601991 No.40991 [Last50 Posts]
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!
____________________________
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.40995
| Rolled 4, 3, 1, 2, 5, 1, 4, 3, 2, 1, 5, 5, 2, 5, 2, 3 = 48 (16d5) |
rolls for dwarf
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.40998
Almost forgot to mention, stats cap at 10
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.40999
| Rolled 3, 2, 3, 4, 1, 1, 5, 4, 4, 4, 1, 5, 4, 3, 2, 5 = 51 (16d5) |
What does it mean for each number in a stat.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41000
| Rolled 2, 1, 4, 1, 5, 1, 5, 3, 1, 5, 2, 2, 3, 5, 5, 2 = 47 (16d5) |
1-8 PHYSICAL
9-16 MENTAL
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41001
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 16
SKILLS:
MORALE:
INVENTORY:
COINS: 100
BONUS:
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41003
| Rolled 5, 1, 5, 2, 5, 1, 1, 5, 3, 1, 4, 3, 3, 2, 1, 3 = 45 (16d5) |
1-8: Physical
9-16: Mental
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41004
| Rolled 4, 4, 4, 4, 2, 1, 2, 1, 4, 5, 3, 4, 1, 1, 5, 1 = 46 (16d5) |
>>40991
1-8. Physical
9-16. Mental
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41005
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: (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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41006
>>41005
>>40991
Oh yeah, fort name: Wheel of Sorrow
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41007
| Rolled 4, 1, 3, 1, 3, 3, 5, 1, 3, 2, 2, 3, 1, 1, 1, 1 = 35 (16d5) |
It's time.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41008
| Rolled 1, 2, 1, 3, 5, 2, 5, 4, 3, 2, 1, 3, 5, 1, 4, 1 = 43 (16d5) |
>>41007
>Almost half of my rolls are one
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41009
>>41008
Whoops. Didn't mean to roll again.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41013
>>40991
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS:
MORALE: 0
INVENTORY:
COINS: 100
BONUS:
PROPOSED NAME OF FORTRESS: Narâg-Zirak
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41014
| Rolled 1, 5, 2, 2, 5, 4, 4, 4 = 27 (8d5) |
>>40991
rollin
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41015
| Rolled 4, 4, 4, 3, 2, 1, 2, 3 = 23 (8d5) |
>>41014
roll
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41016
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
SKILLS:
MORALE: 0
INVENTORY:
COINS: 100
BONUS: Zaludmomuz (FutureCrypt)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41017
>>41001
Fort Name: Råshrakust
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41023
| Rolled 5, 2, 4, 1, 3, 3, 3, 4, 1, 2, 4, 2, 4, 2, 5, 2 = 47 (16d5) |
1-8 physical
9-16 mental
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41025
>>40991
>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 4
>Dexterity 4
>Agility 10
>Endurance 4
>Fortitude 3
>-Mental Stats
>Intelligence 6
>Wisdom 6
>Innovation 4
>Willpower 4
>Charisma 2
>HEALTH: 13
>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: Kuthdêngtobul (AccidentCanyon)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41028
NAME: Goden Kodordolush Nekutishennazomlegon Lumnum (Goden Dawnborn the Secretive Passionate Dream-wanderer of Labyrinths)
AGE: 58
GENDER: Male
FLUFF: He has a narrow square chin, his very-long hair is neatly combed, his sideburns are clean-shaven, his very long mustache is double braided, his lips are thin, he has a very deep voice, his nose is slightly upturned, his splayed ears have great swinging lobes, his slightly wide-set eyes are gold, his body is broad, his hair is russet, his skin is pale chestnut.
Has a calm demeanor, is absolutely unfazed by the opinions of others, feels strong urges and seeks short-term rewards, does not actively seek friendships and is incredibly distant and reserved, prefers to be alone, is constantly active and energetic, is bored by reality and has a wonderful imagination, can easily become absorbed in art and the beauty of the natural world, is incredibly frank and candid in dealings with others, would never deny his own needs just to compromise with somebody else, loves to make lists and keep schedules, constantly strives for perfection, rarely completes tasks and is often overcome by distractions.
Believes that the creation and appreciation of artwork is one of the highest ideals, believes truth is inviolable regardless of the cost, feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect, believes that mastery of a skill is one of the highest pursuits, believes perseverance is one of the greatest qualities somebody can have, finds the quest for knowledge to be of the very highest value, holds craftsdwarfship to be of the highest ideals and celebrates talented artisans and their masterworks, sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such, thinks the world should be engaged in perpetual warfare, treasures independence, is greatly disturbed by quiet and a peaceful existence, can't fathom why anyone would want to live in an orderly and harmonious society, sees the denial of impulses as a vain and foolish pursuit, respects power, finds romance distasteful, he sees life as unfair and doesn't mind it that way, values hard work, does not respect the law, finds nature disturbing, does not really value cunning and guile, doesn't care very much about decorum, doesn't have any strong feelings about being stoic, doesn't think one way or the other about leisure time, does not care about family one way or another, doesn't particularly value loyalty, and doesn't particularly respect commerce. Goden likes giant cuttlefish for their ability to change color.
Goden is a dwarf that is constantly in his own imagination and will only come out of it (relatively) when he needs to perform the bare minimum amount of social interaction needed in order to supply whatever pursuit he is interested in at the moment. Regardless of his self discipline and short attention span he loves making lists and sheets that while he will almost never follow for others he actually makes a good organizer and accountant. Goden almost never goes outside as he finds the twisting paths of a fortress with its engraved walls (Much done by him) and its legendary quality statues to be the pinacle of life. Goden can theoretically do anything and probably has attempted to do it generally with a fair amount of success. however with his complete abandonment of whatever pursuit he does most skills he has attained have become very rusty. The only exception to this is his artistic skills especially engraving, his thinking and scholarly skills, and his well known ability for biting, wrestling to escape confinement, and using the most random of things for weapons. Goden joined the expedition not because he was willing at first, but because others were tired of his presence, although after throwing a tantrum and flooding half of the fortress he was very willing to leave.
-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:
MORALE: 0
INVENTORY:
COINS: 100
BONUS:
Fortress name: Rabnisun (glowing-warning)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41035
| Rolled 2 (1d6) |
Officially starting the game, new players can always join with no penalty as migrants. Dara I'll be sure to get you too
>>41001
HEALTH: 16
WOUNDS: Missing Left Hand
SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Although your combat skills are a bit…rusty in your old age and because you're missing a hand, you have become more adept at entering martial trances, being able to use them for longer than usual. This will give a bonus to your combat rolls when fighting more than one enemy while it is in effect, although it only lasts for a few turns equal to half your endurance level rounded down, after which you become tired. However, because of your penchant for the art you can do it twice as long.
>>41005
HEALTH: 16
SKILLS: Proficient Miner, Adequate Engraver, Novice Mason
MORALE: 0
INVENTORY: Bronze Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.
>>41013
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter
MORALE: 0
INVENTORY: Bronze Axe
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.
>>41016
HEALTH: 20
WOUNDS: Missing eye, 3 missing toes
SKILLS: Proficient Hammerdwarf, Skilled Armor User, Novice Dodger, Adequate Shield User
MORALE: 0
INVENTORY:
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.
>>41025
HEALTH: 13
SKILLS: Proficient Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
MORALE: 0
INVENTORY: Wooden Fishing Pole
COINS: 100
BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.
>>41028
HEALTH: 20
SKILLS: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter
MORALE: 0
INVENTORY:
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).
>>41006
>>41013
>>41016
>>41017
>>41025
>>41028
Rolling for fortress name in this order
-PLEASE DO NOT POST YET-
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41036
FORTRESS STATS:
Name: Narâg-Zirak
Date: 1st Granite (Spring)
Inhabitants: 6 (you)
Rooms: 1 (Wagon, surface)
Supplies: 100 food, 100 drink, 20 seeds, iron anvil, 3 buckets, 3 splints, 3 crutches
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)
Defenses: None
You have arrived at Narâg-Zirak, the promised land where you will be beginning your new lives. Your embark site has a small mountain (8 Z-levels tall) for you to tap into, and a river flowing nearby. There is plenty of topsoil here and no aquifer. The biome is Temperate Broadleaf Forest (Wilderness), so aboveground water will freeze in the wintertime and the savagery level is medium. Nearby civilizations are Fevucata “The Searing Talon” (Elven), Julis (Kobolds), Icenbehal “The Safe Kingdom” (Human), Mato Spostnal “The Wrath of Hailing” (Goblin) and Solamineth from which you came. A caravan from Solamineth is expected to arrive in the Fall. Random events are disabled until Summer hits to give you time to build.
Actions are 2d100. Combat rolls are 1d100.
Strike the earth!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41037
>>41028
Also just realized your mental stats are still off by 1, plz fix
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41038
>>40991
NAME: Doren Uristan (Doren Hearthlights)
AGE: 72 (Adult)
GENDER: MALE
FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.
STATS:
-Physical Stats
Strength: 4
Dexterity: 5
Agility: 4
Endurance: 4
Fortitude: 4
-Mental Stats
Intelligence: 2
Wisdom: 3
Innovation: 4
Willpower: 3
Charisma: 2
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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41039
>>41038
Whoops. Health is 14.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41040
| Rolled 100, 24 = 124 (2d100) |
>>41035
>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
>SKILLS: Proficient Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: 0
>INVENTORY: Wooden Fishing Pole
>COINS: 100
>BONUS: The Unseen - Enemies are less likely to notice you, and you receive a bonus to hiding actions.
1.2. Time to do as a fisherdwarf does, and fish
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41041
| Rolled 11, 31 = 42 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter
MORALE: 0
INVENTORY: Bronze Axe
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.
1. Until such time that a suitable home can be made under the earth, we would prefer to not sleep in the wilds, and our food and goods cannot be exposed to the elements and expected to last. We need shelter, and for that, where the mountain has not yet provided, the trees around shall. (Chop Wood)
2. Use my spare time to assist any of the other dwarfs as they see fit to use me
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41042
Note: new players will normally be statted on the ends of turns but this is an exception because Dara rolled before the start
HEALTH: 14
SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter
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: Craftsman's Tools
COINS: 100
BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.
You can post.
>>41028
Also add Engraver's Tools to your inventory because I didn't give you anything
Go ahead and post
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41045
>>41013
While I'm at it get 1 Bronze Chestplate and 1 Copper Shield
>>41016
Also add 1 Bronze Hammer, 1 Bronze Chestplate and 1 Copper Shield.
That should be everything.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41046
| Rolled 54, 1 = 55 (2d100) |
>>41035
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 16
SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)
WOUNDS: Missing Left Hand
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1. It was a long ride here, and, aye, it'll be much work yet before we manage to get a home safe and secured.
Help start digging a hole into the earth.
2. Stand guard against any particularly dangerous woodland beasts!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41047
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41049
| Rolled 59 (1d100) |
>>41048
+ Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)
+Bronze Sword, Bronze Chestplate
+Martial Trance - Martial Trances last twice as long.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41050
| Rolled 21 (1d100) |
>>41049
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41060
| Rolled 30, 63 = 93 (2d100) |
>>41035
>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.
>MORALE: 0
>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: Act as a guard for the settlement to protect his fellow dwarves while they set up camp.
2: Begin chopping down trees to gather wood for construction
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41062
>>41045
INVENTORY: Bronze Axe, Bronze Chestplate, Copper Shield
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
70acc6 No.41063
| Rolled 16, 26 = 42 (2d100) |
>>41042
▶Dara (You) 08/02/17 (Wed) 01:24:57 29e315 No.41038>>41039
File (hide): 3cdbe41454eb949⋯.jpg (211.41 KB, 1593x1061, 1593:1061, IMG_2632.JPG) (h) (u)
File (hide): 0f7bf5cf7f69996⋯.jpg (319.97 KB, 774x1031, 774:1031, IMG_2633.JPG) (h) (u)
>>40991 (OP)
NAME: Doren Uristan (Doren Hearthlights)
AGE: 72 (Adult)
GENDER: MALE
FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.
STATS:
-Physical Stats
Strength: 4
Dexterity: 5
Agility: 4
Endurance: 4
Fortitude: 4
-Mental Stats
Intelligence: 2
Wisdom: 3
Innovation: 4
Willpower: 3
Charisma: 2
HEALTH: 14
SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter
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: Craftsman's Tools
COINS: 100
BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.
