I continue to work on the bowyer's workshop after improving it last night 0/4

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89e071 No.42146

Dice rollRolled 22, 7 = 29 (2d100)

>>42137

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 2 (-1 in 0/3 turns)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1. Engrave the glorious battle with the dreaded fish on the walls of Dorra's room.

2. Straighten out the crooked tunnels into proper rooms and hallways.

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b3e210 No.42147

Dice rollRolled 89, 30 = 119 (2d100)

>>42137

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

Well fuck me with an axe. Now I gotta start all over. Looking like some commonborn peasant fucking up a forge. Me grandfather would be ashamed.

1.2. Once again begin upgrading the forge.

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128083 No.42161

Dice rollRolled 99, 46 = 145 (2d100)

>>42137

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Expert Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Novice Speardwarf

>MORALE: -1

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

1. Continue to do my duties and fish

2. Continue to train with the spear, who knows if that Carp had friends

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e48f7f No.42166

>Name:

Narâg-Zirak

>Date:

7th Hematite (Summer)

>Inhabitants:

8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

>Rooms:

- 2F: Thunli Drinkysmashy's room (Fine, 3/5 engravings), Goden's room (Fine, 2/4 engravings), Goden's office (Fine)

- 1F: 1 smokehouse, 1 medium farm (none planted), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

- B1: 1 up/down staircase, 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Regular, 1/1 engraving), Yadmerlum Barbedfall's room (Meager), Marin Irondweller's room (xMeagerx) 1 huge hexagonal room, 1 medium dining hall

- B2: 1 up/down staircase, some ugly tunnels

>Food:

3 meat, 29 fish, 24 plant, 25 drink, 31 seeds, 1 smoked fish, 8 yak cheese

>Tools:

3 buckets, 0 splint, 1 crutches, 1 bronze pickaxe

>Furniture:

2 tables, wolf trophy

>Weapons/armor:

1 wolf leather armor, 2 grizzly bear leather armor

>Other supplies:

5 limestone mechanisms, 3 orthoclase amulets

>Wood:

2

>Stone:

15 limestone, 14 orthoclase, 2 microcline, 5 schist, 2 gypsum

>Fuel:

4 bituminous coal, 2 lignite

>Ores:

3 malachite

>Bars:

11 iron bars, 11 bronze bars, 9 copper bars, 5 silver bars, 2 lead bars

>Gems:

1 jasper opal, 1 grey chalcedony, 4 citrine, 2 red spinels

>Animals:

2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (male), 1 yak calf(female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

>Defenses:

Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>42142

Try as you might, most of your bones are broken and you cannot move! Fortunately, the efforts of the other dwarves are enough to save you. However, you are still definitely not in one piece. Lose 18 HP and add Broken Left Arm, Mangled Left Leg, Sprained Right Leg and Cracked Rib. These injuries can be treated, though the mangled limbs will require extra effort, good rolls on the part of the doc and more time to heal. As a result of your injuries take a -20 to all actions and reduce agility to 1. Dr. Barbedfell was able to provide excellent treatment to your right arm, which was mangled, and it'll heal in 3 turns.

Lose 2 morale as a result of shock from the attack and intense pain.

>>42144

You manage to get Regur to safety and put his right arm, mangled to hell, into a splint. It'll still take a while but progress has been made. You'll need a splint or plaster powder to heal any of the other limbs though. Gain Skilled Bone Doctor and 1 morale for good doctoring.

>>42145

You engrave a fairly average depiction of Dorra fighting off the deadly carp. Gain Talented Engraver.

You also complete the bowyer's workshop, allowing you to make crossbows and bolts. Gain 1 morale for helping fulfill several mandates and feeling like you're useful to the fort.

>>42146

You go to engrave a scene of Dorra slaying the carp when you are overcome with intense guilt, shame and paranoia as the consequences of your actions begin to catch up with you. Lose 2 morale as well.

>>42147

You manage to figure out the problem and finish the improvements on the forge. The forge will now take half as much fuel and the furnace operator will be able to smith more ores. You're not sure if it can be upgraded any further, however. Gain Skilled Metalsmith.

>>42148

With the help of Yadmerlum you're able to dig Regur out of the rubble. He's injured badly, however, and you're short on splints to repair his broken and mangled limbs.

