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Should the Orcs of Ghoshash Snazaga use the looted Fluidcaster?

Engineer a new magma forge near the surface
- 5 (38.5%)
Build some obsidian traps
- 2 (15.4%)
Build lava pump weapons on a tower/walls
- 3 (23.1%)
Make some minecart weapons
- 1 (7.7%)
Bah, who needs it?  We have axes, don't we?
- 2 (15.4%)

Total Members Voted: 13


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Author Topic: Ghoshash Snazaga, "Cleaver of Ignorance," a ¤MDF Orc Fort¤ tutorial (Ch 22)  (Read 105263 times)

MuDD

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Well hot damn, I didn't even notice that Index, thanks much.

Cannot wait for the next chapter, I am thoroughly enjoying this and Meph's Kobold Camp play through/tutorial.
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smakemupagus

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##########################

Chapter 11: Sorcerer
Journal of Thrakha'zaguul.

Sandstone, 253

Our raiders have been supplied us with a fair supply of fine Dwarven steel, and about 3 dwarven tool-kits.  With these supplies our artisians can make good use of the Heavy Weapons Armory.  Forgemaster Demonbutter commands:  place a small stockpile right by the Armory, and allow only welded mithril breastplates to be stored there.  Then only the best materials will be used to make several fine pieces of platemail.

Spoiler (click to show/hide)

I order many batches of stone blocks for new construction projects.  Within a month or so we will have the sentry towers roofed at least.  A few clumsy masons falling down stairs provide practice for Shaman Tomia.

Timber, 253

A caravan is arriving from the home-clan, with a small enemy human squadron hot on their heels.  Tales tell of human clans which are worthy adversaries, but this pitiful group provides us no test in combat.  Firehawk with the fletcher's fine blood-arrows destroy them quickly from the North Tower even faster than our other warbands can gather for a counter attack.

Spoiler (click to show/hide)

The fletcher had used up the remainder of our bloodsteel.  Fortunately the caravan brought a crate to replenish our supplies.  Using this new supply, Dreamwalker Tomia is able to finally craft her Sorcerer's Codex.  We also trade for some ammo and wood, steel, and some pieces of nice armor.  I allow the clan liason a word of congratulations for being useful at this one moment in time. 

Our forgeworkers smelt much of the gold ore that the dwarven labor-thralls have extracted.  We mint about half into coins and pay the freelancers with it.  Finally we have remembered to build enough pulleys for xebecs and ship production moves forward at a fine rate throughout the fall.  With these supplies we beginning a series of raids on Merchant shipping, to grow our wealth and to steal blueprints for a Caravanserai. 

Miners and masons begin a major expansion of the keep to enclose new grounds to the south.  Some peasant-idlers are conscripted as masons.

Moonstone 253

An artifact leather buckler; ringed in ruby, and engraved with images of a cave tortoise!  It is assigned to Firehawk.

Snatcher!: a steamrunner thief, cut down by the wolves and caravan guards.  A few more of these strange mechanical assassins appear over the course of winter.  If we can get a few automaton gizmos we can use them at the Heavy Weapons Armory to upgrade cannonballs to steam-frag grenades, and use these either as traps or weapons.  For now: the parts of broken automatons are placed in a bin.

Opal, 253

The Sorcery codex is finally done, and it is time for our dreamwalkers to begin their spirit journeys.  Fortunately we have many Minotaur voodoo dolls and Dreamwalkers Talisman already stockpiled.  One of our Altar of Storms is turned over only to the task "Dreamwalk to the realm of sorcery."  Scribe Keita pronounces a new workshop profile:  Only if your name is on the Dreamwalkers' List, may you enter the workshop.

By ongoing raids upon Merchant shipping we have acquired  elf and drowen prisoners, some cannons and cannonballs,  gems, gold, and coins.  With this loot we can finally afford to buy plenty of musket bullets.  I order the Corsairs to keep cruising the shipping-lanes for the remainder of the year until we have 4 caravanserai blueprints. 

