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Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Leperflesh posted:

The loving thing I guess is pinned or something. And since it's on the very edge of the map, I cannot dig directly under it. Cutting down the tree is also not an option.

I may just use dfhack to... nudge it over a wee bit perhaps, or burn down the tree, or something. This was a very long update, and I got some of the other projects advanced, but I'm ready to be done with this diversion. I hope I am not excessively spoiling things by saying so.

Just let the dwarves beat on it for practice :shrug:.

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Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!
Just burn everything man.

Leperflesh
May 17, 2007

Neddy Seagoon posted:

Just let the dwarves beat on it for practice :shrug:.

Too many civilians wander near and then drop poo poo, and then spawn endless jobs to go get the poo poo they dropped. I can forbid it, but that is just a temporary solution, more dwarves bring more poo poo to drop.

It is likely to cause merchant wagons to flee if they see it too.

And of course, leaving our military outside indefinitely is dangerous, due to the risk of invasion or murk. Yet, mildwarfs once caught up in the fight can't be ordered to retreat... they come and go as they please, and mostly they prefer to keep fighting.


Dashticle posted:

Just burn everything man.

I may resort to something along these lines.

cant cook creole bream
Aug 15, 2011
I think Fahrenheit is better for weather
The weasel is the herald of the murk, which spreads and sprawls, searching for her missing daughter. That weasel will lead her right in there. As long as it persists the foul goddess will not stop seeking its embrace. No walls are high enough to stop her motherly caress.

That's true right? The fog is several levels high, so it can just creep over the walls if you get a particulary large murk. This one might be the largest we have seen so far. Of course that hasn't anything to do with the weasel, but I would like to know how the spread of the murk is determined. If walls stop the murk, maybe you can build a whole roof over the fortress, to live in a sealed dome.
Well that would work until the RNG decides to spawn that stuff inside.

Man, I kind of regret not making a dwarf application back when this started. But I like the idea that Leperfish gets creeped out by the weird suggestions of a dwarf he doesn't even know, who is in fact not even part of the fortress.

Also that weasel needs to kill someone so it can have a name. You really can't write scary stuff about "the weasel".

Wordbird Raven
Sep 7, 2011

I'm not what you would call an artist.
I think at this point it's safe to say that weasel is just broken. Do whatever you need to do.

OhCrap
Oct 14, 2011

I MAKE VICTORY!
Too entertained to want it to end.

Ghostwoods
May 9, 2013

Say "Cheese!"
"I luuuurve you, murkweasel!" /Gir

Leperflesh
May 17, 2007

Air is lava! posted:

The weasel is the herald of the murk, which spreads and sprawls, searching for her missing daughter. That weasel will lead her right in there. As long as it persists the foul goddess will not stop seeking its embrace. No walls are high enough to stop her motherly caress.

That's true right? The fog is several levels high, so it can just creep over the walls if you get a particulary large murk. This one might be the largest we have seen so far. Of course that hasn't anything to do with the weasel, but I would like to know how the spread of the murk is determined. If walls stop the murk, maybe you can build a whole roof over the fortress, to live in a sealed dome.
Well that would work until the RNG decides to spawn that stuff inside.

Actually no, the murk hugs the ground. It clearly can "pour" down into holes, and as it "moves" it actually spawns (at ground/dirt level, whatever that might be), which is how it propagated across the stream.

But it does not "climb" up things, and I believe we've placed our walls such that we are not sitting on or over the edge of the evil biome. I think. Despite the wiki article explicitly saying otherwise. (I suspect whoever wrote the wiki was referring to natural/earthen "walls" rather than constructed walls.)

E.g., I think Leperfish has made an actual discovery: constructed walls block the murk. At the very least, it won't go through them.

I wanted Leperfish to find out how the murk works in a natural way, so I (Leperflesh) avoided reading up on exactly how it works on the DF wiki. However, once my in-game experiment produced results, I confirmed them elsewhere. This might be a weird way of going about it but it let me express genuine gladness or frustration for plans working or not working.

I'm not 100% sure (because documentation is spotty) but I think we've now revealed/discovered all aspects of fiendish murk weather behavior in this edition of dwarf fortress. If it weren't for the loving weasel I think I'd be doing our final update now. As is, I think we may be looking at two to four more.