There is definitely evidence of foul play and signs that the cave-in was caused intentionally. There is also the fact that Regur thought he saw someone in his room, although it was too dark to see much. Since the room was sound before it would have to have been caused by a skilled miner.

>>42161

You catch a whopping 12 fish for the fort. Gain Professional Fisherdwarf.

You have been feeling content at work lately. Gain 1 morale.

You also train hard with the spear. Gain Adequate Speardwarf.

>Some of the migrants still don't have beds and have been complaining to you incessantly about it. You should get them some before they snap.

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e48f7f No.42167

Your furnace operator smelts 1 bronze bar, 1 galena (giving 1 silver bar and 1 lead bar), 2 tetrahedrite (giving 1 silver bar and 2 copper bars) and 4 malachite, giving 5 copper bars.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your leatherworker is on standby.

Your dwarven child plays make-believe.

>More migrants will arrive at the end of the month, accompanied by a fancy baron from the mountainhomes. What could this mean?

>The mandate to engrave Dorra's victory over the carp has been fulfilled.

>Maybe you should plant more crops soon…

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cb6959 No.42168

Dice rollRolled 28, 59 = 87 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Talented Engraver, Adequate Stonecrafter, Dabbling Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 5

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Create beds.

2. Begin planting crops.

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89e071 No.42175

Dice rollRolled 19, 72 = 91 (2d100)

>>42166

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Dabbling Farmer

MORALE: 0 (-1 in 0/3 turns)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Tend to the farm. Plant crops, harvest stuff if it is ready. All that farm stuff.

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b3e210 No.42192

Dice rollRolled 44, 10 = 54 (2d100)

>>42166

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Skilled Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

1.2. First goal will be to make bedframes for the workers. It is a bit beneath me but its a necessary resource and I need to warm up the new forge anyways. Since space is at a premium i will make bunk beds.

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8ebe9c No.42193

Dice rollRolled 92, 84 = 176 (2d100)

NAME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5 (2.5 until arm healed)

Agility: 1

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 3

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: broken left arm (dexterity halved + -10 to actions involving that arm until arm heals). Arm in 2 turns

1/2. Continue to look into the cave fall incident. We only have one skilled miner, see if his pickaxe bears the notches of recent labor, and if the rock on his pickaxe matches the rock of regur's room.

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7ae4ea No.42207

Dice rollRolled 42, 89 = 131 (2d100)

>>42166

>NAME: Regur Thorekdar

>>>>>>>>>AGE: 120

>>>>>>>>>GENDER: Male

>>>>>>>>>FLUFF: Regur Thorekdar, son of Urist Thorekdar, son of Malgrin Thorekdar, son of Lokem Thorekdar, Son of Falcrim Thorkedar, stems from a long line of dwarven warriors who have all died gloriously in battle. Like the rest of his family he joined the almost unending war against the beast and beastmen of the world, serving in three campaigns against the goblins, two against the elves, and once against the snakemen of the Island of Korge. And time has not been kind to him. He has lost an eye and three toes to battle and has suffered more wounds then any of his fellow soldiers. If you ask why he will tell you the tale of when a mad wizard cursed him, stating that he will never truly find glory in death through combat and that he will receive the most cruel and depressing fate of any dwarf of the Thorekdar family. To die peacefully of old age. As he begins to reach the later years of his life he realized that he is running out of time to honor his family name. So he decided he will only find this honor by doing the most dangerous thing a dwarf can do, attempt to colonize a new settlement. So he kissed his wife and child behind in the desperate hope of finding death amongst the wild frontier.

>>>>>>>>>STATS: (see stat rolling, below)

>>>>>>>>>-Physical Stats

>>>>>>>>>Strength 8

>>>>>>>>>Dexterity 2

>>>>>>>>>Agility 2

>>>>>>>>>Endurance 5

>>>>>>>>>Fortitude 10

>>>>>>>>>-Mental Stats

>>>>>>>>>Intelligence 7

>>>>>>>>>Wisdom 8

>>>>>>>>>Innovation 2

>>>>>>>>>Willpower 3

>>>>>>>>>Charisma 3

>>>>>>>>>HEALTH: 20

>>>>>>>>>Wounds: Missing Eye, 3 missing toes

>>>>>>>>>SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User. Dabbling Ambusher, Novice miner, Dabbling Stonecrafter

>>>>>>>>>MORALE: 3

>>>>>>>>>INVENTORY:Bronze Hammer, Bronze Chestplate, Copper Shield

>>>>>>>>>COINS: 100

>>>>>>>>>BONUS Death-defying - You have a 50% chance of surviving when you reach 0 HP, although this does not remove wounds, missing limbs, etc. and you may still end up dying from any complications if not treated adequately.

