Dawn of World 1 (MOVED TO NEW FORUM)

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Re: Dawn of World 1 (Turn 2)

Postby Dlover on Sun Jan 22, 2012 9:53 pm

Volcanoes aren't living beings, so they aren't chaotic or anything. So long as you build them in a neat and orderly fashion I won't mind too much.
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Turn 3

Postby Nerre on Mon Jan 23, 2012 3:40 pm

Please don't edit and discuss and then change it again so much, it is very hard to see your actual moves. Hope i got everything right this turn.
It is nice that you come up with so many ideas of terrain or flora/fauna, but i will have to categorize them, else i will run out of colors soon. Thats why i put the kelp forrest into category underwater, while i put the jungle into tropical, which is the same color i gave asks for his tropical islands. hope that is ok. it has to be paintable after all. :)

As far as i can see you didn't use up all points from Dlover, so he got 1 left.

Image
http://www.nerregatt.de/games/dow/world1.svg

Turn 3
- the goddess of the sea creates a lagoon with a nice beach on the north of the southwestern continent. She also adds some suboceanic life in front of it.
- the god of the silver flame raises a long line of mountains along the see, starting from his mountain. He also lets more gras grow in the center of the continent.
- Jhaz only creates a little mountain path, then he offers his power to the other gods.
- the god of food gifts some more islands with tropical life.
- the god of mysteries creates a large area of jungle life on the southeastern continent.

god 4: Askstoomuch (God of Food) = 22 points
god 3: Dlover (Jhaz, Lord of Order) = 13 points
god 5: ThroughTheWell (God of Mysteries) = 12 points
god 2: Taberah (God of the Silver Flame) = 12 points
god 1: thinkslogically (Goddess of the Sea) = 11 points
Curse of the Gold:
MAP: Link to World Map
The New Goblin Warriors: Carves hide
MAP: Link to World Map
HP:5/5 Def: 1 Location: G6 (warcamp)
Attack: Bow 8(9) (Marksman 6+, Coates +1)25% to miss // Short sword 4(5) (Short sword +2, Coates +1) // both: (1+ against any woodland creature)
Traits: Marksman 3, Hunter (Can create traps for small creatures, can do basic tracking, can skin animals. Gets a 1+ attack in dealing with any woodland creatures), Basic trainig with Coates, First aid, Deer gland 1/10 turns (partly washed of).
Inventory: Short Bow, Short Sword, Hunting dagger, 10 Arrows, Backpack, Hatchet, Flint, 30m Rope, Blanket, 5 Leather, 7 Meat, some Bones, 1 deer musk gland, 2 sinews, 1 set of stag antlers.

Slaves to the ring: Goron'Kar
HP:12/12 ATK: 2 DEF: 1
Abilities:
- Endurance (Passive) = he can defend himself while at 0 HP. Enemies must penetrate his defense to kill him.
- Shield Proficiency (Passive) = +1 Def when using a shield.
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Re: Dawn of World 1 (Turn 3)

Postby Dlover on Mon Jan 23, 2012 8:46 pm

First things first: Jhaz begins flipping his S*** off the handle about the edges of this world beginning to unravel. It is not an ordered process! In order (Mind the pun) to solve this, he proposes everything be transferred to a new universe, specifically this one.
SPOILERS:Yes, I've taken note of L&S's Clash of the Pantheons, but haven't looked into it. All I know is it's not this.


As for actions, he creates grasslands/plains in V21, V22, W22 and X22 (The three spots around his new path along with one to even it out a little bit so the entire section of land that is narrowing out is grassy plains.)
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Re: Dawn of World 1 (Turn 3)

Postby ThroughTheWell on Mon Jan 23, 2012 11:32 pm

Mystery Turn 4:
I create 4 hexes of river in a lovely fertile valley (aluvial plain, IIRC, prime farm land!). On the map, you see 6 hexes of river, please start my 4 at the ocean and work backwards toward the mountains. Since I care about the direction of the river even within hexes, I am posting a picture.

Image

In my attached picture you will also see my plans for the future. Please ignore them unless a player wants to help out.

So I rolled an 8 for this turn. I use all 12 of my points for this turn, and I should get a bonus of 3 next turn.