1/2. I can't wait to get underground again. This fresh air is biting at my nostrils. I will help to dig into the mountain, using whatever tools I can find. Failing that, I'll use my hands.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
70acc6 No.41064
>>41063
>That first part of the post
That's what I get for being a disgusting phoneposter.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41065
>>41064
get a computer you potato farmer
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41071
>>41065
I have one. It just hates posting on 8chan.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41072
| Rolled 19, 64 = 83 (2d100) |
>>41035
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: Proficient Miner, Adequate Engraver, Novice 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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.
1&2. Start mining into the mountain side to get a nice starting area and a cave roof over our heads.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41076
| Rolled 62, 40 = 102 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter
MORALE: 0
INVENTORY: Engraver's Tools
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).
1. Begin building crafting stations in one of the fortress rooms.
2. start a plump helmet farm inside one of the rooms
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41080
I just noticed, but I typoed on the roll chart, 11-30 is a fail, not 11-20. But since I messed up it'll be 11-20 for THIS TURN ONLY. Also note that the pic is just your fort's layout and is not meant to be an actual map with accurate distances and all that
FORTRESS STATS:
Name: Narâg-Zirak
Date: 7th Granite (Spring)
Inhabitants: 7 (you)
Rooms: 1 (Wagon, surface), 1 medium empty room, 1 small empty room (inside mountain, 1F)
Supplies: 88 food, 73 drink, 15 seeds, iron anvil, 3 buckets, 3 splints, 3 crutches, 3 wood, 3 limestone
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)
Defenses: None
>>41040
You not only catch some fish (+5 food) but also hooked an artifact lying at the bottom of the river! It is identified as 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.
You've found your first artifact! It will undoubtedly be of great use to you. Also raise your Fishing skill to Adept as a result of this.
>>41041
You pick up your axe and start getting PTSD flashbacks, after which you decide it's probably a better idea to do that another time.
So instead you help Dishman the miner dig out lodgings, and between you, Dishman, Doren and Irori you manage to dig out two small rooms and one medium room from the loam, good enough to start a base in.
>>41046
On your patrols outside, you are startled by a loud noise. It's a grizzly bear, and it's eating your supplies! It attacks upon discovering you, tearing into you for 4 damage. However, you stab into it, making it roar in pain, and it decides to make a run for it, your martial trance scaring away the hulking beast, for now. Upon returning to assess the damage you realize that it had already devoured quite a bit of your camel tripe and sheep sweetbread. (-10 food). Even worse, two barrels of fine dwarven beer were busted open, their contents left to soak into the earth. (-20 drink). Better move your stuff inside, unless you want it to come back.
>>41060
It was a relatively peaceful patrol. You hear a bear roar and a dwarf scream, but you can't seem to find the bear. You do realize that something broke into your wagon and made a mess of the place though. (See Jaundice's update)
You find Thunli's axe lying around, and decide to use it to chop down some trees. You're still a bit untrained in chopping wood, finding it much different than swinging your hammer, but your strength is still enough to cut down a few trees and get 3 wood.
(Add Dabbling Woodcutter to your skills)
>>41063
You find that you're not a whole lot of help digging, being that there's only one pick and two dwarves working on the project. However, you manage to haul the various rocks and rubble, which does help out. You manage to collect the 3 limestone from their efforts and put it in the stockpile. By the time you're done, you have 2 small rooms and 1 medium room situated cozily inside the mountain. (Add dabbling miner to skills)
>>41072
You get your trusty pick and get to mining, Doren, Thunli and Irori helping out as well. Between the four of you you're able to clear out a medium-sized room and two small rooms. You find 3 limestone there as well, which is hauled back to the wagon. Pappy taught you that that there's a flux stone, and that'll be good for makin' steel, if you can find any iron and coal.
>>41076
You get to work on building a craftsdwarf's workshop made of limestone. You made good progress, and it should be finished soon. (Progress: 3/4)
You also spend your week planting plump helmets. You don't know much about farming, but you know that you put seeds in soil and they will eventually grow. Still, the work is exhausting, since you're not used to this kind of labor. You manage to make a Small Farm in one of the small rooms. The seeds will be fully grown in the summer. (-5 seeds) (Add Dabbling Farmer to your skills)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41091
| Rolled 17, 72 = 89 (2d100) |
>>41080
>>41080
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter
MORALE: 0
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. With the bear having eaten some of our precious food, we'd be prudent to find more. I shall hunt for all manner of small game to replenish our food stores.
2. To store the meat for long periods of time we must smoke it, to smoke it we'll need a smoking lodge, and for that we'll need wood. I shall chop wood and began work on the lodge.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41092
| Rolled 61, 47 = 108 (2d100) |
>>41080
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: Proficient Miner, Adequate Engraver, Novice 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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.
1&2. Mine a bit more forward and start on a central up/down staircase.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41093
| Rolled 64, 70 = 134 (2d100) |
>>41080
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.
>MORALE: 0
>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 looks upon the spilt cask of ale as a tear crawls forth from his eye. This is perhaps one of the greatest crimes that can be done to a dwarf and he will not stand for it. He grabs his hammer and shield and tracks down the bear. Narâg-Zirak will have vengeance this day!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41094
| Rolled 89, 85 = 174 (2d100) |
>>41093
Combat
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41095
| Rolled 13 + 10 (1d100) |
>>41094
Fucking dumb fixing it wasted good rolls
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41097
| Rolled 5 (1d100) |
>>41094
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41102
| Rolled 26, 40 = 66 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer
MORALE: 0
INVENTORY: Engraver's Tools
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).
1. Finish the craftsdwarf's workshop 3/4
2. designate the new northern room as the store room, haul all the supplies to the storeroom, and disassemble the cart and split casks for wood as well.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41108
| Rolled 66, 33 = 99 (2d100) |
>>41080
>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
>SKILLS: Proficient Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: 0
>INVENTORY: Wooden Fishing Pole
+ 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. I am a Dwarf and I'm fishing a Fish
2. Clean the fish and prepare them to be actual food
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
709ee3 No.41109
| Rolled 94, 22 = 116 (2d100) |
>>41080
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 12
SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)
WOUNDS: Missing Left Hand
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1. Bugger.
Well, the bear will be back soon enough. We'll 4rhave to move our things inside, beneath the rearth. Get to doing that.
2. Get some first aid for my bear wounds.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41115
| Rolled 4, 1, 5, 4, 1, 3, 5, 2, 4, 5, 5, 5, 4, 1, 3, 5 = 57 (16d5) |
Doing rollz
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41137
FORTRESS STATS:
Name: Narâg-Zirak
Date: 14th Granite (Spring)
Inhabitants: 7 (you)
Rooms:
1F: 1 smokehouse, 1 up-down starecase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full)
Supplies: 30 meat, 30 fish, 40 plant, 65 drink, 15 seeds, iron anvil, 3 buckets, 3 splints, 3 crutches, 3 wood, 5 limestone, 1 jasper opal
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)
Defenses: None
>>41091
You find it a bit hard to hunt without a bow or crossbow…everything just keeps running away and your little old legs just can't keep up. However you're able to set up a basic smoking lodge in one of the rooms Dishman was able to dig out. You think you might be able to cook some meals with this.
>>41092
You mine a medium room, which Goden quickly turns into a storehouse, an up-down staircase giving you access to the second floor of the mountain and the first underground level, and a small room for Thunli to set up his smoking lodge in as well. You find 5 limestone and 1 jasper opal as you mine.
>>41093
Before long you spot the bear who had so foolishly invaded your camp, still licking its wounds from Irori's encounter from it. It eventually falls asleep, at which point you sneak over and give it a quick and hard thwack on the head with your hammer, cracking through the skull and sending a spurt of grey matter and blood flying out. The grizzly bear has been struck down. Gain 1 grizzly bear corpse and add Dabbling Ambusher to your skill list.
You are exhilarated from your victory! Gain 1 morale.
>>41102
It's nothing special, but you're able to scrape together a craftsdwarf's workshop in one of the rooms. You can use this to craft things out of various materials, such as wood, stone, bones and the like. You're also able to create a good-sized storeroom which should be sufficient for a while.
>>41108
The artifact pole works like a charm, you feel as though fish are drawn right to it! Gain 10 fish meat.
Also fish cleaning is a free action so gain another action next turn. You can either keep the roll or try again, but if you try again you have to accept that result. Note that this has to be a separate action, you can't use this in combined rolls
You feel exceptionally lucky lately, like everything is going your way. Gain 3 morale for getting triple dubs.
>Also remember your fishing skill is Adept from last turn
>>41109
The stuff is already moved, so you get another action to spend next turn. You can either take the roll result or try and roll higher, but if you roll again you have to accept that result. This action can't be combined with other actions.
As for the first aid, you can't really figure out how to wrap your wound - it just keeps falling off. Additionally you aren't sure if there are any medicinal herbs around here. The good news is that it's just a flesh wound and will likely heal on its own over time. (Gain 1 HP/turn as long as it's peaceful)
>All of you are starting to feel sick of sleeping in the dirt and mud. You might want to get some proper beds soon before your morale starts taking a hit.
>>41115
I'll get you next turn assuming you're not just gonna leave your char hanging in purgatory forever
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41139
| Rolled 23, 44, 69 = 136 (3d100) |
>>41137
>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
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: 0
>INVENTORY: Wooden Fishing Pole
+ 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 I wish
2. I get my Fish
3. A nice big fish, so juicy sweeeeeet
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41140
| Rolled 60, 9 = 69 (2d100) |
>>41137
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: Proficient Miner, Adequate Engraver, Novice 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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.
1&2. Expand the room for the farms.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41142
| Rolled 2, 1, 3, 2, 2, 1, 4, 5 = 20 (8d5) |
>>40991
Rolling stat-set 1
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41143
| Rolled 3, 2, 4, 4, 3, 4, 4, 2 = 26 (8d5) |
>>41142
Rolling stat-set 2
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41144
>>41142
>>41143
NAME: Glauri Glassbeard
AGE: 129
GENDER: Male
FLUFF: Early in life a fisherdwarf, Glauri's career as a fisherdwarf ended when he suffered a devastating injury, after which he had to spend nearly a year in traction, ultimately learning glass-making to re-enter productive society. While he was skilled at glass making and it was profitable, it fundamentally bored him, and only a few decades later he sold the glasswares workshop to become a machinist, for sieges and dungeon traps had always fascinated him. Glauri considered machinist his true purpose in life and enjoyed a long steady career as a fort's machine-dwarf, ultimately marrying Sturla Beautyneck and having 2 children, both sons, Snor and Bragi. Tragedy was to befall him, Sturla dying at only 74 years old, and Snor and Bragi dying at only 52 and 54 years old, leaving Glauri the only living family member, and having to bury both his own sons, Snor dying of war injuries and Bragi killed when a catapult shot glanced off a mountainside and caused a giant rock to fall. Unable to find meaning in his work after the death of both his sons in so short a time, Glauri sold his workshop (except his personal tools), donned a suit of armor, and armed with sword and a bag of supplies and tools, walked out the front door of the fortress he previously lived in, about 2 years before turn 1 of this game, arriving at the fortress the game takes place in as a migrant.
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: Fisherdwarf (very rusty), Glass-dwarf (proficient), Machine-dwarf (expert) Swordsdwarf (novice) Armor-wearing (novice), Consoling (journeyman)
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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41151
| Rolled 92, 11 = 103 (2d100) |
>>41137
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
>MORALE: 1
>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: Regur drags the bear corpse into the supply room, he then proceeds to attempt to skin the bear for it fur leaving the meat with the rest of the foods for a more competent cook dwarf to deal with.
2: If no other pickaxe is in use then Regur gets to work literally carving out a hole in a wall to claim as his room. And if there is no pick available he'll just do it with his hands.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41153
| Rolled 82, 46 = 128 (2d100) |
>>41137
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 13
SKILLS: Talented Swordsdwarf (Rusty), Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)
WOUNDS: Missing Left Hand
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
EXTRA ACTION: 93
There's a nice, peaceful lull. Practice my swordsmanship– it's terribly rusty.
1. Help build some beds with the lumber we've acquired thus far.
2. Matter of fact, help cut down some trees in general. Or at least help to move the logs!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41154
| Rolled 1, 2, 4, 4, 2, 1, 5, 2, 2, 2, 4, 4, 4, 2, 5, 3 = 47 (16d5) |
>>41115
NAME: Thorgar Stonehand
AGE: 98
GENDER: Male
FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.
STATS: (see stat rolling, below)
-Physical Stats
Strength 9
Dexterity 3
Agility 1
Endurance 7
Fortitude 5
-Mental Stats
Intelligence
Wisdom 7
Innovation 10
Willpower 10
Charisma 5
HEALTH: 15 (+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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41187
| Rolled 12, 19 = 31 (2d100) |
>>41137
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter
MORALE: 0
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. I've got fish to smoke, so I'll take some of the fish and smoke them.