1-2: Regur is rage, but Regur is also patient. He will find the no good pointy-ear fucker who did this to him, and he will show them no mercy. But first he must rest. May the gods grant him strength.

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128083 No.42215

Dice rollRolled 91, 32 = 123 (2d100)

>>42166

>NAME: Dorra Thatthilodom

>AGE: 86

>GENDER: Female

>FLUFF: the Thatthilodom clan have been very good at not being where an enemy was that was trying to eat them, from their woodcutters to their axedwarves to their miners, if something tried to gnaw on them, they weren't there. Dorra's father and mother were both Fisherdwarves who hid in the same hole from a herd of zombie elephants and eventually they had her. She learned the trade of a Fisherdwarf and ran from her first Carp at the age of 13, when she learned of the new fort that was to be settled she decided that it sounded like a good idea and that she would join up with the caravan.

>STATS:

>-Physical Stats

>Strength 5

>Dexterity 6

>Agility 10

>Endurance 5

>Fortitude 4

>-Mental Stats

>Intelligence 7

>Wisdom 7

>Innovation 5

>Willpower 5

>Charisma 3

>HEALTH: 13/13

>SKILLS: Professional Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector, Adequate Speardwarf

>MORALE: 0

>INVENTORY: Wooden Fishing Pole

rusty iron spear

+ Mishos Mezum, an artifact iron fishing pole!

This is an iron fishing pole. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in Morion. On the item is an image of Iteb Practicegloves the dwarf and dwarves in limonite. Iteb Practicegloves is surrounded by the dwarves. The artwork relates to the ascension of the dwarf Iteb Practicegloves to the position of queen of Solamineth in 72. The object menaces with spikes of silver.

>COINS: 100

>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.

Mandate, however many beds are needed for the migrants

1. Continue to fish more fish

2. continue practicing spearwork

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2148cd No.42220

Dice rollRolled 92, 27 = 119 (2d100)

>>42166

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer, Talented Diagnoser, Skilled Bone Doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -1

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Keep treating Regur, Go out searching for supplies so i can help keep treating him

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e48f7f No.42233

>Fortress Name:

Narâg-Zirak

>Date:

14th Hematite (Summer)

>Inhabitants:

8 (you) + 1 furnace operator (skilled), 1 brewer/cook (adequate), 1 marksdwarf (novice), 1 cheese maker (talented), 1 leatherworker (novice), 1 dwarven child (cannot work)

>Rooms:

- 2F: Thunli Drinkysmashy's room (Fine, 3/5 engravings), Goden's room (Fine, 2/4 engravings), Goden's office (Fine)

- 1F: 1 smokehouse, 1 medium farm (none planted), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)

- B1: 1 up/down staircase, 1 full medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 1 medium workshop room (room for 4), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), empty bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Regular, 1/1 engraving), Yadmerlum Barbedfall's room (Meager), Marin Irondweller's room (xMeagerx) 1 huge hexagonal room, 1 medium dining hall

- B2: 1 up/down staircase, some ugly tunnels

>Food:

3 meat, 26 fish, 21 plant, 17 drink, 16 seeds, 1 smoked fish, 12 yak cheese

>Tools:

3 buckets, 0 splint, 1 crutches, 1 bronze pickaxe

>Furniture:

2 tables, wolf trophy

>Weapons/armor:

1 wolf leather armor, 2 grizzly bear leather armor

>Other supplies:

5 limestone mechanisms, 3 orthoclase amulets

>Wood:

2

>Stone:

15 limestone, 14 orthoclase, 2 microcline, 5 schist, 2 gypsum

>Fuel:

4 bituminous coal, 2 lignite

>Ores:

None

>Bars:

11 iron bars, 11 bronze bars, 12 copper bars, 5 silver bars, 2 lead bars

>Gems:

1 jasper opal, 1 grey chalcedony, 4 citrine, 2 red spinels

>Animals:

2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (male), 1 yak calf(female), 1 rooster, 1 hen, 1 guineacock, 1 cavy sow, 1 water buffalo calf (male), 1 sheep (male)

>Defenses:

Limestone Drawbridge (50 HP), Limestone Sentry Tower (75 HP), Mancatcher Trap (Entrance), Ballista (Entrance), Large Limestone Door (Entrance) (30 HP)

>>42168

You make one bed. It's kinda ugly but it's a bed.

Crop planting goes a bit better, you're able to plant 7 seeds. Gain Novice Farmer.

>>42175

You're able to fill the rest of the farm with crops. They'll be ready on the first week of next month. Gain Novice Farmer.

>>42192

You're only able to make one bed. It's pretty average really. You're out of wood, however.

>>42193

Dishman's pickaxe has been at work almost constantly, so it is obviously evident that it bears signs of wear from labor. You also notice what looks to be grey dust on the pickaxe. Limestone, perhaps? The rubble in Regur's room is the same color…

You also notice that the notches on the wall are expertly carved, and one would need a good quality tool along with knowledge in order to mine this cleanly…

>>42207

Your left arm is also now in a splint, and will heal in 3 turns. Also gain 2 HP from resting (HP should be at 4)

>>42220

You're unsure of how many migrants are coming, therefore you can't really say how many beds you'll need.

You catch 12 more fish for the fortress. Fish and chips becomes the fortress's signature food. Gain Accomplished Fisherdwarf.

Your spearwork goes satisfactorily, though you're fairly worn out by it all and can't seem to get in as much training as you'd like. Gain Competent Speardwarf.

>>42220

You find a good log to make a splint out of and tend to Regur's other arm. It's good enough, but not great work. Gain talented bone doctor (also you have two bone doctor skills listed, please fix)

Your furnace operator smelts 3 copper bars. There's nothing else to smelt.

Your brewer/cook makes 7 drinks.

Your marksdwarf is on standby.

Your cheese maker makes 4 yak cheeses.

Your dwarven child plays make-believe.

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e48f7f No.42234

>>42233

Also forgot to change but wood is now at 0

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89e071 No.42235

Dice rollRolled 47, 68 = 115 (2d100)

>>42233

NAME: Dishman Olonurist

AGE: 120

GENDER: Male

FLUFF: Dishman is a miner. His pappy was a miner, and his grandpappy was a miner. Now Dishman might not be the sharpest pick in the bunch but he has the experience of his ancestors for mining. Dishman also has a condition the doc called 'unable to give a fuck'

STATS:

-Physical Stats

Strength: 5

Dexterity: 2

Agility: 4

Endurance: 5

Fortitude: 6

-Mental Stats

Intelligence: 1

Wisdom: 10

Innovation: 2

Willpower: 10

Charisma: 1

HEALTH: 16

SKILLS: Expert Miner, Adequate Engraver, Novice Mason, Novice Farmer

MORALE: 0 (-1 in 0/3 turns)

INVENTORY: Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades

Bronze Pick

COINS: 100

BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone

1&2. Fix those shitty rooms and hallways on floor B2.

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540fb3 No.42237

>>42233

AME: Thunli Drinkysmashy

AGE: 48

GENDER: Male

FLUFF: https://pastebin.com/Y2gM88M8

>>STATS:

>Physical Stats

Strength: 7

Dexterity: 5 (2.5 until arm healed)

Agility: 1

Endurance: 5

Fortitude: 5

>Mental Stats

Intelligence: 5

Wisdom: 5

Innovation: 4

Willpower: 3

Charisma: 3

HEALTH: 15

SKILLS: Talented Axedwarf, Dabbling Speardwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Competant Brewing, Adequate Stonecrafting, Dabbling Engraver.