Obsidian, 253

Masons begin a new above ground living space and meeting hall in what will become the Caravanserai quarter.  Miners delve storage rooms below the plaza put aside for bazaars.  We recieve a visit from Drow traders:  we unload a few the remaining elven tiaras and some food for a modest supply of fungiwood, arrows, and bullet-spikes.

Granite, 254

We may be able to use the Arcane Forge to provide proper weaponry for our Sorcerers.  Bladeshards, or "magic ammo," requires only bloodsteel, but to make the Sorcerers' Wraithblade weapons we will need to secure a supply of the legendary alloy: orichalcum.

Spoiler (click to show/hide)

After a number of dreamwalks with no noticeable effect, the Dark Temple has become the center of much attention.  Several more clan-mates than usual are idle as we watch with curiosity, as one Dreamwalker after another leaves the Altar unchanged.  Shamans! I speak:  remind us what you power you hope to gain through this mad quest!  We learn this:  Sorcerers are said to have access to three of the most deadly arcane magicks which are forbidden to other spellcasters.  Pain: which wracks an enemy warrior and disables him temporarily.  Decay: which consumes and weakens an enemy and makes him very vulnerable to damage.  And the Blood-curse: which causes an enemy to bleed profusely and may even kill.  In addition Sorcerers can still learn all of the Dreamwalkers' magics from spell mojos.

And how will we know if any of the clansmates gain this power?  My question is cut short by an acolyte stepping away from the Altar after her spirit journey, wreathed in smoke and dark fire.  Our clan's first sorcerer!:  one of Tomia's apprentices, 'Dreamer' Krimbur'sharkuub.

Spoiler (click to show/hide)
« Last Edit: March 07, 2013, 11:49:18 am by smakemupagus »
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Meph

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Did the rifleguards not shoot back, carry rifles and such?

Bullet-spikes either kill or sever limbs with every hit btw.
« Last Edit: March 06, 2013, 03:15:04 am by Meph »
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smakemupagus

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Yep, these rifleguards were carrying pistols, but Firehawk and his squad were shooting down at them from a tower, and like any ranged enemies the rifleguard hardly even try to return fire when you're in a good position behind fortifications.  The elite "royal" rifleguards are deadly but there weren't any with this squad.


« Last Edit: March 06, 2013, 03:43:19 am by smakemupagus »
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smakemupagus

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Journal of Thrakha'zaguul.
Chapter 12: Caravanserai

Granite, 254

Seeking a new life here on the frontier are two more Ronin and a handful of other modestly skilled veteran grunts .  We now have a total of 33 in the warbands. Full squads of ten warriors in Broken Mind's assault infantry and ten archers in Firehawk's bow militia.  Five elite "juggernaut" bladesorcs form a clanguard under Dohon.  Six flachette-gunners patrol the battlements.  Gamerlord and Cpt. Higgs are musket-orcs.

Over 120 clan-mates now call Ghoshash Snazaga home.  A dangerous feeling of idleness sets in among the peasants. I remind the clanmates:  If anyone is going to stand around doing nothing, let it be those who have earned it.  Dreamwalkers are excused from menial tasks so they can focus on their duties in the Temple, or healing if need be.  All Ronin, Artisans, and named officers are likewise removed from hauling duties. 

Peasant idlers are assigned mostly to masonry, and a few are allowed to fish.  Until now fishing was very closely controlled but with the new Caravanserai and the human Labor Cell we can put some hundred of fish to good use.

The masons busy themselves building an enclosed hall above ground, south of the main keep.  We now call this the Caravanserai quarter.  Our raiders have provided four caravan blueprints by raiding Merchant ships, and we use them to build each of the four types of shops:  Common bazaar, Arms bazaar, Farmers bazaar, and Shadowbroker.

Spoiler: Caravanserai (click to show/hide)


I ask our corsairs to explain coins and commerce to the clan.  They say this:  The caravanserai does not use orcish rusty-iron shillings as coin.  They use copper, silver, and gold.  Copper are cheap coins which they pay us for goods like food, cloth and leather.  If we were running a big plantation village we could gather lots of copper coins, and then probably exchange them in big batches for silver coins or for raiders' shillings. 