2. After that I shall work the earth already set aside, making it into the first farm in our fortress. It shall be underground and consist of the mushrooms we love so dear, with which we flavor our beer, which gets stuck in our beards, so to get the dear beard beer for all to hear and jeer we must have mushrooms near and away from the steers which might feast upon our new crops this year, so to keep the steers away from the mushrooms for the beard beer we hold so dear the mushrooms shall be reared in a cave near.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41226
| Rolled 5, 62 = 67 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer
MORALE: 0
INVENTORY: Engraver's Tools
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).
1. Make engravings in the main room
2. Build a drawbridge for the entrance.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41228
FORTRESS STATS:
Name: Narâg-Zirak
Date: 21st Granite (Spring)
Inhabitants: 9 (you)
Rooms:
1F: 1 smokehouse, 1 medium farm (10 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full)
Food: 37 meat, 35 fish, 37 plant, 65 drink, 16 seeds
Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 7 wood, 8 limestone, 2 malachite, 1 jasper opal, 1 grizzly bear pelt, 1 grizzly bear trophy, 2 beds
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)
Defenses: None
>>41139
Your fishing goes fairly well. Gain another 8 fish for the food piles.
>>41140
You dig and toil and the room that the farm is in is expanded. Gain Dabbling Farmer for getting your hands dirty in here. 3 limestone and 2 malachite are also found.
>>41151
You skin the bear and take its meat, putting it into a barrel to be cooked later. Gain 10 meat, 1 bear pelt, 1 bear trophy and the Dabbling Leatherworker skill. Sadly, the pickaxe is in use, and you do little more than break a nail on the rocks when trying to dig by yourself.
>>41153
You get to swinging your sword on a practice tree, and it all starts coming back to you. You feel more than confident in your abilities with the blade, shaking off the rust and raising your swordsdwarf skill to Adept.
You manage to build two simple but sturdy beds out of the materials you found. Work would probably go faster if you had a carpenter's workshop, however. You can place the beds in any empty room, either making a dormitory which multiple dwarves can sleep in or an individual bedroom that can only have one bed. Having individual bedrooms will make occupants happy. Gain the Dabbling Carpenter skill.
You also borrow Thunli's axe to chop some trees, gaining 4 more wood. Gain Dabbling Woodcutter.
>>41187
The smoker seems to be broken down. You manage to fix the problem, but it took the whole week to do so.
You spill a bag of seeds when trying to farm, and have to pick every one of them up.
>>41226
You try to engrave a picture of a dwarf on the wall, but it looks goofy and the ears are pointed, making it look like a dwelf. Lose 1 morale from getting made fun of all the time because of it.
Your drawbridge goes a bit better, however. You're a bit unsure of how it works and you think it will need mechanisms to work properly, but you get to designing the new bridge. (Building design progress: 2/4). Gain the Dabbling Building Designer skill.
-Some migrants have arrived!-
>>41144
HEALTH: 15
SKILLS: Skilled Glassmaker, Proficient Mechanic, Novice Swordsdwarf, Novice Armor User, Adequate Consoler
MORALE: 0
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools
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.
>>41154
HEALTH: 15 (+Fortitude stat)
SKILLS: Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer
MORALE: 0
INVENTORY: Farmer's Tools
COINS: 100
BONUS: Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41229
| Rolled 54, 59 = 113 (2d100) |
>>41228
>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
>>MORALE: 1
>>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:Regur takes one of the pickaxes and sets to work digging out a room for himself.
2: He then hangs the Bear trophy above the front door of the fort.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41230
| Rolled 33, 73 = 106 (2d100) |
>>41144
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: 0
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools
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. Temporarily claim 1 bed and sleep in it.
2. Make limestone mechanisms.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41234
| Rolled 36, 89 = 125 (2d100) |
>>41228
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 14
SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Dabbling Carpenter, Dabbling Woodcutter
WOUNDS: Missing Left Hand
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1. Help cut some trees and collect some lumber.
2. Construct a Carpenter's Workshop, so we can get to making some proper carpentry.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41240
| Rolled 75, 39 = 114 (2d100) |
>>41228
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: Proficient Miner, Adequate Engraver, Novice Mason, Dabbling Farmer
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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone.
1&2. Expand floor -1 (entrance level being 0) with some rooms for people to use.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41250
| Rolled 32, 97 = 129 (2d100) |
>>41228
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter
MORALE: 0
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. Well, lets try to smoke some fish once again.
2. After that, maybe I'll try my luck in the old dwarven profession of mining, I shall dig a exploratory tunnel down in search of precious minerals and iron!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41281
| Rolled 49, 14 = 63 (2d100) |
>>41228
NAME: Thorgar Stonehand
AGE: 98
GENDER: Male
FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.
STATS: (see stat rolling, below)
-Physical Stats
Strength 9
Dexterity 3
Agility 1
Endurance 7
Fortitude 5
-Mental Stats
Intelligence
Wisdom 7
Innovation 10
Willpower 10
Charisma 5
HEALTH: 15
SKILLS: (Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer)
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: (Farmer's Tools)
COINS: 100
BONUS:Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.
Action 1-2: Tend to crops
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5ac97f No.41291
| Rolled 87, 74 = 161 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer
MORALE: -1
INVENTORY: Engraver's Tools
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).
1. Make metal tools such as pickaxes, axes, etc.. (did not get a response on if the 97 on finding metal was enough for me to start making metal tools to save time)
2. finish drawbridge design 2/4
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41298
| Rolled 50, 71 = 121 (2d100) |
>>41228
NAME: Doren Uristan (Doren Hearthlights)
AGE: 72 (Adult)
GENDER: MALE
FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.
STATS:
-Physical Stats
Strength: 4
Dexterity: 5
Agility: 4
Endurance: 4
Fortitude: 4
-Mental Stats
Intelligence: 2
Wisdom: 3
Innovation: 4
Willpower: 3
Charisma: 2
HEALTH: 14
SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter
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: Craftsman's Tools
COINS: 100
BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.
1/2. I'm not miner, but you need metal to make tools. I'll see if I can't dig a little tunnel, diagonally downwards with whatever I can find, and see if I can't come across some quality metals.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41317
FORTRESS STATS:
Name: Narâg-Zirak
Date: 28th Granite (Spring)
Inhabitants: 9 (you)
Rooms:
1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), bridge (entrance), mounted grizzly bear trophy (entrance) (+1 morale boost for 3 turns)
B1: Regur Thorekdar's bedroom (Meager), 1 medium workshop room (Carpenter's workshop
Food: 33 meat, 29 fish, 34 plant, 56 drink, 18 seeds, 3 smoked fish
Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bed (claimed by Dafty)
Materials: 7 wood, 9 limestone, 5 malachite, 1 cassiterite, 1 hematite, 2 bituminous coal, 1 citrine, 1 jasper opal
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female)
Defenses: None
>>41229
You can't really get Dishman to give the pick for you for too long considering he has his own digging to do but you manage to carve out a small room for yourself nonetheless. Gain one morale for finally having a place of your own here. You feel it could be better, though. Also gain Dabbling Miner.
You also manage to hang the trophy above the fortress entrance. It makes the fort look cool, which gives everyone a temporary morale boost (+1 for 3 turns) while the novelty lasts.
>>41230
You sleep in the bed. Zzzzzzz…
You also take some limestone and make 3 mechanisms.
>>41234
You manage to secure 3 more units of lumber for the glory of the fortress. Raise woodcutter skill to Novice.
You also manage to put together a carpenter's workshop, where you can make things such as furniture and the like much more easily. (-1 limestone)
>>41240
You manage to dig out one medium room in Floor B1 this time…your progress was stymied quite exponentially by all of these other people using your pick. Raise mining skill to Talented.
>>41250
You're able to smoke 4 fish this turn. You eat one and find that it tastes kinda mediocre but it's not inedible and still a step above raw food. Gain Dabbling Cook.
You also grab Dishman's pick and manage to carve out a decent little tunnel, though you're held back quite a bit because people keep taking the pick for themselves. Still, you manage to get some stone and ore out of it (gain 3 limestone, 1 citrine, 3 malachite and 1 cassiterite) and add Novice Miner to your skills.
>>41281
(You left off your intelligence, pls fix)
You manage to plant some plump helmets, filling out the rest of the medium farm. It'll need to be expanded or another farm room will need to be built before you can plant any more. The seeds will be ready at the start of summer. (-5 seeds)
>>41291
>trying to make metal tools without a forge
Also I said this but you get materials at the end of the turn, not in the middle.
You remember that you have ores already (malachite is an ore of copper) but you'll need a forge to be able to make anything useful out of them. So you get to work on making one. You're a bit stymied by the fact that you know nothing whatsoever about smithing, but you manage with a few tips from Doren. (Progress: 3/4)
The bridge part of the drawbridge is also finished, although you'll need to put in mechanisms and make a lever to get it to be an actual drawbridge. Gain dabbling mason.
>>41298
You venture into the depths as well. Because so many people are trying to use the one pick you have, you find it hard to dig on your own but you manage to make a small tunnel where you find 2 limestone, 2 bituminous coal and 1 hematite. Raise mining skill to Dabbling.
Those without beds of their own (everyone except Glitz and Dafty) lose 1 morale
Also feel free to talk to each other in the thread (preferably in character) if you want, this may help with fortress planning and coordination.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41318
| Rolled 73, 23 = 96 (2d100) |
>>41317
NAME: Glauri Glassbeard
AGE: 129
GENDER: Male
Fluff: see >>41144 (You)
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 3 mechanisms
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. Place Mechanisms in the drawbridge.
2. Try to make a rotisserie spindle for the smoker (but don't actually connect it, I'm just making the object).
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41319
| Rolled 100, 44 = 144 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Novice Miner.
MORALE: 0
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. Smoked fish is well and good, but we'll need more then meat to keep our sanity and health up. We'll need crops, and ale. We've got a farm, but we've got no ale, and for that we'll need a brewery. Begin construction of a room to house our still, so that ale may flow from the barrel to the jug to our bearded mouths
2. After that, I shall practice my sparring skills with the local wildlife, surely there is some manner of beast willing to contest their might with a stout dwarf
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41320
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41329
| Rolled 84, 62 = 146 (2d100) |
>>41317
>>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, Dabbling miner.
>>>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: Regur decides that this fort can't properly function with as few tools as it currently has. Without an immediate forge to craft a fine pick of iron he sets to work creating a rudimentary pick for himself using stone and wood.
2:Presuming he finishes his pick he then sets to work with the simple task of mining on the second floor of the fort. Less so in order to create rooms and more so for the ores and stone that he can gather.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41331
| Rolled 23, 48, 66 = 137 (3d100) |
>>41317
>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
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: 0
>INVENTORY: Wooden Fishing Pole
+ 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.
1.2.3. Fishing the Fishy Fish
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41332
| Rolled 26, 91 = 117 (2d100) |
>>41317
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 14
SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Dabbling Carpenter, Novice Woodcutter
WOUNDS: Missing Left Hand
MORALE: -1
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1. Create a bed. My OWN bed.
2. Acquire a few more logs.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41333
| Rolled 1, 96 = 97 (2d100) |
>>41317
NAME: Thorgar Stonehand
AGE: 98
GENDER: Male
FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.
STATS: (see stat rolling, below)
-Physical Stats
Strength 9
Dexterity 3
Agility 1
Endurance 7
Fortitude 5
-Mental Stats
Intelligence 1
Wisdom 7
Innovation 10
Willpower 10
Charisma 5
HEALTH: 15
SKILLS: (Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer)
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: (Farmer's Tools)
COINS: 100
BONUS:Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.
Action 1-2: Harvest wood from the surrounding area
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5ac97f No.41354
| Rolled 91, 47 = 138 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason
MORALE: -1
INVENTORY: Engraver's Tools
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).
1. finish forge 3/4
2. Produce many beds for a barracks (sleep in storeroom) while individual rooms are being mined out.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41356
| Rolled 46, 86 = 132 (2d100) |
>>41317
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: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer
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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone
Don't allow people to use my pick, especially if they are going to make such terrible tunnels.