Leperflesh fucked around with this message at 19:02 on Sep 12, 2014

Mzbundifund
Nov 5, 2011

I'm afraid so.
What kind of weapon was it that finally killed our last murk zombie? I know the platinum axe idea isn't doable but steel is still significantly denser than adamantium.

Veloxyll
May 3, 2011

Fuck you say?!

the trick is getting a dwarf to wield a non-adamntium weapon to hit the murkweasel with. Since dwarves probably pick based on value, platinum or gold are good picks. I guess you could encrust it with gems or something too.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Veloxyll posted:

the trick is getting a dwarf to wield a non-adamntium weapon to hit the murkweasel with. Since dwarves probably pick based on value, platinum or gold are good picks. I guess you could encrust it with gems or something too.

You can assign a specific weapon to a specific dwarf in the military screen.

Arglebargle III
Feb 21, 2006

You should DFhack it into a training room.

Veloxyll
May 3, 2011

Fuck you say?!

Angela Christine posted:

You can assign a specific weapon to a specific dwarf in the military screen.

...

I actually completely forgot this.

I feel this could have solved a lot of our soldier equipping issues.

Leperflesh
May 17, 2007

Veloxyll posted:

...

I actually completely forgot this.

I feel this could have solved a lot of our soldier equipping issues.

The soldier equipping issues were always about dudes showing up with no weapon, despite being assigned weapon(s).

Dwarves can only make gold/platinum axes during a mood, so I don't think we have one, but we certainly have iron and steel. I will give that a shot but I'm not hopeful. If you can lop off the head of a murk zombie dwarf with adamantium, why wouldn't you be able to lop off a murk zombie weasel's head?

But don't worry, one way or another by hook or by crook next update the weasel will be dealt with. I am sick of dragging this thing out.

Leperflesh
May 17, 2007



1st Timber, 253
More out of frustration than any particular strategy I ordered the whole military to slay the weasel. Many squads are depleted but perhaps a swordsdwarf or speardwarf will dislodge the creature from its nook.





2nd Timber
Immediately reporting to battle were Thoradin, Saoritficis, Spermy Smurf, Konjuro, and Pierzak. Not far behind them were John Jacob Jingleheimer Schmidt, Daeren, Krushdhead, Anticheese, Wilekat, Canorade, Pookum, Tag Plastic, and Ceebees.




I shouted to the two dozen reinforcements that it was only needed to somehow knock the weasel down the hole.

Pierzak was the first to begin getting movement with her powerful spear chops although the creature was only thrown against the tree repeatedly.




Late in the day, migrants were spotted coming over the western hill.

Their first glimpses of Bronzestabbed included the fiendish murk zombie dwarf child that tirelessly roams the island of earth just to the north of our walls.




Keisari Oslanost “Windfolded” is an unmarried gem setter and mason in the prime of her life with no particular relatives and of no famous origin. She was happy to be at Bronzestabbed to begin a new life of duty to The Rare Ship. I informed we did not need much gem cutting but always had work for masons and she was enthusiastic to get to work.








Charlie72 Astisonul “Dunemirrored” is an unmarried trader of middle age who has returned to Bronzestabbed to settle down. In addition to his trading skills for which we have no special need he has been shown which end of a sword to hold and has strong arms. I informed the swordsdwarf squad was depleted and he was receptive to becoming a recruit.








Quornes Konrigoth “Mastercrafted” is an unmarried practiced marksdwarf and outdoorswoman in the prime of her life of no origin worth mentioning and with no family. She informed flatly she was here for the excitement. I described plenty of excitement to be experienced in the militia and plenty of exotic animals to train when off duty. Quornes nodded agreement without additional comment.








Philoiz Eshtanerar “Smithleaders” is an unmarried, largely unskilled dwarf of no particular origin having no family to speak of. She has haggled before and recently dabbled with brewing. Philoiz admitted lacking training but interested in excitement and to become good at something. I informed being tough and determined she will have opportunity to become good at some form of melee combat which news she was not discouraged by.