MORALE: 4

INVENTORY: Bronze Axe, Bronze Chestplate, Bronze Greaves, Iron Gauntlets, Bronze Helm, Bronze Boots, Silver Spear, Copper Shield

COINS: 100

BONUS: The Veteran - You've gone halfway across the world and seen just about everything - hellish beasts, the living dead, goblin hordes and more. You do not feel fear when confronted by overwhelming numbers and horrific abominations, and will not take any penalties from that sort of thing regardless of willpower.

> Wounds: broken left arm (dexterity halved + -10 to actions involving that arm until arm heals). Arm in 1 turn.

1/2. Gather some strong men, we have a attempted murderer. We must come in the night, when Dishman is sleeping, and interrogate him.

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540fb3 No.42238

Dice rollRolled 64, 63 = 127 (2d100)

>>42237

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b3e210 No.42241

Dice rollRolled 97, 15 = 112 (2d100)

>>42233

NAME: Marin Irondweller

AGE:110

GENDER:Male

FLUFF: >>41904

STATS:

-Physical Stats

Strength 7

Dexterity 7

Agility 5

Endurance 8

Fortitude 3

-Mental Stats

Intelligence 6

Wisdom 4

Innovation 8

Willpower 6

Charisma 2

HEALTH: 13

SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Skilled Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf, Dabbling Mason

MORALE: 0 (The overall happiness of your dwarf. Scales between -10 (Miserable) to 10 (Blissful). A morale of 8-10 will give a bonus to rolls, however having morale from -6 to -9 will give a penalty to rolls and having a morale of -10 will lead to your dwarf going insane. Having a high willpower will stop the onset of insanity for a few turns, but if your mood remains at -10 for too long you will still go insane and likely die)

INVENTORY: Bronze blacksmith's hammer

COINS: 100

BONUS: Arms Dealer - You are more skilled than most at making weapons, armor, metal crossbows, etc., and as such you get a boost to actions involving the creation of such items.

Out of wood….. Don't have enough metal to make metal frames….. I'm not chopping wood. I may be an exile but I'm not a peasant damn it.

I can however make some axes

1. Make a couple woodsman axes

2. Make myself a good pickaxe as well. I will need to mine some damn ore myself if I ever wanna make something good these other dwarves kinda suck at mining.

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cb6959 No.42242

Dice rollRolled 56, 76 = 132 (2d100)

NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)

AGE: 37

GENDER: Male

-Physical Stats

Strength 2

Dexterity 2

Agility 4

Endurance 10

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 8

Innovation 10

Willpower 1

Charisma 1

HEALTH: 20

SKILLS: Talented Recordkeeper, Competent Organizer, Talented Engraver, Adequate Stonecrafter, Novice Farmer, Novice Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter

MORALE: 5

INVENTORY: Engraver's Tools, superior bronze pickaxe, leather greaves, leather boots, wolf leather armor

COINS: 100

BONUS: Artistic - You have a knack for arts and crafts, and as such you gain a bonus on actions regarding crafting (as defined in the Dwarf Fortress skill list).

Actions

1. Make a silver tower model in honor of my god the tower of nourishing

2. switch out my pickaxe with Thunli's axe(got permission) and take the crossbow dwarf to guard me while i chop wood for the fort.

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2148cd No.42243

Dice rollRolled 76, 14 = 90 (2d100)

>>42233

NAME: Yadmerlum Barbedfall

AGE: 100

GENDER: Male

FLUFF: Yadmerlum comes from a long line of farmers, alas he did not want to be like his family and thus studied the arts of healing. Now that he has mastered the art, he joins the fort to help everyone to the best of his ability

STATS: (see stat rolling, below)

-Physical Stats

Strength 1

Dexterity 1

Agility 1

Endurance 9

Fortitude 10

-Mental Stats

Intelligence 10

Wisdom 5

Innovation 5

Willpower 5

Charisma 1

HEALTH: 19 (+Fortitude stat)

SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, novice farmer, Talented Diagnoser, Talented bone doctor

Bonus: You have been trained in the mountainhomes to treat dwarven illnesses and injuries and thus know more than others about how to do so. Gain a bonus on all medical actions

MORALE: -1

INVENTORY: Dwarven first aid kit (uses remaining: 3) 3 rope reeds 2 bundles of medicinal herbs and 3 longland wheat

COINS: 100

Action 1-2: Keep treating Regur, Go out searching for supplies so i can help keep treating him

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