1&2. Try and salvage the tunnel in B1 that Doren made and make it into a hallway and bedrooms with the best of my ability.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41380
FORTRESS STATS:
Name: Narâg-Zirak
Date: 28th Granite (Spring)
Inhabitants: 9 (you)
Rooms:
1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), bridge (entrance), mounted grizzly bear trophy (entrance) (+1 morale boost for 2 turns), 1 lever (unconnected)
B1: Regur Thorekdar's bedroom (Meager), 1 medium workshop room (Carpenter's workshop, 4 meager bedrooms, Tinanidek Zon Storlut (artifact still), forge
Food: 30 meat, 29 fish, 31 plant, 45 drink, 21 seeds, 3 smoked fish
Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bed (claimed by Dafty)
Materials: 10 wood, 12 limestone, 6 malachite, 3 cassiterite, 2 hematite, 4 bituminous coal, 1 jasper opal, 1 grey chalcedony, 3 orthoclase
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female)
Defenses: None
>>41318
First, in order to connect the mechanisms you have to have a lever to connect them to. You build said lever and get to work on getting the drawbridge connected to it, though it will take a bit more time. (Progress: 3/6)
Your rotisserie wheel is far too blocky to be usable. Plus you're unsure of why a smoker needs a rotisserie wheel considering it already has racks to hang food on.
>>41319
You have been taken by a fey mood! You build Tinanidek Zon Storlut a.k.a. Sneerbrain the Helms of Dimpling, a copper still. All craftsdwarfship is of the highest quality. The still is decorated with grizzly bear bones and encircled with bands of citrine. The still menaces with spikes of wood. On the still is an image of Agoth Massivepink and dwarves in grey chalcedony. The dwarves are gathered around Agoth Massivepink.
This still will give you more drinks than usual when using an action to brew things! Also raise metalsmithing to adequate,
You encounter 2 wolves in the wild. Roll 1d100 for combat.
>>41329
You manage to put together an exceptional limestone pickaxe using one limestone and one wood. It won't be as effective as a metal pick but it'll do. Gain dabbling stonecrafter.
You get to work mining in the second floor of the mountain as soon as this is done, getting 3 limestone, 2 malachite, 1 hematite and 1 bituminous coal. Also gain Novice Miner.
>>41331
You catch 3 fish.
>>41332
Your bed snaps in half when you try to lay on it. You aren't injured, but it certainly is.
You manage to get 5 wood from chopping down trees. Raise novice woodcutter to adequate woodcutter.
>>41333
An ambush! Curse them! 2 goblins pop out of the trees as you cut wood, their weapons seeking blood. Roll 1d100 for combat or to run away (though doing this will draw them into the fortress) If you survive get 6 wood and raise your woodcutting to Dabbling Woodcutter.
>>41354
You've built a masterwork forge. Now you can smelt the ores you've collected. (See DF wiki for ore uses, also keep in mind you'll need coke to operate the forge, you can get this from wood or from coal). You also make 2 fine beds and claim one for yourself. Remove the -1 penalty from last turn, although you don't have the +1 bedroom bonus yet.
>>41356
Other people can no longer use your pick (until you say otherwise). You start salvaging the tunnel, making 4 bedrooms out of it. You still have a way to go before you complete the tunnel renovation. Gain 3 malachite, 1 limestone, 3 orthoclase and 1 grey chalcedony.
>Remember to add the +1 temporary bonus to your morale and -1 for those who don't have a bed yet from last turn if you haven't already done so.
>Your female yak has given birth to a female yak calf.
>You'll want to elect nobles soon. Vote in your post for the following positions: Mayor, broker, captain of the guard, manager and recordkeeper. Do not vote for yourself. You can hold more than one position.
>You are expecting the arrival of some NPC migrants towards the end of the month. You'll want to make suitable arrangements for them. The number will be 1-6 depending on dice roll, although not much else is known yet. They'll be a big help around the fortress but they have needs like any other dwarf.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41381
Also the date is now the 7th of Slate
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41385
| Rolled 31, 42 = 73 (2d100) |
>>41380
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: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer
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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone
1&2. It still looks like shit! Try and salvage the tunnel in B1 that Doren made and make it into a hallway and bedrooms with the best of my ability.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41387
>>41319
Raise metalsmithing to adequate, brewing to adequate and stonecrafting to adequate, was tired and forgot some stuff when my earlier update got eaten
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41388
| Rolled 99 (1d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Novice Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.
MORALE: 0
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. ARE YE READY TO RUMBLEEEEEE!!!!!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41390
| Rolled 30, 89 = 119 (2d100) |
>>41388
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Proficient Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Novice Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.
MORALE: 0
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. After a brief rest to think of what flavors to instill, Thunli would brew a mighty batch of delicious liquor.
2. Following the brewing session, Thunli would spend some time practicing his stone cutting and carve himself a bedroom on floor 2f
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41391
| Rolled 1 + 10 (1d100) |
>>41388
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41394
| Rolled 94, 38 = 132 (2d100) |
>>41380
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 mechanism(s)
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. Proceed with the drawbridge work.
2. Claim a B1 unclaimed room as a bedroom.
one of the small new rooms that was made just off the tunnel.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41412
| Rolled 99, 81 = 180 (2d100) |
>>41380
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 14
SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Dabbling Carpenter, Adequate Woodcutter
WOUNDS: Missing Left Hand
MORALE: -1
INVENTORY: Bronze Sword, Bronze Chestplate
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1. BUILD a bed for myself. I've had it up to here with sleeping on the cold, hard ground! Dabbling Carpenter
2. Craft some wooden spears, for training or for last-ditch weapons. Dabbling Carpenter
Irori votes for Goden to be Recordkeeper; Regur to be Captain of the Guard; Glori to be Broker and Mayor.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41413
| Rolled 62, 70 = 132 (2d100) |
>>41380
NAME: Thorgar Stonehand
AGE: 98
GENDER: Male
FLUFF: Thorgar's family lineage has always been of farming, as such he knows the ins and outs of farming and ,like his ancestors he dedicates his life to farming.
STATS: (see stat rolling, below)
-Physical Stats
Strength 9
Dexterity 3
Agility 1
Endurance 7
Fortitude 5
-Mental Stats
Intelligence 1
Wisdom 7
Innovation 10
Willpower 10
Charisma 5
HEALTH: 15
SKILLS: (Proficient grower, adequate herbalist, skilled brewer, novice milker, novice shearer)
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: (Farmer's Tools)
COINS: 100
BONUS:Born a Farmer - You gain a bonus to farming skills and get better harvests on crops you plant.
Action 1-2: Fight time, Throgar carefully observes the goblins, and attacks the weaker one, hoping to demoralize them, his hoe will strike true!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41417
| Rolled 56 + 20 (1d100) |
>>41413
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41419
>>41413
>Combat is 1d100 which I've stated multiple times. Get your two actions back, I took the higher of the two rolls
The goblins both stab into you with their bronze sword and iron spear, dealing 9 damage. Your left arm is hacked pretty nicely (but not irreparable) and you have several wounds in your torso. You are bleeding moderately. You'll need treatment after combat is over if you don't want your wounds to become permanent. As for the goblins, your hoe hits true, breaking a rib of the weaker goblin (the spearman) and bruising the upper leg and head. He is knocked out temporarily, but other than that there are no major wounds and he will likely be back in fighting shape when he comes to. Your legs are still working, and you have a better chance to escape, if you so wish, although the goblins will still be hanging around and will likely attempt to enter the fort. Should you succeed in your escape Glittershine and Jaundice can attempt to fight them off.
>ROLL 1d100 for next combat turn (note: next actual turn update hasn't occurred yet)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5ac97f No.41421
| Rolled 75, 1 = 76 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason
MORALE: 0
INVENTORY: Engraver's Tools
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).
1. forge picks
2. Craft more beds
I vote for Thunli as mayor, Irori as captain of the guard, and Thorgar for broker
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
bd01f4 No.41422
| Rolled 2 (1d100) |
>>41419
Thorgar looks at his hoe, the tool his ancestors have used, he carries the legacy of his entire family. He strikes the goblin that's still fighting
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41426
| Rolled 78, 82 = 160 (2d100) |
>>41380
>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: Regur uses whatever spare stone there is to build a guard tower outside the front of the entrance so that the dwarves have a better chance at spotting foes.
2: Afterwards he spends the note sitting guard in front of the fort both protect it from any enemies as well as getting a good understanding of the wildlife and inhabitants around the fort.
Goden for Recordkeeper, Thunli for Captain of the Guard, Dorra for Mayor, Dishman for broker, Irori for manager.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41449
| Rolled 58 (1d100) |
>>41422
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41454
I vote for Goden for Record-keeper, Thunli to be guard captain.
Not sure who I want as the other positions, I would support a skilled qualified dwarf for the other positions.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41455
| Rolled 1, 31, 69 = 101 (3d100) |
>>41380
>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
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: -1
>INVENTORY: Wooden Fishing Pole
+ 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.
1.2. Fish some more
3. See about getting a bed to sleep in
Goden for Record-keeper, Thunli to be guard captain.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41457
>>41455
Goden also for manager
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41459
Goden to be Recordkeeper, Thorgar for broker, Dorra for Mayor, Irori for manager
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41460
I'd like to suggest the following things.
1. An easy to access well (red circle).
2. A stockpile of weapons, armor, or alcohol (blue circle).
Yellow circle is where I would like to put my machinist station, so that it will be far away from other work and not noisy and annoying.
If no one's opposed to me putting the machinist station there, I'll start on that soon.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41463
>>41460
yellow is where the rooms will be. Do not put loud work stations next to sleeping quarters
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41464
>>41463
Well, that's sorted out then, misunderstood, thought the rooms were to be somewhere else.
I do think the well or the stockpile could be good though.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41466
FORTRESS STATS:
Name: Narâg-Zirak
Date: 14th Slate (Spring)
Inhabitants: 8 (you)
Rooms:
1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), mounted grizzly bear trophy (entrance) (+1 morale boost for 1 turns), 1 lever (unconnected)
B1: Regur Thorekdar's bedroom (Meager), 1 medium workshop room (Carpenter's workshop, Glauri Glassbeard's bedroom (Meager), Irori Agescar's bedroom (Meager), Tinanidek Zon Storlut (artifact still), forge
Food: 33 meat, 26 fish, 26 plant, 42 drink, 21 seeds, 3 smoked fish
Supplies: iron anvil, 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds
Materials: 4 wood, 7 limestone, 6 malachite, 3 cassiterite, 4 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 1 citrine, 2 wolf pelts, 1 wolf trophy, 1 tetrahedrite
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female)
Defenses: Limestone Drawbridge (50 HP)
>>41385
You manage to improve the poorly done tunnel further, adding 4 new rooms and much straighter hallways. Get 1 limestone, 2 orthoclase, 1 citrine and 1 bituminous coal.
>>41388
>>41390
To your surprise the wolves start actually fighting each other, clawing and biting like rabid beasts. Seeing your opportunity you swing hard and chop one's back nearly in half before lodging your axe firmly within the other one's face. You gain 2 morale for such a stunning victory, 1 wolf trophy, 2 wolf pelts, and 6 wolf meat. Raise your axedwarf skill to Talented.
You manage to brew up some of the cave wheat you have lying around into dwarven beer. It's of average taste, but with your artifact still you're able to make quite a bit of it. Lose 3 plants, gain 6 drinks
Unfortunately, Dishman is furiously guarding his pick, so you have to make do with Regur's stone pick. You mine out a bigger room than normal on the second floor of the mountain. Gain 3 limestone, 2 hematite, and 1 tetrahedrite and a bedroom (standard size). You can remove the -1 penalty and add +1 morale for having a good bedroom of your own. Gain Adequate Miner as well.
>>41394
The bridge is done, and it opens and closes with ease when the lever is pulled. It'll provide you with some solid defense against the evils lurking outside, although you should take care that you do not lock anyone out and be advised that creatures that are sufficiently strong enough (trolls, megabeasts, etc.) can damage the drawbridge and even destroy it.
Success, you've claimed a bedroom in the new B1 hallway. Gain 1 morale for having your own bedroom.
>>41412
Success! You've built not one but 4 new beds. You take one bed for yourself and claim a room on Floor B1. You also build 2 wooden spears of exceptional quality. Raise carpentry to adequate. You've been feeling content at work lately. Raise morale by one.
>>41413
>>41417
>>41422
>>41449
Unfortunately, your hoe just wasn't good enough against the sharp metal tools and malicious cunning of the goblins. You at least take pride in the fact that you were able to die a warrior's death in battle before your head goes sailing off.
You have been struck down! Feel free to make another character, however. Remember, losing is fun!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41467
>>41421
You manage to forge 2 bronze picks of superior quality out of the materials you have (In the future please specify material). Gain dabbling metalsmith.
FUN! has found you! As you exit the storeroom you are confronted by two goblins, soaked in dwarf blood! While one looks a bit dazed from a bonk on the head, they are both otherwise in good condition. No one else is around right now, but you know they can't be far off. Roll 1d100 for combat (with major penalties), or to run and get help.