Jiriam Nazomerith “Dreamylabored” is an extremely elderly weaver and capable swordsdwarf hailing from Clashracks. Jiriam has left behind a wife (which I did not determine whether he meant she was deceased or only had not traveled with him) and is the first immigrant hailing from a mountainhome I have spoken to in years. He hugged me before informing there is no special news from Clashracks it being a small mountain hall mostly concerned with raising turkeys and geese. I asked about goblins but he had not seen one at Clashracks which is a relief. It means The Rare Ship's mountainhomes yet endure.

Despite being very old Jiriam boasted of his swordsdwarfship therefore I agreed to enroll him in the militia. I did not say out loud that he is more likely to die of old age than in a fight.










3rd Timber
When I returned my attention to the fight with the weasel I discovered it had been dislodged from the tree!




I did not see it but witnesses claim while the weasel was mobbed by dwarves and dogs it came flying out of the melee. I suspect it was Pierzak.

Unfortunately they have chased the weasel north away from the hole. It may be some time or perhaps never before the dwarves can fling it into the small pit where our traps await.




Admirably the dwarves wet and miserable in the rain still persisted to drive it south.




A blow by Imp knocked it flying through the air past the hole! A close try. Yet those who pursued drove it further south and then east.




I resolved to leave them to the battle.



4th Timber
The word is the weasel is cornered in a depression south of the hole but the dwarves are optimistic they will dislodge it shortly.


5th Timber
The zombie weasel has been flung very close to the hole!




Reinforcements are still arriving to the battle. Tectonis, Orv, Bettik, Enzer, Reviction, Peas, Admiral_Joeslop, Konjuro, M, Avlein, lunnrais, SuRoXT, Kerrhyphen, Elth, and Tyrant were all seen. On their way to the fight were counted Gnu Sheriff in Town, DashingGentleman, SilentDwarf, Ugly Ducklett, and Weigieman.

I ran to see when I heard that at last the fiendish murk zombie had been shoved down the hole!




Those who peered down saw it on the incomplete stair, staring malevolently up at them with vacant holes where its eyes once were.

They rallied, militia commanders barking orders, and soon most of the army of Bronzestabbed ran for the gates.

A handful of crossbowdwarves stayed behind. Pookum fired a copper bolt that sent the creature flying across the room below, but alas, missing all of the traps to slam against the far wall.




There it writhed for long minutes, before it seemed to spot the archers above. It flopped and rolled toward them, and then, with a satisfying whir of well-oiled mechanisms, bars sprung up from the floor to surround the evil creature with unyielding lead. As the top of the cage slammed closed, all of Bronzestabbed sighed in relief.




Finally. The fiendish murk zombie is captured.

I ordered the militia to stand down. The burrow restriction is lifted. There are still two murk zombie dwarves upon our threshold, but we may at last resume work without constant interruption.



8th Timber
AmishSpecialForces excavated new tunnels for the magma works.




Two of the new windmills are built.




With imported ingredients plentiful our food situation is well in hand.





11th Timber
Although the humans are still packing their wagons a caravan from the Mountainhomes has arrived!




Without heaps of laundry (aside from the forbidden socks) to export we will offer our brethren items of actual use in exchange for only modest quantities of useful goods.

We are fortunate that the wagoneers did not immediately spot murk zombie dwarves to the north but the monsters were just beyond their sight among the autumn foliage.



15th Timber
I have recalled a previous project and checked to find both levers on the western dig floodgates are completed some time ago.






We know now that murk can cross water but a goblin invasion cannot.

The trade depot is in chaos as the dwarven traders attempt to unload while the humans who have been weeks loading their wagons get in the way. There are harsh words but it has not yet come to blows.





23rd Timber
I have ordered the courtyard logged.

The humans still haven't left. The trade depot is a packed horsey sweaty mire. Yet some goods are there and the dwarven caravan has unpacked and Federico de Soya is there therefore we traded.

We sold the dwarves several thousandweight of clay that has been sitting in the trade depot for years, many cut unprecious and semiprecious stones, some rags (we continue to wear out clothing every season), and a few large gemstones.