Silver are common coins which the traders will pay us for more valuable objects, like military gear or booze.  In return we can spend silver coins for useful things like arrows, seeds, or mechanisms.  Gold are expensive coins which the traders will not pay us directly, but will exchange us for silver coins at the given rate.  With gold coins we can buy iron, anvils, or import barbarian weapons like hammers and crossbows.

A clanmate asks the corsairs:  Can we spend minted silver or gold coins?  for our Fort is on a rich silver-lode.  The corsairs reply: we can, but remember! It is a poor trade compared to exporting crafts to the normal travelling caravan, or even to using the minted coins to equip our Raiders. For the Caravanserai Traders will not trade at a loss, nor can coins have any fine craft quality. 

Platinum are special coins available only at the Shadowbroker, which we can get either for ransoming a Captive or for an exchange of gold coins at great cost.  Platinum coins can be used for special black market trades like steel, coal, poisons, and exotic weapons.  The Shadowbroker can arrange for us to buy small lots of Orichalcum alloy using platinum coins.

Slate, 254

I order the corsairs to begin selling what we can spare, and to pile the coins in a cellar.  We do not use bins in coin stockpiles, because they cause too much confusion among the simple minded haulers. 

Raiders prepare a series of six expiditions to ruins of the Old Clanholdings, to search for powerful armors for the warband and orichalcum alloy bars for our sorcerers' weapons.  We are now totally out of charcoal, longboats, and wood.  We should have our first crop of farmed saplings soon: our Orcish Factories can at least produce charcoal from the saplings.  We begin eating more Prepared meals so that there is meat to spare for an Elven labor camp.  From this camp Taskmaster Trak'Ruhn can entice the production of wood.  The Caravanserai farmers bazaar sells us some wood for silver coins as well.

Spoiler: Elf labor camp (click to show/hide)


Felsite, 254

Shaman Gwathlobal successfully completes her Sorcerer's Dreamwalk, along with two more of Tomia's acolytes.  We now have a total of four sorcerers.  Gwathlobal takes the opportunity to tell us of the pantheon by our clan: Krimbuut the Avenger; Gimatug of Twilight; and Zatalat the Avatar of Trickery, who is manifest in our lands and has possibly written a book.  I speak:  Zatalat sounds like a demon posing as a god.  Gwathlobal replies: of course he is, what do you expect from the Avatar of Trickery?  I think: Deities are confusing and will leave their business to the dreamwalkers.

Spoiler: Dark Temple - Pantheon (click to show/hide)


Another Tigerman assault!  This time the aerial moth-cavalry wing is led personally by the tigerman general, and accompanied by two infantry squads with weapon masters.  This army's warpets are also upgraded from bobcats to jaguars.

Boworcs report to the southern tower and are sniping at the moths at pretty long range.  The gunners' squads are massacreing the tiger infantry and assault jaguars as they approach the gates.  The flachette gunners in particular are doing well with an upgrade to iron darts.  Cpt. Higgs gets a streak of kills with his musket and is rewarded with a title and the rank of Master.

Spoiler: Tigermen battle (click to show/hide)


Several moths gain the walls but are  put down to earth by the archers, and one sorcerer!  The surviving moth-riders cause a moment of panic but are quickly finished off by the melee warbands.  Melee squads sally to strike the finishing blow against the fleeing tigerman stragglers -- but at the very moment they finish, another hostile force is sighted on the horizon!  These are steam automaton gunners.  Luckily they are far enough away for our  clanmates to fall back to the keep and get a few minutes of rest.  Dohon reports immediately to the baracks for some relaxing sparring.



In the meantime the boworcs stay on the walls to soften the enemy up a bit.  They find that Automatons can withstand a lot of punishment from arrows.  The enemy are too battered to charge our open gate, but not yet ready to abandon the field.