>>41426
You get started on building a watchtower of limestone and orthoclase. You use up half your limestone and all your orthoclase, but are able to start on a good tower. You think that the tower will likely be around 2 stories tall when done, giving you a much better vantage point. It can also be expanded upon in the future. But for now, it's not quite done yet. (Progress: 3/6)
You spend the night outside the fort when you hear two screams, a familiar female one coming from around the river area and a familiar male one coming from inside the fortress! Who will you help? (Roll 1d100 for combat if you choose to aid someone)
>>41455
>2 actions per turn
FUN! You are attacked by murderous carp! You have apparently been eating their babies, and they are now out for blood! They viciously bite at you, attempting to drag you into the river. Roll 1d100 for combat to see if you can break away from its grip.
Assuming you survive there is a bed and room waiting for you.
ELECTION RESULTS:
Mayor: 1 vote Glauri, 1 vote Thunli, 2 votes Dorra, 5 abstain/no vote - Dorra wins
Captain of the Guard: 1 vote Regur, 1 vote Irori, 3 votes Thunli, 4 abstain/no vote
Broker: 1 vote Glauri, 2 votes Thorgar (invalid, candidate dead), 1 vote Dishman, 5 abstain/no vote - draw, new election required
Manager: 1 vote Irori, 2 votes Goden, 6 abstain/no vote - Goden wins
Recordkeeper: 5 votes Goden, 4 abstain/no vote - Goden wins
>One of your comrades has been struck down! Everyone loses 1 morale due to grief/shock until he is given a proper burial (with coffin) and memorialized.
>You still lack proper eating surfaces. Lose 1 morale until this is resolved (morale can be gained from individual dining rooms, though this is not needed to remove the penalty)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41470
| Rolled 74, 2 = 76 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Talented Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.
MORALE: 2
INVENTORY: Bronze Axe, Bronze Chestplate, 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.
1. Goblins! The dirty green scum, killing proper dwarven-folk for no other reason then the hatred in their black hearts! They have killed one of our own, and the goblins responsible must pay! Thunli would patrol the lands of the fort, looking for the goblins and any other of their ilk, along with any other creatures beset on attacking his fellow dwarves, and he would render unto them a mighty taste of his cooper axe! Armok demands blood for blood, and he would drink well on this day!
2. After returning from his patrol, Thunli would set about crafting a lovely limestone table, set with strands of malachite and menacing with spikes of tetrahedrite.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
c4fbff No.41473
I shall run with the picks I crafted and get help
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41475
| Rolled 1, 3, 1, 3, 1, 1, 5, 5, 1, 5, 2, 5, 2, 5, 4, 1 = 45 (16d5) |
S T A T S
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41476
| Rolled 15 (1d100) |
>>41467
>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
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: -3
>INVENTORY: Wooden Fishing Pole
+ 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. ESCAPE! RUN AND HIDE! OH GOD!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41477
| Rolled 9 (1d100) |
>>41467
>>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.
Help Dorra
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41478
| Rolled 87, 79 = 166 (2d100) |
>>41467
NAME: Glauri Glassbeard
AGE: 129
GENDER: Male
Fluff: see >>41144 (You)
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 mechanism(s)
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: Help Dorra.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41479
| Rolled 70, 3 = 73 (2d100) |
>>41466
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 14
SKILLS: Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty), Adequate Carpenter, Adequate Woodcutter
WOUNDS: Missing Left Hand
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate, Two Exceptional Wooden Spears
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1/2. While other dwarves rush to the aid of the fisherwoman, Irori picks up his sword and goes out to hunt down and slaughter the goblins responsible for killing one of our own alongside Thunli.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41480
| Rolled 31, 28 = 59 (2d100) |
>>41467
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: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer
MORALE: -2 (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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone
1. Grab a bed and claim a room.
2. Continue expanding these nice, neat, square hallways and rooms to finish the terrible crevice. I swear to Armok I will kill the next person to make such a shitty crevice for NO GODS DAMN REASON.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41481
>>41470
>>41478
>>41479
Roll 1d100 for combat
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41482
| Rolled 32 (1d100) |
>>41481
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41483
| Rolled 17 (1d100) |
>>41481
+Bronze Sword
+Bronze Breastplate
+ Adept Swordsdwarf, Skilled Armor-User (Rusty), Competent Fighter (Rusty), Adequate Dodger (Rusty)
+ Martial Trance
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41484
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41485
| Rolled 77 (1d100) |
>>41481
rolling for combat
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41498
| Rolled 72 (1d100) |
1.with Thunli now acting as a meatshield, Goden pivots around and hits one of the goblins with his superior bronze pickaxe
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41499
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
601991 No.41502
>>41498
>>41483
>>41482
The carp bites hard on your leg, almost dragging you into the water before Regur and Glauri arrive on the scene. The two of them manage to scare the voracious fish back into the depths of the river, giving Dorra the opportunity to escape. Dorra loses 5 HP and her leg is pretty mangled. It'll need treatment if you don't want your wounds to become permanent. You won't heal naturally until it gets treated either. You'll have to be careful when fishing from now on too, the carp lurks in the depths..
>>41485
>>41477
>>41476
With Irori and Thunli distracting one of the goblins, Goden dispatches the dazed goblin, first hitting the kneecap and then cracking through the skull.
The remaining goblin slashes at Goden, dealing 4 damage, but it's just a flesh wound and will not require treatment. An enraged Thunli then slashes the goblin, tearing through its leather armor and delivering it a mortal wound. You've escaped death this day.
Loot and skillups will be given at the official update
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41506
| Rolled 95, 24 = 119 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, dabbling metalsmith
MORALE: -2
INVENTORY: Engraver's Tools, 1 superior bronze pickaxe
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).
F. have the second pickaxe be in storage
1. Treat Dorra's leg
2. Create a coffin, store thorgar's body, and engrave the coffin with a picture of his heroic last stand (obviously embellished)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41514
| Rolled 98, 15, 29 = 142 (3d100) |
>>41502
>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: 8/13
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: -3
>INVENTORY: Wooden Fishing Pole
+ 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. Get leg taken care of
2. Fish
3. Hide from vicious Carp
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41515
>>41514
ignore last action, woops
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41525
| Rolled 2, 5, 4, 4, 1, 5, 4, 2, 4, 2, 4, 1, 2, 1, 3, 3 = 47 (16d5) |
>>41475
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
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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41526
| Rolled 52, 93 = 145 (2d100) |
>>41502
1:Finish building the guard tower.
2: Regur then proceeds to spend the night guarding the fort from any outside intruders.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41527
Wait a minute, there hasn't been an official update, we shouldn't be posting, should we?
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41535
| Rolled 25, 50 = 75 (2d100) |
>>41502
NAME: Glauri Glassbeard
AGE: 129
GENDER: Male
Fluff: see >>41144 (You)
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 mechanism(s)
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.
Ask Irori to consider making some Training weapons.
ACTIONS
1. Make some mechanisms.
2. Try to make a foot-catcher. (very similar to a bear trap but meant for a person, usually an armed/armored warrior).
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
899987 No.41550
| Rolled 90, 56 = 146 (2d100) |
>>41317
NAME: Doren Uristan (Doren Hearthlights)
AGE: 72 (Adult)
GENDER: MALE
FLUFF: Doren Uristan isn't particularly bright, or friendly, but he doesn't need to be. He's a craftsdwarf. He makes jewelry, ornamentations, bits, bobs, odds and ends. He particularly enjoys making beads and ornaments for beards, especially his own. Doren finds peace in his work. The world outside is frightening, and he only came along on this journey as a favor to his elderly grandfather of 156 years, who insisted that he needed to go out and see the world. Somewhere in the first few miles of the journey, he decided that he'd seen enough of the world, and couldn't wait to dig out his own workshop in the mountain, where he could practice his crafts, and expand his skill set. His aloofness isn't to say he can't be pleasant company. He just isn't going to do the work to start any kind of relationship. Although he's not skilled in the art of working iron or steel, he is a very skilled goldsmith, and a fairly skilled silversmith, and believes that if he needed to, he could be a good blacksmith. Perhaps that's something he'll try his hand at.
STATS:
-Physical Stats
Strength: 4
Dexterity: 5
Agility: 4
Endurance: 4
Fortitude: 4
-Mental Stats
Intelligence: 2
Wisdom: 3
Innovation: 4
Willpower: 3
Charisma: 2
HEALTH: 14
SKILLS: Proficient Blacksmith, Skilled Metalcrafter, Skilled Stonecrafter, Competent Woodcrafter, Adequate Bonecrafter, Novice Gem Cutter, Dabbling Miner
MORALE: -1
INVENTORY: Craftsman's Tools, 2 Bituminous Coal, 1 Hematite
COINS: 100
BONUS: The Blacksmith - You have devoted yourself to crafting and smithing, but have a special knack for the latter. Gain a bonus to metalsmithing and metalcrafting actions.
Sorry I post so infrequently.
1/2. This won't do. I need a place to lay my head. Since I've got some skill with woodcrafting, I can fashion myself a bed. (Make a bed) (Competent Woodcrafter)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41555
| Rolled 6 (1d6) |
FORTRESS STATS:
Name: Narâg-Zirak
Date: 21st Slate (Spring)
Inhabitants: 9 (you)
Rooms:
2F: Thunli Drinkysmashy's room (Standard)
1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), mounted grizzly bear trophy (entrance)
B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, room for 1 more), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), Irori Agescar's bedroom (Meager), Regur Thorekdar's room (Meager), Doren Uristan's room (Modest), Dorra Thatthilodom's room (Modest)
Food: 30 meat, 23 fish, 23 plant, 33 drink, 24 seeds, 3 smoked fish
Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds, 1 bronze pickaxe
Materials: 1 wood, 9 limestone, 6 malachite, 3 cassiterite, 1 orthoclase, 4 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 1 citrine, 2 wolf pelts, 1 wolf trophy, 2 tetrahedrite
Animals: 2 dogs (female), 2 cats (female), 1 yak (male), 1 yak (female), 1 yak calf (female)
Defenses: Limestone Drawbridge (50 HP)
>>41470
Get one extra dice next turn, you can either reuse the dice result for Action 1 or reroll to attempt to get a better roll, but you have to accept that result
You try to make a table. You fail and waste a bunch of wood doing so. Then you're yelled at by everyone for doing so, making your day a little worse. -1 morale, -3 wood
>>41476
You ignore your comrades' struggling and suffering to get a bedroom and make straight tunnels, yet you're wracked by guilt and all the shit you're getting for being a coward and can't seem to focus. You carve 2 bedrooms and get 3 limestone, 1 orthoclase and 1 tetrahedrite. Despite your guilt you now have a room of your own, which makes you feel better. Remove the penalty for not having a bed and add +1 for having your own room.
>>41506
You manage to treat Dorra's leg to the best of your ability. You notice that it's healing on its own better than you thought it would, which helps even more. By the end of the week it's completely healed. Good thing it didn't need surgery or sutures though…Gain dabbling diagnoser and dabbling wound dresser.
You try and make a coffin…it doesn't come out as great and exquisite as you thought it would, but it'll definitely store a body…well, probably.
This limestone coffin is engraved with an image of Thorgar Stonehand, two goblins, and dwarves. The goblin is striking down Thorgar Stonehand. The dwarves are mourning.
Also shoving a pickaxe through a goblin's skull taught you a bit on how to mine. Gain dabbling miner and dabbling fighter.
>>41514
Since your leg was treated by Goden and it's responding so well to treatment, heal 2 HP per turn as opposed to the standard 1.
You manage to hide from the carp, but you spend so much time hiding that you aren't able to actually fish…
Remove the -1 morale penalty for not having a bed and add +1 morale for having a bedroom of your own if you haven't already
>>41526
>note progress on tower next time bae kthx
The tower is nearly complete! Just need to finish the roof and you're done…assuming you didn't forget Step 36 and have to do the whole thing over again…(Progress: 5/6). Gain Dabbling Mason for your work thus far.
All's quiet outside, a welcome relief compared to all the hell that's broken loose lately…
>>41535
You make a single mechanism. Not great but hey, considering all that's been going on it's hard to get enough work in.
You use that mechanism to complete a doodad called a footcatcher out of some rope reed you find growing around. It'll definitely slow down an attacker, but keep in mind anyone with a weapon will likely be able to free themselves just by cutting it off.
>>41550
You make yourself an exceptional bed and claim yourself a room. Remove the -1 penalty and add a +1 for having a room of your own. Gain dabbling carpenter and skilled woodcrafter.