In exchange we took bars of iron, pig iron, and steel; two boars, two turkeys, a cow, a hen, two guineahens, a llama, a goat, a cavy sow, a rabbit, a yak, and a water buffalo; a goodly quantity of brews; a steel breastplate; a pair of bronze high boots; several bags of rock nuts and sweet pods; several bins of leather; and a large quantity of prepared animal parts and cheeses for cooking.




We gave them a large profit and they were ecstatic although the humans watched glumly seeing much better goods going to the dwarves but that is their own problem if they want to buy mostly rags.

Leperflesh
May 17, 2007

So in case it's not clear: the weasel plan worked! Without cheating! I was all set to use dfhack to teleport the weasel (alternate plan: disintigrate the tree it was up against) when the migrants showed up. When I finished dealing with them I went back and looked and they were playing weasel golf again!

:)

Synthbuttrange
May 6, 2007

Now trade the weasel!

Solid Poopsnake
Mar 27, 2010

by Nyc_Tattoo
Nap Ghost

SynthOrange posted:

Now trade the weasel!

I was just thinking this.

Lemniscate Blue
Apr 21, 2006

Here we go again.
I'm just remembering how seven-year-olds play soccer. About a dozen kids in a huddle, all kicking ineffectually at the ball. Occasionally the ball comes flying out of the pile, landing in a random place, and the mass of kids dissolves and reforms around the ball again. Once in a great while, it lands in the goal purely by accident.

Picture that, only with dorfs and a zombie weasel torso.

Leperflesh
May 17, 2007

SynthOrange posted:

Now trade the weasel!

I wish I could, but trading caged things in this version of DF is bugged. You can buy them, but if you select a cage containing an animal/goblin/whatever to be hauled to the depot, the thing in the cage is released instead.

ullerrm
Dec 31, 2012

Oh, the network slogan is true -- "watch FOX and be damned for all eternity!"

For some reason, I have a mental picture of a dwarf army playing lacrosse with the limbless chewtoy weasel. The great holes in the ground are goals.

Synthbuttrange
May 6, 2007

Leperflesh posted:

I wish I could, but trading caged things in this version of DF is bugged. You can buy them, but if you select a cage containing an animal/goblin/whatever to be hauled to the depot, the thing in the cage is released instead.

'Bring the cage containing the horrible monster.'
'Okay boss, here's the cage'
'Uh, where's the monster?'
'You didnt say anything about bringing the monster too, boss.'

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!
Nice one! I was not expecting this particular plan to work really, thought the odds of them getting the weasel down the hole were pretty slim

I am a little disappointed we're not left with a gaping pit into the centre of the earth though. Now that we've got an indestructible weasel torso in a cage, can we unleash it against Hell?

Veloxyll
May 3, 2011

Fuck you say?!

SynthOrange posted:

'Bring the cage containing the horrible monster.'
'Okay boss, here's the cage'
'Uh, where's the monster?'
'You didnt say anything about bringing the monster too, boss.'

Overseer's orders must be followed to the letter. No matter how strange they seem.

cant cook creole bream
Aug 15, 2011
I think Fahrenheit is better for weather
"Aww man! We just filled that cage and now he wants to get rid of it."

So what is the plan with that weasel? Assuming you don't want to build an altar amongst the crypts, where you may worship it, it doesn't belong to this fortress. I'd suggest comming back to the barrel explosion idea. we don't know if that can kill a murk zombie, so it has to be seen. Alternatively place it into the warm embrace of the magma.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"
With all that weasel-whacking, I think we just invented dwarven golf.

Synthbuttrange
May 6, 2007

You'll go blind if you dont stop whacking your weasel.

Arglebargle III
Feb 21, 2006

I think you'll find there's a difference between merely whacking a weasel and pounding one into a hole!

Arglebargle III fucked around with this message at 12:18 on Sep 19, 2014

Leperflesh
May 17, 2007

Air is lava! posted:

So what is the plan with that weasel?

Well, to be honest I didn't intend to pursue it further. We've already seen a trial and execution of goblins, and we've seen murk zombies dropped into the magma. That's obviously how Leperfish would deal with it, and I don't think it's interesting to the audience for me to repeat those scenes. I'd rather press on.