Spoiler: Charging the cannonade (click to show/hide)

After a quick equipment check the full warband charges, trusting to their luck and skill to dodge a few rounds of enemy fire, but it happens that Ronin-recruit Uduruk takes a nasty strike from a cannonball and goes down with a heavy bleeding leg wound.  At close range the battle tilts heavily in our favor and soon becomes a rout.  Wrestler Talata underestimates a cornered metal-man with a wicked bayonetted musket and goes down with a broken ankle.  Both casualties are recovered to the hospital quickly and are very soon under diagnosis.
« Last Edit: March 12, 2013, 07:18:17 pm by smakemupagus »
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Gamerlord

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So have I actually done anything?

smakemupagus

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Depends how you count it.  You fired ~75 or 100 rounds in that last pair of battles, between that and constantly patrolling the battlements now a Legendary gunner (in the 2nd to last image you can see one of the Sargeants blinking; that is you).  You blasted the arms off a couple of those automatons, for example.  But you only have 4 kills, zero notable. 

In that particular battle against the Tigermens I don't know why Higgs racked up all the kills, looking at combat logs all the gunners were doing great.  Just luck I guess.

In general the musket tends to do "chipped the bone... propelled away by the force of the blow... gives in to pain" type of damage.  And then melee warriors or direwolves finish them off :)

Ruhn

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Trak'Ruhn:
"oh?  Elf like tree?  Good, make grow tall and strong.
Then we take axe and make new ship.
And maybe some left for big fire and party."

* Grins at elf *
"Yes you have fun time here.  Hahahaha!"

Firehawk45

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Trak'Ruhn:
"oh?  Elf like tree?  Good, make grow tall and strong.
Then we take axe and make new ship.
And maybe some left for big fire and party."

* Grins at elf *
"Yes you have fun time here.  Hahahaha!"

"You dont want? We sell you off to shadow broker. He have use for female elf"

*Evil grin*
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Gamerlord

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Depends how you count it.  You fired ~75 or 100 rounds in that last pair of battles, between that and constantly patrolling the battlements now a Legendary gunner (in the 2nd to last image you can see one of the Sargeants blinking; that is you).  You blasted the arms off a couple of those automatons, for example.  But you only have 4 kills, zero notable. 

In that particular battle against the Tigermens I don't know why Higgs racked up all the kills, looking at combat logs all the gunners were doing great.  Just luck I guess.

In general the musket tends to do "chipped the bone... propelled away by the force of the blow... gives in to pain" type of damage.  And then melee warriors or direwolves finish them off :)
Then I must wait until I can aquire a handcannon...

smakemupagus

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Well, I think there's a pretty good chance you'll kill *something* with the grenades. 

smakemupagus

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The Seven Sorcerers...
Spoiler (click to show/hide)
... Turns out it's kind of overkill against a couple squads of raptormen.
« Last Edit: March 13, 2013, 01:34:18 pm by smakemupagus »
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smakemupagus

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#######################

Journal of Thrakha'zaguul.
Chapter 13: Grenadier

Hematite, 254

Gamerlord and Cpt. Higgs pick up cannons looted from the metal-men scouting party.  We have also a few hundred cannonballs stockpiled from fallen Automatons, and from raids upon merchant ships.  The clan-council decides that Demonbutter may use the broken Automaton gizmos to convert some cannonballs to frag grenades for our new cannoneers.

Since we decide against selling the gizmos to the Shadowbroker, we must find another way to get orichalcum for Sorcerer's wraithblades.  With some luck: we unpack raider boats that survived a trip to Ancient Ruins, and recover a foundation for a working Ancient Foundry!  Now we can ourselves craft rare alloys at the Ancient Foundry: for this we will need a great supply of bloodsteel.  I am reminded: the wraithblades themselves cost additional bloodsteel.  The boneworkers are ordered to prepare more boneyards, and the warbands are ordered to look for some fresh supplies.

Spoiler: Ancient ruins raid (click to show/hide)

Nasty wildlife appears this season, centaurs and then ogres.  Too much for the patrolling flachette gunners to handle on their own.  The military is kept busy to deal with them.