>>41479
Gain two additional dice next turn, you can either use the dice you got or attempt to reroll, but if you do so you have to accept that result. Also, you are no longer rusty in any of your skills.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41556
-New migrants have arrived!-
HEALTH: 20
SKILLS: Proficient diagnoser, skilled wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer
MORALE: 0
INVENTORY: Dwarven first aid kit (uses remaining: 3)
COINS: 100
BONUS: PhD - 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.
>you left your charisma blank dawg
>Battle loot: The goblins were carrying some loot! You get the following: Bronze helm, tattered copper helm, tattered leather armor, shoddy copper breastplate, set of bronze boots x2, iron gauntlets x2, copper greaves, leather greaves, silver spear, bronze sword, bronze buckler x2. You also find their bag of 720 coins, presumably stolen from other towns and fortresses. The bag itself is a llama wool bag, suitable for holding other things besides just coins. You can claim items and divvy up the spoils how you wish or just add them to the stockpile.
>The grumbling about eating off the floor and getting your food all dirty continues. Better fix this quick with some tables or take another morale hit soon on top of what you have.
>Make sure to vote for another broker since the one you elected is now ded
>Your manager/recordkeeper needs an office with a chair and table to work properly..
>You can choose to appoint a chief medical dwarf to oversee the health needs of your dwarves
>NPC Migrants coming at the end of next turn.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41557
>Thunli, as one of the dwarfs that slayed a slimy grobi, lays claim a set of bronze greaves, iron gauntlets, a bronze helm, and bronze boots. In addition to this he also lays claim to the silver spear.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41559
| Rolled 47, 20 = 67 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
Endurance: 5
Fortitude: 5
>Mental Stats
Intelligence: 5
Wisdom: 5
Innovation: 4
Willpower: 3
Charisma: 3
HEALTH: 15
SKILLS: Talented Axedwarf, Skilled Armor User, Novice Dodger, Adequate Shield User, Novice Woodcutter, Dabbling Cook, Adequate Miner, Adequate Metalsmithing, Adequate Brewing, Adequate Stonecrafting.
MORALE: 2
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.
1. Thunli would use his new spear to hunt for game, hopefully he could spear a rather large buck or boar, to help stock the larders for the migrants and for winter
2. Thunli would again try to make a table, from stone as opposed to wood. Stone will clean easier and be more sturdy, and be more aesthetically pleasing. It would menace with an aura of tastefulness, beware its deadly value.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
96537f No.41560
| Rolled 36 (1d100) |
Reroll for action 2
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41571
| Rolled 67, 59 = 126 (2d100) |
>>41556
NAME: Glauri Glassbeard
AGE: 129
GENDER: Male
Fluff: see >>41144 (You)
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler
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. Use Consoler-skill on Thunli.
2. Build a mechanic's workshop in the lower left corner of B1's southernmost room.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41637
| Rolled 68, 45 = 113 (2d100) |
>>41556
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: 20 (+Fortitude stat)
SKILLS :Proficient diagnoser, skilled wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer
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: 0
INVENTORY: Dwarven first aid kit (uses remaining: 3)
COINS: 100
BONUS: (Dependent on fluff)
Action 1-2: Claim a room and then attempt to create a bed
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41641
| Rolled 18, 32 = 50 (2d100) |
>>41555
>>>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:Tower is almost done as long as Regur doesn't fuck this up. Which like what are the chances?
2:Regur takes a swing at the whole crafting tables business so that everyone has a place to eat.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41642
| Rolled 100, 68 = 168 (2d100) |
>>41555
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: Talented Miner, Adequate Engraver, Novice Mason, Dabbling Farmer
MORALE: -2 (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 Pick
COINS: 100
BONUS: Born a Miner - You have a slight bonus to actions involving mining and working with stone
1. Carve out the other other shitty crevice to straighten the hall way and expand the room into a hexagon as to make it into a cemetery where I will lay to rest whoever made it.
2. Continue expanding these nice, neat, square hallways and rooms to finish the terrible crevice.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41643
>>41642
moral is at -1 sorry.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41653
| Rolled 72, 78 = 150 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, dabbling metalsmith, dabbling diagnoser, dabbling wound dresser, dabbling miner, dabbling fighter
MORALE: -2
INVENTORY: Engraver's Tools, superior bronze pickaxe
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. Craft more beds
2. Make a room opposite to Thunli that has the same dimensions, move one of the best beds crafted by me, and claim the room.
make Yadmerlum chief medical dwarf and Glauri broker
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41658
| Rolled 90, 86 = 176 (2d100) |
>>41555
>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: 10/13
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>MORALE: -1
>INVENTORY: Wooden Fishing Pole
+ 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. Find a sharp pointy stick to try to defend myself from the Carp if it attacks again
2. Time to fish some more
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41663
| Rolled 6 (1d6) |
1 more roll
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41665
FORTRESS STATS:
Name: Narâg-Zirak
Date: 28th Slate (Spring)
Inhabitants: 9 (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 (Standard), Goden's room (Standard)
1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/4 full), mounted grizzly bear trophy (entrance)
B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, room for 1 more), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), Irori Agescar's 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
Food: 25 meat, 18 fish, 18 plant, 18 drink, 24 seeds, 3 smoked fish
Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds, 1 bronze pickaxe, 2 tables, 2 wolf pelts, wolf trophy
Materials: 0 wood, 17 limestone, 5 orthoclase, 11 malachite, 7 cassiterite, 6 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite
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)
>>41559
You manage to stalk and kill a single boar sow, hauling the beast back to the camp to be properly butchered and added to the food stores. Gain Dabbling Speardwarf.
You create an orthoclase table. Beware its deadly mediocrity. Also gain +1 morale for having a nice room.
>>41571
You use the consoler skill on Thunli. Nothing happens as he doesn't seem to have any need to be consoled.. (???)
Construction on your new workshop is now underway, it will likely be done soon. (Progress: 3/4)
>>41637
A bed is claimed and a room is found. Gain 1 morale from having a room of your own.
>>41641
Yeaaaaah you fucked up. Stubbed one of your few remaining toes and smashed your finger a bit trying to put in bricks in fact. You get so upset that you just decide to put off the project for the week.
You make a table out of limestone. It's an ugly table, but it's still a table.
>>41642
Strange mood! You suddenly get an urge..to dig…and dig…and dig…when you're done, you mine out a massive hexagonal room, and, in your digging, find an artifact pick entombed in the stone! You identify the pick as Akigamem Thirtarmed a.k.a. Stretchcurls the Harmonious Blades, an artifact silver pickaxe. All craftsdwarfship is of the highest quality. It is decorated with rhesus macaque bone and encircled with bands of schist. This object menaces with spikes of saltpeter. Engraved on the item is an image of a dwarf and an elephant. The dwarf is striking down the elephant.
You also dig up 4 limestone, 5 orthoclase, 5 malachite, 2 cassiterite, 2 hematite and 1 native gold. Raise mining skill to Expert Miner and gain 2 morale.
>>41653
You manage to craft a single bed from the little wood you have left, but it is fairly well made. Gain 1 superior-quality bed. You'll need more wood to craft more. Gain Dabbling Carpenter
You carve yourself out a bedroom. Thunli's room is still a bit bigger, but you have the nicer bed so in essence it balances out. Gain Dabbling Miner and 1 morale from having your own room. You could probably fit an office in here, if you had a table and chair.
You also find 4 limestone, 2 cassiterite, 1 citrine and 2 bituminous coal while digging.
>>41658
You stumble upon something and luckily find what looks to be an old iron spear just lying around. It's a bit rusty but still sturdy and with some effort it can be cleaned up, polished and restored to be a fine weapon. (Gained rusty iron spear)
You catch 6 fish. You check them, and they don't appear to be carp. Gain Expert Fisherdwarf.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41666
>The group of new NPC migrants have arrived! Their ranks include a furnace operator, a brewer/cook, a marksdwarf (with crossbow and 20 bolts), a cheese maker, a leatherworker and a child. NOTE: NPC dwarves are extremely set in their ways, and will only stick to their job. This means they're too stubborn to learn outside skills or do any labor outside of their role. The manager can make them do a job outside of their role, although this will lead to unhappiness the longer they are forced to do it and they will be VERY slow to actually learn and level up skills outside of their role. If left alone they'll passively work on tasks within their role - for example, the brewer will produce some drinks every turn, cheese makers will make some cheese every turn, etc. Dwarven children will not work, and forcing them to do so will inevitably upset the other dwarves, especially the children's parents.
>The NPC migrants brought their animals too - 1 rooster, 1 hen, 1 guineacock, 1 water buffalo calf (male), 1 cavy sow, 1 sheep (male). You can use these however you wish.
>You have a few tables now, but a proper dining room is needed, even if just a shared one. Also don't forget about morale boosts to people who have their own dining room.
>You're all getting tired of not having any chairs to sit on after a long day's work. What's a dwarf gotta do to get a little comfort around here?
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41668
| Rolled 9, 75 = 84 (2d100) |
>>41665
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
Anyone may now take the copper pick if they want.
1. Create a stairway to level B2 by continuing the central stairwell and dig out a small room.
2. Continue to square out the hallways of the northern crevice and dig out more rooms for people to claim and sleep in.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41669
| Rolled 16, 53 = 69 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter
MORALE: 0
INVENTORY: Engraver's Tools, superior bronze pickaxe
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. Craft Limestone tables
2. Craft Limestone Chairs
make Yadmerlum chief medical dwarf and Glauri broker
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41670
| Rolled 18, 79 = 97 (2d100) |
>>41665
>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: 10/13
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>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.
1.2. Our only wish, to catch a fish, so juicy sweeeeet
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41673
| Rolled 94, 78 = 172 (2d100) |
>>41665
NAME: Glauri Glassbeard
AGE: 129
GENDER: Male
Fluff: see >>41144 (You)
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler
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. Proceed with the Machine-shop, currently at 3 of 4.
2. Make mechanisms.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41675
| Rolled 66, 5 = 71 (2d100) |
>>41665
Posting from phone cus tired and busy.
1: Finish that fuckin tower or I swear to god I'll kill evey stone it's made of. 5/6
2:Mine out another tunnel in search of more resources
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41676
| Rolled 74, 31 = 105 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
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, Adequate Brewing, Adequate Stonecrafting.
MORALE: 3
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.
1. Its time I set about putting all this bare stone in my room to work, to work being gorgeous that is. Engrave the walls of my room, so that I may marvel at them in times of stress.
2. With the remaining part of my day, I shall gather more wood for the fortress, and put my axe to work.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41684
| Rolled 60, 74 = 134 (2d100) |
>>41665
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: 20 (+Fortitude stat)
SKILLS :Proficient diagnoser, skilled wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer
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)
COINS: 100
BONUS: (Dependent on fluff)
Action 1-2: See if anyone is wounded, and if they are treat them
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41703
| Rolled 13, 37, 1, 60 = 111 (4d100) |
>>41665
NAME: Irori Agescar
AGE: 133
GENDER: Male
FLUFF: A retired hero and once-master swordsman, Irori Agescar, once famed across the land as The Scarlet Hero Of Lights, has "left" retirement to join Solamineth's newest embarkation effort at the behest of his rulers. Although his fellow dwarves would have loved to have him in his prime, they, unfortunately, are receiving him as his fire begins to dim: age claims his once-razor sharp reflexes and decades of humble woodwork have severely blunted his skill with a sword. Further complicating matters is the fact that he is missing his left hand: a goblin lopped it off while he was in the midst of a martial trance, and although he won several of the fiercest fights of his career without his left hand, it does him no favors in his advancing age.
Irori is a humble and fiercely determined soul, ready to do whatever his Fortress and his people ask of him. His former life as an adventurer and legendary warrior gives him experience in the arts of war, and his penchant for slipping into the Martial Trance with ease inspires awe. Even still, with his aching bones and grey-white beard, he laments that perhaps he is better suited away from the frontlines…
STR 7
AGI 5
DEX 3
END 5
FORT 6
INT 5
WIS 6
INNO 4
WILL 10
CHA 5
HEALTH: 14
SKILLS: Adept Swordsdwarf, Skilled Armor-User, Competent Fighter, Adequate Dodger, Adequate Carpenter, Adequate Woodcutter
WOUNDS: Missing Left Hand
MORALE: 0
INVENTORY: Bronze Sword, Bronze Chestplate, Two Exceptional Wooden Spears
COINS: 100
BONUS: Martial Trance - Martial Trances last twice as long.