We do not have native lignite so making explosive barrels would be a bit of a chore, too. My intention is to wrap up the fortress as quickly as I can, which at this point if we can avoid any more rude interruptions should be like three to five updates? Ish?

Tiocfaidh Yar Ma
Dec 5, 2012

Surprising Adventures!
I don't think you should just forget about him. I don't know what your endgame plan is, but I'm sure you could do something fun with a nigh indestructible weasel worm while you're doing it. He's the most entertaining thing that's happened in the last couple of years more or less.

Elth
Jul 28, 2011

Build a room with lots of tables, cages and statues, put the weasel in, make the room a zoo and bam. Instant Murk Research Lab. The statues are to soothe the nerves of the dwarves who come to gawk at and examine the creature, kinda like a palate cleanser.

Leperflesh
May 17, 2007

Elth posted:

Build a room with lots of tables, cages and statues, put the weasel in, make the room a zoo and bam. Instant Murk Research Lab. The statues are to soothe the nerves of the dwarves who come to gawk at and examine the creature, kinda like a palate cleanser.

A yes a murk research lab. A means to studying the mysteries of death and animated life after death that we call a zombie.

That seems familiar somehow!

Something about a dwarf... name of Athel Momuzlor "crypttools", King of The Rare Ship from 16 to 62. They called him The Mourning King.

What happened with that guy?


Leperflesh posted:

“In 63, Libash Uzoldogik became the king of The Rare Ship and settled in Paintfamous.”

“Athel Crypttools did not die in 63,” I said, breaking the rhythm to explain. “He abdicated the throne and departed. You have all heard legends told of Athel's later exploits and adventure. They are false. I have seen instead a different record. It was shown to me by the dwarf Sankis, representative of Queen Zulban Uzolbesmar, last year.”

I continued history before any dwarf could interrupt with protest.

“Tirinongu, 'Frosthammers,' was a tower.
In the early spring of 61, The Mines of Amethyst founded Frosthammers.
In the early summer of 61, the dwarf necromancer Oddom Mirrorsculpts settled in Frosthammers.
In the early summer of 62, Athel Crypttools settled in Frosthammers.
In the early summer of 62, Athel began an apprenticeship under the dwarf necromancer Oddom Mirrorscultps.
In the early spring of 63, Athel became the master of the human necromancer Penoc Wetshow.
In the late summer of 82, 'The Dwarf: Problems And Solutions' was created in Frosthammers by Athel.
In 82, Athel Crypttools scouted the area around Frosthammers.”

“A copy of that book has been seen, although not read, by a human diplomat associated with The Ripe Realm, a human civilization far to the north, in 84 when Athel visited the human hamlet of Joinhollows. The human diplomat, whose name I do not know, came to Paintfamous in 73, during the reign of King Libash Uzodogik. The human met with a dwarf representative of our King and their deliberations were recorded in the Royal archive. Many dwarves of The Rare Ship at that time were familiar with the Mourning King and it is recorded that the description given by this human of Athel Crypttools was accurate and compelling.”

There was a murmur of angered mutterings.

“A necromancer,” I told them knowing few at Bronzestabbed would know the human word, “is one who interferes with death. To extend their own life and to use the dead to their dark purpose. It is also known particularly by dwarves of Cobaltsieges that things which die in tainted lands may rise and if so will always hunt the living. It is so in The Fields of Vice.”

I think then among The Noble Work there was some understanding. Perhaps a few dwarves. Markus, Nettle Soup, Vox Nihili, who all had never faltered in faith. Crackmaster and Kelli who are old enough to remember dwarves who met King Athel. Asehujiko who is quick of mind. Yet several still doubted or did not yet fully grasp.

“That”, I said with loudness to be heard over mutters and murmurs. I pointed north. “The foulness. The corruption. The stain of evil upon the very land. That is the Beast whose syndrome is the goblins, and the murk, and the temptation that inflicts even a King of The Rare Ship. While that is unchallenged, there can be no cure. Only treatment, only bandages and surgery and giving water. The goblins worship it, linger near it, their dark fortresses are erected on its borders. They bring its filth with them wherever they go. From there comes the enemy.”

Ohhh. Oh.

Hmm. What do you think. Is a lab for studying murk zombies something Leperfish is likely to endorse?