Malachite, 254

The Sorcerers organize a military squad which they call: "The Unnameable Disembowlment."  They are given a back room in the Dark Temple as barracks.

Fuel is in short supply.  A few migrant farmers arrive, and are encouraged to start new charcoal-tree-farms in the Caravanserai quarter.  Also to save fuel:  rather than melt down the Automatons' unusable gold and meteoric large armor, we just sell it at the Arms Bazaar.  With excellent timing, miners have struck a small cluster of anthracite in the silver mines!  Miners have also delved a couple test shafts below the cavern and found cobaltite, bismuthite, and hematite.  Iron and steel are needed, so this is a good find. 

Galena, 254

The last of Tomia's acolytes has completed her dreamwalk!  It took the better part of a year but we now have seven sorcerers.  Tomia is currently our only sorcerer with martial skills:  she must teach the others enough to survive.  So far their sparring sessions are less than impressive.

Spoiler: Spellsword training (click to show/hide)

Human Bandits arrive, with wood and crates of iron for trade, but they have been tracked by a small detachment of Raptormen.  The sorcerers report to the ramparts and nearly liquify the enemy, while bandit macemen and Broken Mind's recruits stroll across the field dealing merciful death.  It was wonderful, and terrifying. 

Spoiler: Raptorman massacre (click to show/hide)

Limestone, 254

The latest wave of centaurs killed one of our recruit spear-orcs: grappled and kicked to death right through his bronze mail.  I order the factory to create some barbed wire, along with sharpened bone spikes or other simple traps at chokepoints to slow down these beasts somewhat. 

Spoiler: Centaur attack (click to show/hide)

Sandstone, 254

The moon-cycle Sandstone is a rare calm period for craftsorcship and building.  New living spaces are added both above and below ground.  Centaur-bone furniture is crafted to add Meeting space to the Dark Temple.  Craftsorcs turn out some silver and shell crafts.  Mechanists deploy some barbed wire and spikes around the perimeter of the keep.  Forgemasters craft heavy deep-bronze armor for the juggernauts, and arcane orichalcum blades for the sorcerers.

Spoiler: Ancient Foundry (click to show/hide)

A huge swarm of grey-langurmen appear: killing a carpenter by strangling him and dumping the body to bleed out in the new barbed wire trap.  The warband dispatches these pests quickly.  Gamerlord gets to test out the grenade cannon: it is effective. 


Timber, 254

The Automatons have returned in force: two squads of mounted pistolers with war-bobcats.  Boworcs engage in a duel at long range, crippling the unicorns and warcamel mounts, but the automatons do not turn back.  The cannoneers overwatch the open back door from the top of the western sentry tower, and take a toll on the enemy.  The warbands gather and countercharge! just as the automatons turn the corner into the back door.  This time the barbed wire trap does its job perfectly: softening up the surviving unicorns without killing them and getting jammed up with unicorn giblets.


This was our most heated melee yet:  Axeorc Guul, Spearorc Azguuruk, Juggernaut Tugbuur, and Sword-ronin Dohon each rack 3 or more kills in close combat, under a vicious hail of bullets. 

Spoiler: Combat with automatons (click to show/hide)

Broken Mind takes down three camels but her warclaws aren't effective against the automatons.  She does dismantle one of them by brute force and willpower, taking a bullet to the jaw at close range for her trouble.  Luckily she is saved from serious injury by a new orichalcum runerobe.

In the battle:  Bow-ronin Ilena became Elite.  Boworc Azguub earned a title.  Swordsorc Tugbuur earns a title.

The clan caravan arrives shortly after the siege is broken, while there are still automatons on the field.  The wagons must pass by, but several pack-aurochs heavily laden with goods still arrive.
« Last Edit: March 13, 2013, 04:50:31 pm by smakemupagus »
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Gamerlord

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Hee hee hee  :D

Meph

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It is good to see that automatons finally bring armor and guns, and use them. :)

And maybe an error, maybe not: Sargeant is actually written Sergeant. Its just the short version, Sarge, thats written with a.

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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