1. Go out and chop down some trees. We'll need more lumber for these new arrivals.
2. Chop down even more trees. More logs, more carpentry.
3. Craft some beds with the newly harvested wood.
4. Craft some spears with the newly harvested wood. They're no hammer but they're better than nothing in a dwarf's hands.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41704
>>41703
Also, my health should be at its full 16 by now.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41705
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41722
>>41668
FORTRESS STATS:
Name: Narâg-Zirak
Date: 7th Felsite (Spring)
Inhabitants: 9 (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 (Standard)
1F: 1 smokehouse, 1 medium farm (15 planted, ready 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)
B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), Glauri Glassbeard's bedroom (Meager), Dishman Olonurist's bedroom (Meager), Irori Agescar's 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
Food: 20 meat, 13 fish, 10 plant, 8 drink, 27 seeds, 3 smoked fish, 3 yak cheese
Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 3 beds, 1 bronze pickaxe, 2 tables, 2 wolf leather, wolf trophy, 5 limestone mechanisms, 2 iron bars, 2 bronze bars
Materials: 2 wood, 15 limestone, 8 orthoclase, 1 microcline, 9 malachite, 5 cassiterite, 3 hematite, 6 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite
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
>>41668
You finish mining out the rest of the ugly corridor, making it into a respectable hallway with 7 new bedrooms. Gain 6 limestone, 3 orthoclase, 1 microcline, 2 bituminous coal, 1 galena and 1 malachite. You're about to start mining deeper when BOOOOOM! Regur has caused a cave-in, completely blocking off the new hexagonal room and his own bedroom. You're too busy fuming and shouting to get any more work done.
>>41670
Ancestors be praised, you catch another 5 fish. You spotted the giant carp lurking in the depths as you pull out your last catch, but it didn't seem to spot you back this time. Also, Yadmerlum the chief medical dwarf has healed you to full HP.
>>41673
The mechanic's workshop is now finished in record time. You use that extra time to produce 2 mechanisms on top of the 3 you originally planned to make.
>>41673
Your table falls apart on you, but the good news is that you manage to complete 2 chairs.
>>41675
The tower is complete! This will give you a much greater vantage point over the area you're in, allowing you to spot any dangers. Now that it's finished, you decide to go mine for more metals. You start digging a new tunnel opposite to your room, when BOOOOOOOM! A section of the cavern has collapsed! You're thrown back and knocked unconscious, but sustain no serious injuries. However, your heart sinks as you realize that you have collapsed the hallway leading to your room! You'll need to remove ALL that rubble in order to get to it. Lose 2 morale for losing access to your room (you'll get it back once you clear a path to your room again).
>>41676
You engrave two pictures on your wall. They are crude, considering you've never done this before, but you feel they are presentable enough. The first is a picture of Thorgar Stonehand the dwarf and two goblins. The two goblins are striking down Thorgar. The second picture is of the dwarf Dorra Thatthiloddom and a giant carp. The carp stares menacingly at Dorra. You feel slightly better about your room and gain 1 morale. You can engrave 3 more pictures in your room at its current size. Also gain Dabbling Engraver.
You manage to cut down only 2 logs.
>>41684
It seems the only one with any real wounds right now is Dorra. You change the bandages and clean the wound, and lo and behold a few days later the wound has completely healed. Raise wound dresser to proficient.
>>41703
You manage to chop a tree, getting 2 wood, and use those pieces of wood to complete two superior wood spears. However, as you're going out to get lumber to make beds, you spot two armed goblins with big sacks. Child snatchers! Upon being spotted they turn to you and attack! "Da dorf know too much he does, now we stabs!" Roll 1d100 for combat or to flee.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41723
| Rolled 32 + 20 (1d100) |
Your furnace operator makes 2 iron bars and 2 bronze bars.
Your brewer/cook makes 5 drinks.
Your marksdwarf is on standby.
Your cheese maker makes 3 yak cheeses.
Your leatherworker tans your wolf hides into two pieces of wolf leather.
Your child plays make-believe.
>You have tables and chairs for now, but you should probably put them into a proper dining room.
>Your new migrants claim their bedrooms out of the ones you made and move beds there, but there are still some without a bed. These dwarves may get angry if they don't get their needs met and are just as susceptible to going insane as you are, so be careful.
>You are running low on drinks! Your dwarves can drink from the stream, though this will carry a heavy morale penalty. Dwarves need their alcohol!
>Yadmerlum Barbedfall has been named Chief Medical Dwarf, due to the fact that he is the most qualified.
>You must still vote for a broker. Please do so.
Dice is for combat round with Jaundice
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41726
| Rolled 67, 92 = 159 (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: Proficient Recordkeeper, Competent Organizer, Skilled Engraver, Adequate Stonecrafter, Dabbling Farmer, Dabbling Mason, Dabbling Metalsmith, Dabbling Diagnoser, Dabbling Wound Dresser, Dabbling Miner, Dabbling Fighter, Dabbling Carpenter
MORALE: 0
INVENTORY: Engraver's Tools, superior bronze pickaxe
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
F. Have one of the new arrivals carry a table and chair to my bedroom so I can start work and have a private dining area
1. Unleash Goden's full autism on recordkeeping
2. Engrave my room
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41727
Also since people have been asking and since I have the save file I'm using as reference open, here are the dwarven gods of the world:
As (minerals)
Osram (wealth)
Ibmat Swelterpoint the Flicker of Mining (mountains and volcanoes)
Urdim the Tower of Nourishing (fortresses)
Agoth Massivepink (jewels, metals, fire, the sun, day)
Ramol Berrylathers the Lyrics of Glittering (beauty)
Eshon (travelers, healing)
Bebmal (music, dance, the seasons)
Ceshshed (persuasion, sacrifice)
Destis (lightning, agriculture, the rain)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f7e7f5 No.41733
| Rolled 59, 97 = 156 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
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, Adequate 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.
1. Another day another patrol, the fort is never truly safe, only quiet for the moment.
2. After that I will assist our new brewmaster in making some fine dwarven ale, who better to brew it then the dwarf who built the still?
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41735
| Rolled 73 (1d100) |
>>41722
>>41723
Irori drops his woodcutting axe and draws his blade, flipping it around in his hand before taking a battle stance.
Adept Swordsdwarf, Skilled Armor-User, Competent Fighter, Adequate Dodger
Bronze Sword, Bronze Chestplate
Martial Trance - Martial Trances last twice as long
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41767
| Rolled 21 + 10 (1d100) |
>>41735
You send one of the goblins' left arms flying straight off! It sinks to the ground in pain.
The other one, however, manages to stab you with its bronze shortsword, dealing 5 damage.
Roll 1d100 for round 2 or to flee.
>>41733
You spot your comrade Irori fighting off two goblin childsnatchers from the watchtower! You rush in to aid, and will reach him after the next combat turn.
The remaining goblin stabs at you again.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41768
>>41767
And by the remaining goblin stabs at you again I mean it stabs at Jaundice again, not Scruffy
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41769
| Rolled 25, 16 = 41 (2d100) |
>>41722
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: 20 (+Fortitude stat)
SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer
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)
COINS: 100
Action 1-2: Look for herbs that can be used for medical uses, atleast some of the knowledge of his farming days might help with recognizing the right plants.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41776
| Rolled 1 (1d100) |
>>41767
Irori scowls and whips his blade around to puncture the offending goblin's throat.
Adept Swordsdwarf, Skilled Armor-User, Competent Fighter, Adequate Dodger
Bronze Sword, Bronze Chestplate
Martial Trance - Martial Trances last twice as long
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
4939ca No.41777
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41789
| Rolled 100 (1d100) |
>>41776
As you try to swing with your sword, your old arms just can't grip the sword and it flies out of your hands, and now that you're vulnerable, the goblin makes a frightening shriek before slashing your throat. Your world goes red, then white, and you solemnly realize that you'll be in the great meadhalls of the afterlife soon.
You have been struck down!
Feel free to roll a new character.
>>41733
You wince as you realize you weren't able to arrive in time as your comrade Irori hits the ground, blood spraying from his throat. The now crazed goblin turns to you and charges, shrieking loudly as he closes in on you. Will you be able to avenge your comrade?
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41794
YouTube embed. Click thumbnail to play. | Rolled 41 (1d100) |
A MIGHT WAR CALL WAS HEARD FROM THE HILLS, AS THE DWARF CHARGED TO MEET THE GROBI IN BATTLE
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41795
| Rolled 9, 14 = 23 (2d100) |
>>41722
>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: 10/13
>SKILLS: Adept Fisherdwarf, Skilled Fish Cleaner, Skilled Fish Dissector
>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 fish
2. Train with the spear to defend myself from the Carp, but do it out of the Carp's view, we don't want it to learn our tactics now do we, no no no
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41797
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41799
| Rolled 3 (1d100) |
>>41793
The goblin charges into you, knocking you down and leaving a dire wound in your torso! Your left arm feels damaged as well, you'll have to get a doctor to look at it. You're alive, but who knows for how long. Lose 12 HP, you'll definitely want to get all the various wounds you've acquired diagnosed as well.
The goblin looks a bit tired out after that charge. You can still swing your sword. Will you be able to escape the clutches of death or will the goblin take your life as well this day? No room for failure, it's do or die time.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41800
| Rolled 33 (1d100) |
>>41799
Thunli reached deep into his dwarven soul and let out a deep cry before raising his Axe high into the air, aiming to cleave the grobi in twain
"REEEEEEEEEEEEEEEEEEEEEEEE GET OUT GROBI SCUM"
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41801
| Rolled 9, 81 = 90 (2d100) |
>>41722
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. Remove the pick from Regur's grasp. By force if necessary.
2. Clear the rubble. Keep some blocking his room though.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41802
| Rolled 16, 51 = 67 (2d100) |
>>41722
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: 1
INVENTORY: Bronze sword, bronze chestplate, mechanic's tools, 1 footcatcher trap, 1 copper greaves set, 1 bronze buckler, 5 mechanisms,
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.
Mechanics workshop made, bedroom existing with bed in it.
ACTIONS
1-2: Assist the nearest in battle dwarf, by open combat if necessary and wielding sword and shield.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41804
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f23d0b No.41829
| Rolled 57, 59 = 116 (2d100) |
>>41722
>>>>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 yells at the stone the entire time as he digs out the way to his room
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41844
FORTRESS STATS:
Name: Narâg-Zirak
Date: 14th 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 1st Hematite), 1 up-down staircase, 1 craftsdwarf's workshop, 1 medium storeroom (1/2 full), mounted grizzly bear trophy (entrance)
B1: 1 medium workshop room (Carpenter's workshop, Forge, Tinanidek Zon Storlut, mechanic's workshop), 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
Food: 15 meat, 8 fish, 5 plant, 24 drink, 27 seeds, 3 smoked fish, 6 yak cheese
Supplies: 3 buckets, 3 splints, 3 crutches, 1 grizzly bear pelt, 1 bronze pickaxe, 2 tables, wolf trophy, 5 limestone mechanisms, 4 iron bars, 4 bronze bars, 1 wolf leather armor
Materials: 2 wood, 15 limestone, 8 orthoclase, 1 microcline, 7 malachite, 3 cassiterite, 1 hematite, 5 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 citrine, 2 tetrahedrite
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
>>41726
A chair and table are now moved into your room to serve as an office. You get +1 morale for having a place to work. You start taking count of everything and find that you're running low on plants and alcohol. You get good practice in list making. Gain Talented Recordkeeper.
You engrave a picture of a unicorn with a pickaxe-shaped hoof and a mushroom with a sword. The unicorn is striking down the mushroom. It is confusing, but many would consider it a masterpiece. You also make a drawing of some dwarves and a carp. The dwarves are running from the carp. You can carve 2 more engravings into your room at its current size. Gain Proficient Engraver
>>41733
>>41794
>>41799
>>41800
With the last of your strength you manage to knock the sword out of the goblin's hand, who runs away after more dwarves are heard coming to the scene. "You dorf haven't seen last of Dostngosp Splatterblade, me come with friends and kill you all!" You then pass out, unconscious. When you wake up, you're in your bed, awaiting treatment from the doctor. The prognosis isn't good…you have several broken bones and you've lost a lot of blood. You'll need an operation, and even if it's successful you'll have to walk with a crutch for quite some time. However, assuming the operation is a success you'll likely pull through.
The batch of ale you made before you went out is done, however. Gain 20 drinks. Also gain Competent Brewer.
>>41769
You gather 3 rope reeds which can be used to make thread and bandages if woven, along with 2 bundles of medicinal herbs and 3 longland wheat which can be used to make beer, which is great for your looming alcohol shortage. (Lose 1 HP per turn until adequately treated)
You have an urgent request to treat Thunli Drinkysmashy, who is unconscious, bleeding heavily and has several broken bones.