(If I may be permitted a bit of vanity: that particular update is worth re-reading, at least the interlude part. I am proud of it. I think it's probably my best writing in this LP, and it has continuing relevance to the plot and the conclusion of this story. It's been over two years since I posted it, so I can't blame folks if they've mostly forgotten that stuff.)

Arglebargle III
Feb 21, 2006

Look, we don't need a murk research lab. We just need a breeding population of weasels, a very long hallway, a lot of cage traps, and a Weasel Hammer field, say, on the east side of the fort where the sport was invented.

membranoid
Feb 25, 2001

fart huffer
semen chugger
Don't destroy it, I want to build a weaselball court in the fortress whenever you finish it and give us the save. Yea what he said /\

edit: over the magma pit with glass windows and spectator seating, and a special burrow to force everyone to watch

Also I really enjoyed reading your last siege narrative, the mental image of the queen prancing around in the ballista room pulling levers while a bunch of one shoed dwarves buried in socks made me laugh entirely too much

membranoid fucked around with this message at 20:50 on Sep 22, 2014

Phoenix Taichou
Jun 23, 2010

"Movie reference."
What is the likelihood that a Dwarf will hit the Zombeasal so hard it hits another Dwarf?

Leperflesh
May 17, 2007

Phoenix Taichou posted:

What is the likelihood that a Dwarf will hit the Zombeasal so hard it hits another Dwarf?

I have never seen it happen, and my understanding of DF physics would mean it's not possible.

When I advanced the combat one 'tick' at a time (using the . key), I could catch the weasel in mid-air... but in that state, while the game draws the icon on the screen, it's impossible to even select/look at the weasel with any of the in-game investigation tools (like v, k, t, q). I think it can only impact terrain objects like trees, ground, constructions, etc. but not mobile entities like other creatures.

Phoenix Taichou
Jun 23, 2010

"Movie reference."

Leperflesh posted:

I have never seen it happen, and my understanding of DF physics would mean it's not possible.

When I advanced the combat one 'tick' at a time (using the . key), I could catch the weasel in mid-air... but in that state, while the game draws the icon on the screen, it's impossible to even select/look at the weasel with any of the in-game investigation tools (like v, k, t, q). I think it can only impact terrain objects like trees, ground, constructions, etc. but not mobile entities like other creatures.

I guess that makes sense, otherwise it'd be like Dwarf pinball in clustered fights

Jazzimus Prime
May 16, 2002

The Brothers Autobot

Leperflesh posted:

I have never seen it happen, and my understanding of DF physics would mean it's not possible.

When I advanced the combat one 'tick' at a time (using the . key), I could catch the weasel in mid-air... but in that state, while the game draws the icon on the screen, it's impossible to even select/look at the weasel with any of the in-game investigation tools (like v, k, t, q). I think it can only impact terrain objects like trees, ground, constructions, etc. but not mobile entities like other creatures.

It might not be possible with the physics in DF2012, but knocking an enemy into another creature (even an ally!) is certainly possible in DF2014.

Pickled Tink
Apr 28, 2012

Have you heard about First Dog? It's a very good comic I just love.

Also, wear your bike helmets kids. I copped several blows to the head but my helmet left me totally unscathed.



Finally you should check out First Dog as it's a good comic I like it very much.
Fun Shoe

Leperflesh posted:

I have never seen it happen, and my understanding of DF physics would mean it's not possible.

When I advanced the combat one 'tick' at a time (using the . key), I could catch the weasel in mid-air... but in that state, while the game draws the icon on the screen, it's impossible to even select/look at the weasel with any of the in-game investigation tools (like v, k, t, q). I think it can only impact terrain objects like trees, ground, constructions, etc. but not mobile entities like other creatures.
I think it could. To test the railgun I had all the soldiers stand in the sword gate and got a chain of impacts as dwarf 1 hits dwarf 2, who hits dwarf 3, who hit dwarf 4 (This all happened after I finished my turn and passed on the save). Plus I remember my DF2012 adventurer pushing goblins off cliffs onto other goblins for fun.

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Leperflesh
May 17, 2007

Hmm. Might just be down to the weasel's very small size, then.

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