Nerre, sorry to be a pain by not posting pictures previously, but my jungle is off in your pictures. The S colum is 1 too low, and the T column is 2 too low. I double checked the coordinates I typed last turn. My picture shows what I intended, and what I think I typed.
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Re: Dawn of World 1 (Turn 3)

Postby Nerre on Tue Jan 24, 2012 1:44 am

sorry, i am sick and it was hard work to finish this move yesterday. will correct it. also i fear, i will have to move it. Ziprath told me keenspot may be closed and that Thunt opened his own forum.http://forums.goblinscomic.com/
I will tell you when it is done, top priority atm has my game Curse of the Gold.
Curse of the Gold:
MAP: Link to World Map
The New Goblin Warriors: Carves hide
MAP: Link to World Map
HP:5/5 Def: 1 Location: G6 (warcamp)
Attack: Bow 8(9) (Marksman 6+, Coates +1)25% to miss // Short sword 4(5) (Short sword +2, Coates +1) // both: (1+ against any woodland creature)
Traits: Marksman 3, Hunter (Can create traps for small creatures, can do basic tracking, can skin animals. Gets a 1+ attack in dealing with any woodland creatures), Basic trainig with Coates, First aid, Deer gland 1/10 turns (partly washed of).
Inventory: Short Bow, Short Sword, Hunting dagger, 10 Arrows, Backpack, Hatchet, Flint, 30m Rope, Blanket, 5 Leather, 7 Meat, some Bones, 1 deer musk gland, 2 sinews, 1 set of stag antlers.

Slaves to the ring: Goron'Kar
HP:12/12 ATK: 2 DEF: 1
Abilities:
- Endurance (Passive) = he can defend himself while at 0 HP. Enemies must penetrate his defense to kill him.
- Shield Proficiency (Passive) = +1 Def when using a shield.
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Re: Dawn of World 1 (Turn 3)

Postby Taberah on Tue Jan 24, 2012 2:02 am

Lets see Lets get some grasslands at Q17 And Q18. Plus a Mountian at Q16. oo and some forest at S16

Image

Spending 12 points to shape land 4 times
Leaving 0 points left.

Everyone has been doing a good job of getting under 5 points. Luckly those +3 a turn is helping speed things along. Finally feels like the world is getting a bit of shape.

Was going to do jungle at S16 since it's kinda close to the center of the world but nah I like forests more.

side note, turns out I dislike the way I did the history. I'll redo it and make it better latter.
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Re: Dawn of World 1 (Turn 3)

Postby thinkslogically on Tue Jan 24, 2012 2:03 am

No worries - to be honest all we need is the latest map + Taberah's history and we can just pick up on the new forum. No need to take everything if it's not required.
Turning points of data into beautiful lines since 2006

Running:
Lair of the Mountain King: Chapter One
Obsidian Portal Link (character info, inventories, monsters): http://www.obsidianportal.com/campaigns/lair-of-the-mountain-king

Escape!: Open to All.

The Goblin Apprentices! - COMPLETE at Turn 50
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Re: Dawn of World 1 (MOVED TO NEW FORUM)

Postby Nerre on Tue Jan 24, 2012 3:54 am

Game has been moved to: http://forums.goblinscomic.com
Curse of the Gold:
MAP: Link to World Map
The New Goblin Warriors: Carves hide
MAP: Link to World Map
HP:5/5 Def: 1 Location: G6 (warcamp)
Attack: Bow 8(9) (Marksman 6+, Coates +1)25% to miss // Short sword 4(5) (Short sword +2, Coates +1) // both: (1+ against any woodland creature)
Traits: Marksman 3, Hunter (Can create traps for small creatures, can do basic tracking, can skin animals. Gets a 1+ attack in dealing with any woodland creatures), Basic trainig with Coates, First aid, Deer gland 1/10 turns (partly washed of).
Inventory: Short Bow, Short Sword, Hunting dagger, 10 Arrows, Backpack, Hatchet, Flint, 30m Rope, Blanket, 5 Leather, 7 Meat, some Bones, 1 deer musk gland, 2 sinews, 1 set of stag antlers.

Slaves to the ring: Goron'Kar
HP:12/12 ATK: 2 DEF: 1
Abilities:
- Endurance (Passive) = he can defend himself while at 0 HP. Enemies must penetrate his defense to kill him.
- Shield Proficiency (Passive) = +1 Def when using a shield.
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Nerre
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