>>41795
>You should be fully healed
You spot the carp again! It thrashes and lunges at you in rage, but you get away in time. As you're fleeing you notice the dead corpse of Irori and the unconscious corpse of Thunli. You stop what you're doing to help Glauri, who is also at the scene, deliver Thunli to safety.
You have an itch to impose a mandate or export ban. As mayor you have the ability to demand that the fortress makes certain items (it has to be something that you can currently make with the materials you have)…if they don't make them then one of your dwarves may get arrested for breaking the law. You can also prevent certain items from being traded. Again if someone breaks this they can be arrested.
>>41801
You're unable to remove the pick, probably for the best considering he's an armed hammerdwarf.
You're able to clear most of the rubble, however, leaving the packed-in rubble in front of Regur's room intact. Unfortunately the rubble is too small and crumbly to be usable.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41845
>>41802
You're too late to help, the dirty goblin fiend Dostngosp having fled the scene long before, but you're able to get Thunli to safety along with Dorra's help.
>>41829
It's a pain but you manage to dig your way back to your room. Gain your room bonus back. Dishman tried to take away your pick, but was unable to this time…maybe you should stop digging random, ugly tunnels. None of the stone from the cave-in rubble is usable - it's just too small and crumbly.
Because Goden now has an office, he can manage NPCs better, making them more productive.
Your furnace operator makes 3 bronze bars and 3 iron bars.
Your brewer/cook makes 7 drinks.
Your marksdwarf is on standby.
Your cheese maker makes 4 yak cheese.
Your leatherworker makes a suit of leather armor from the wolf leather you have.
Your dwarven child continues to play make-believe.
>LOOT FROM GOBLIN KILL
1 cave spider silk bag
1 bronze mace
1 bronze shield
1 leather armor
1 leather greaves
1 set of leather boots
200 coins
1 lewd drawing of a dwarven child
-to be divided up how you choose-
>One of your comrades has been slain! Lose 1 morale until he is properly memorialized and another 1 morale for your second death
>PLEASE POST VOTE FOR BROKER
PLEASE POST VOTE FOR BROKER
>PLEASE POST VOTE FOR BROKER
PLEASE POST VOTE FOR BROKER
>PLEASE POST VOTE FOR BROKER
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41846
| Rolled 42, 52 = 94 (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: 0
INVENTORY: Engraver's Tools, superior bronze pickaxe
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
Vote for Glauri to be broker
>equip leather greaves, leather boots, wolf leather armor for new clothes
>have an npc haul Irori's coffin and Thorgar's coffin to the mausoleum
1. make bowyer station
2. Craft a coffin, engrave it, and then store Irori's body
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41854
| Rolled 45, 67 = 112 (2d100) |
>>41844
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 coin bank toy for the dwarven child.
A coin bank is a simple toy that holds a small number of coins, when a coin is deposited in it, a figurine moves or performs an action.
The specific design I have in mind is 'a goblin bent over is looking for a dwarven child. When a coin is deposited, the child figure pops out of a chest and stabs the goblin in the rear with a red hot (painted red only, not actually hot) dagger'.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41855
I cast my vote for the most already-skilled and qualified individuals to be in the appropriate positions, with the person who has the most official-relevant skills being the person who my vote goes towards.
No votes for Glauri please, I may not have the internet in the near future. If it so happens that I don't have the net in the near future, I give permission here and in the sight of all, that when I am definitely clearly not returning (will have told you something definite at that time), glauri may be made an npc.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41887
| Rolled 52, 87 = 139 (2d100) |
NAME: Thunli Drinkysmashy
AGE: 48
GENDER: Male
FLUFF: https://pastebin.com/Y2gM88M8
>>STATS:
>Physical Stats
Strength: 7
Dexterity: 5
Agility: 3
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, Adequate 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.
1/2. Yell loudly for first aid and use my dwarven determination not to die.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.41889
| Rolled 48, 25, 92 = 165 (3d100) |
>>41844
>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
>MORALE: -3
>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. Right, practice my spearwork, I must be able to defend myself if the vile Carp attacks
2. Fish some more
Mandate! 2 limestone doors!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41891
>>41887
Don't forget your health is down to 3 and losing 1 a turn until you're treated - you're losing blood
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41892
>>41887
HEALTH: 3 (-1 per turn)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
feac29 No.41893
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41896
| Rolled 24, 81 = 105 (2d100) |
>>41844
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: 20 (+Fortitude stat)
SKILLS :Proficient diagnoser, proficient wound dresser, competent surgeon, competent suturer, competent bone doctor, novice farmer
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: Treat thunli, use everything that's needed to save him, no more dwarfs shall die under my watch!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41897
>>41896
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
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
Updated sheet
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41899
| Rolled 18, 52 = 70 (2d100) |
>>41844
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
Broker Vote: Oneman so TBR can stop bitching
1&2. Turn the new useless, ugly hole into a pristine room for whatever use someone can find.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
22f0d1 No.41902
| Rolled 2, 3, 3, 5, 3, 4, 5, 5, 2, 3, 1, 5, 4, 4, 4, 2 = 55 (16d5) |
>>40991
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
22f0d1 No.41904
>>40991
>>41902
NAME: Marin Irondweller
AGE:110
GENDER:Male
FLUFF: Marin like almost all his ancestors before him is a forgemaster. He is a dwarf's dwarf. Most of his ideology is very conservative and rarely is he up for any kind of adventuring or other foolishness that the younglings get up to nowadays. He knows a good dwarf is a dwarf that stays at home working the forge. Marin specializes in armor and full steel crossbows. He has made literally thousands of suits of armor in his years as a smith and a fair amount of his crossbows as well. but alas not all was perfect in paradise. Ever the unsatisfiable in the progress of his craft Marin sought a new way to heat his steel to make it purer than ever seen before. He attempted to tap into a small dormant volcano under his ancestral home to use the lava to forge directly. It ended disastrously with a geyser spewing lava hundreds of feet into the air and flooding large portions of the ancestral home. The resulting casualties left the irondweller clan decimated from a million strong clan to a few thousand remnants. In the trial to follow Marin barely was able to convince the council of elders that it was a simple mistake and not purposeful sabotage. Considering his rocky past in regards to his ability to talk to other clan members (2 charisma) many were tempted to hang him anyways. But they decided on a punishment worse than death. Exile to the expedition of the Solamineth city. No punishment but a life of toil and danger far from home was fitting of the accidental crime marin had committed. And so Marin had found his way to the expedition with the latest round of immigrants. Clad in rags a broken dwarf with only his masters hammer given to him so long ago as the single sign that he was not just some raggedy immigrant born of nothing.
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 (+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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
22f0d1 No.41905
>>41904
The lava burned out all his facial hair follicles as well. He has no beard no hair no eyelashes which will probably make conversing with other dwarfs even harder simply due to the unsettling and undwarflike appearance
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41956
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
Food: 10 meat, 5 fish, 5 plant, 16 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, 11 orthoclase, 1 microcline, 5 malachite, 4 bituminous coal, 1 jasper opal, 1 grey chalcedony, 2 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
>>41846
You start work on a bowyer's workshop despite not knowing much about fletching in the new room that Dishman dug. (Progress: 1/4)
Your coffin is done but you don't have time to engrave it. Still, Irori's body is now put to rest. You can engrave it later, if you wish.
>>41854
You make a coin bank for the dwarven child. He seems happy enough, but nothing else really happens. You think that you should probably try looking out for the fortress's defense more.
>>41887
With your dwarven determination and Dr. Barbedfell's efforts you have stabilized, and are no longer losing health. However, you're still very badly hurt, and will need advanced treatment. You have a broken right leg and a sprained left forearm. The sprain will heal naturally (3 turns, can be reduced with proper treatment), but Dr. Barbedfell will need to perform an operation to reset the bone and then set the leg in a cast to heal in order to optimally heal the fracture. You can move around, but must use a crutch to do so.
Gain Wounds: Broken right leg, sprained left arm (agility reduced to 1 until leg heals, dexterity halved + -10 to actions involving that arm until arm heals).
>>41889
You get some practice with the spear in, jabbing and swinging at imaginary carp. Gain Dabbling Speardwarf.
You manage to catch only 2 fish.
>>41896
Thanks to your expert healing skills Thunli is stabilized, however his diagnosis shows quite a few problems. His right leg has a compound fracture and his left arm is sprained. You'll have to reset his bones and preferably put it into a cast for optimal healing. However to do this you'll plaster powder (made from gypsum, alabaster, selenite or satinspar) for a cast OR a splint (which you have) and a traction bench. Gain Talented Diagnoser.
>>41899
You carve out another medium-sized room suitable for more workshops, which is good because Goden just moved in and is building a bunch of shit there. Gain 3 orthoclase, 2 gypsum, 2 galena and 1 malachite.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41957
>>41904
A new migrant has arrived!
HEALTH: 13
SKILLS: Talented Weaponsmith, Proficient Armorsmith, Skilled Bowyer, Competent Metalsmith, Adequate Furnace Operator, Novice Hammerdwarf
MORALE: 0
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.
Your furnace operator makes 3 bronze bars, 1 iron bar and 2 tetrahedrite (which makes 2 copper and 1 silver bar).
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 with his piggybank.
>Remove the -1 morale penalty for putting Irori to rest (but not the -1 for your second death)
>A mandate has been put into place! You will have until the 21st of next month to build 2 doors. If the mandate isn't filled then the highest leveled mason will be labeled a criminal and be subject to dwarven justice (a.k.a. FUN) for not complying
>Your crops will be ready to harvest next turn. Once summer begins random events will also begin to happen, which can include good(ish) things like caravans and migrants as well as FUN shit like goblin sieges, megabeasts and the like. Random events will be rolled once every month, so be prepared.
>Scruffy, Anniria, Druza, Tansen, Glittershine and Dara still need to cast their vote for broker. The winner will be decided once 5 or more votes have been tallied, you have 3 right now
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f7e7f5 No.41958
>>41957
Thunli votes for the majority vote for broker
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
f7e7f5 No.41959
| Rolled 5, 54 = 59 (2d100) |
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, sprained left arm (agility reduced to 1 until leg heals, dexterity halved + -10 to actions involving that arm until arm heals).
1. Thunli would take it as hard as his injury allowed, being as most use to the fortress as he could. For now that would be limited to smithing some of the fortresses iron bars into short swords
2. Thunli would then later engrave the rest of his room
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
22f0d1 No.41960
| Rolled 27, 33 = 60 (2d100) |
I vote Glauri Glassbeard as broker.
>>41957
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. First things first I will need a place to sleep so building a bedroom in the farthest corner away from everyone else.
2. second I will go to the forge and see what these….people are running here and since it is most likely a mess of low level crap I will see what I can do to upgrade the forge.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
5a4ece No.41961
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
796abf No.41962
| Rolled 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).
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
544a32 No.41969
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41974
| Rolled 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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e5cabd No.41976
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
6864d4 No.41979
>>41974
change the drawbridge to another variant of door for legal reasons.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
3ff07e No.41980
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
d4e412 No.42004
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e48f7f No.42087
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e48f7f No.42088
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e48f7f No.42089
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
c332ed No.42098
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
89e071 No.42103
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
b3e210 No.42109
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
b3e210 No.42110
>>42109
toplel I just got here and already fucked up the forge. wew lad
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e48f7f No.42111
| Rolled 12 (1d100) |
.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
2148cd No.42119
| Rolled 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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
7ae4ea No.42121
| Rolled 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!
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
128083 No.42122
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
cb6959 No.42131
| Rolled 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)
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
cb6959 No.42132
forgot to change mason to novice
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e48f7f No.42137
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
7ae4ea No.42139
| Rolled 63 (1d100) |
>>42137
"WHAT THE FUCK!"
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
7ae4ea No.42142
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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".
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
2148cd No.42144
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
cb6959 No.42145
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
89e071 No.42146
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
b3e210 No.42147
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
128083 No.42161
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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…
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
cb6959 No.42168
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
89e071 No.42175
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
b3e210 No.42192
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
8ebe9c No.42193
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
7ae4ea No.42207
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
128083 No.42215
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
2148cd No.42220
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
e48f7f No.42234
>>42233
Also forgot to change but wood is now at 0
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
89e071 No.42235
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
540fb3 No.42238
| Rolled 64, 63 = 127 (2d100) |
>>42237
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
b3e210 No.42241
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
cb6959 No.42242
| Rolled 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.
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.
2148cd No.42243
| Rolled 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
Disclaimer: this post and the subject matter and contents thereof - text, media, or otherwise - do not necessarily reflect the views of the 8kun administration.