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Author Topic: (Vampire) Kobold Camp Succession Fort, Scrinimontena  (Read 11145 times)

Meph

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #15 on: April 21, 2013, 04:16:22 pm »

I saw many people asking for kobolds, but not many people asking if they can play a turn. If you need more overseers, I can make a note and link from the masterwork thread.
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Impedocles

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #16 on: April 21, 2013, 07:15:10 pm »

1st of granite
I think the elders were rather harsh, running us exiling us from the camp. My trap did drive off the goblins, after all.  The fire and flooding wasn't supposed to spread to the rest of the burrow, though.  And the rabid bear getting into the nursery was rather tragic.  But the goblins would certainly have done worse.  They could have at least let us take some tools with us.  Oh well; Blue claims he can turn these rusty rocks into tools once we stop.  And at least I have my pets: Scales and Bitey the drakes, and  my spiders legs and sticky.

This looks like an excellent place for our camp: a brook for fish and good water, the soothing sound of the waterfall, and Meph said he could make stuff out of the clay. A good thing, too.  We are almost out of food; the other kobolds have been eyeing the horse for days.  "Eat," I tell them, pointing at the beast, and they waste no time.  Fresh meat is wonderful after weeks of nothing but dried fish. I tell Blue "tools," and he gets to work and has a pair of shovels and a chopper in no time.
Spoiler (click to show/hide)

3rd Granite
Zimer had noticed some little dogs around, so Zimer and Jinanins take the skin and bones and fasten some bolas to catch them with.  Apparently Jin knows how to put razor shards along the string, because those bolas tore those little guys apart.  I train the shalswar to help him out, though they seem more interested in catching vermin around camp.
Spoiler (click to show/hide)

8th Granite
I choose a spot for our new home near the waterfall.  Chimp and Blue start digging us out a burrow so we can be hidden before something comes along that sees us as dinner.  I tell them to dig a wood chute straight down and to dump everything we brought into it; we can sort it out once we get underground.I have to keep a close eye on them to make sure they dig the tunnels straight; they would happily dig a haphazard hole in the ground, but I won't stand for that.

15th Granite
Some strange birds arrive.  Zimer wants to hunt them, but I think they are a good omen and tell him to leave them alone.
Spoiler (click to show/hide)

26th Granite
The burrow is ready for us to move in.  It is cramped, but safer than sleeping out in the open.  Things are fairly calm for awhile.

28th Slate
Our food stores are very low.  All we have left to eat is a little bit of fish.  Luckily we have a good supply of rats.  I order all but 1 of the males butchered.
Spoiler (click to show/hide)

10th Malachite
A couple of migrants arrive, and I put them to work as a butcher and a mason.  Now that chef is free from butchering, he can focus on cooking his delicious stews and working on expanding his clay oven.

I've decided that the chasm would make a great defensive entrance to our burrow.  I order our diggers to build a narrow ledge on the other side that I can cover in traps.  I also build fortifications on our side so that we can rain death at them from safety.


21st Malachite
Zimer is scouting the cave and spots a strange little creature.  It appears to be a small statue made of shiny metal and makes a strange ticking noise.  I decide that I must have it for my own.  I can use it to crush my enemies, or just use it for target practice. 
Spoiler (click to show/hide)
It wanders out of the cave, and I set up a cage trap in case it goes back in.  I also order a large ditch dug to funnel creatures into a set of cage traps, with a bunker next to it for legs to hide and spray them with webs.

18th Galena
A couple of caver dwelling nith kobolds exit the cavern, and one of them is caught in the trap I set up for the statue. I send Zimer to question it, but it seems to be hysterical and just runs back and forth.  It is attracting the attention of the statue, so I tell him to kill it.  It is surprisingly delicious.  We keep the caged one; it might prove useful.
Spoiler (click to show/hide)

28 Galena
The elders were not content to exile us; they sent thieves to steal from us!  One of them injures Scales, but we drive them off before they can steal anything.  Zimer has great aim and a wicked sense of humor.  He is apparently collecting buttocks as trophies.
Spoiler (click to show/hide)

1st Limestone
Autumn is upon us, and we are settling in nicely. The burrow is well-defended and spacious.  I wish I'd kept on top of the diggers about digging straight hallways, though.

The first level below ground has the trapped entryway, where sticky can shoot webs through fortifications and catch intruders in my cages.  I'm also using it to store finished goods and furniture.
Spoiler (click to show/hide)

The level below it has our clay and metal workshops.  It was well worth all the metal to make the grate for Meph's clay oven.  He can make almost anything out of the stuff.  Our evil little chef has many talents. It also contains my control room, where I direct the fortress's defenses.
Spoiler (click to show/hide)

The third level has our woodworking shops at the bottom of the wood chute (the next kobold I hear make a joke about that name will be fed to Scales and Bitey).  It was a very efficient system for moving wood into the burrow, but I couldn't convince the workers to watch for falling logs.  After the two kobolds and a drake got knocked unconscious I had to stop using it.  This layer also has the rat room and the dining room behind the waterfall.  This is also the level where I will concentrate our defenses across the chasm.  I can station spiders to web invaders while traps throw them off the cliff and we rain bolas down on them.
Spoiler (click to show/hide)

The lowest level is where we process the animals we kill.  Chop them up, skin them, and have our chef make delicious stews.
Spoiler (click to show/hide)

26th Limestone
Oh Cavernshadow, what have you sent to torment us?  Zimer got too close to the statue, and angered it.  He led it right into my cage traps, but it just walked right through them without triggering a single one.  Zimer surely would have been mashed to a pulp, but Scales and Bitey tackled the statue so that he could get away.  The drove it into the ditch and have it pinned against a wall, but their claws and teeth can't even scratch its metal body.  They keep it held back for hours, but eventually they tire and it bashes Scales head in and then finishes Bitey.  My poor babies.  But they distracted it long enough for me to bring legs over near the cage traps.  There isn't a creature alive that can escape my traps once Legs covers them in his silk.  I've heard horrible stories of beasts that can, but those are just told to scare children.

The statue climbs out of the ditch and gets sprayed in the face with web....
Spoiler (click to show/hide)

...and proceeds to walk through it as if it wasn't there and tear of Legs's legs.  Then it walks back through the web-covered traps without even slowing down and wanders off.  What kind of terrible beast is this?
Spoiler (click to show/hide)

Zimer was enraged by the loss of Scales and Bitey.  I tried to convince him not to, but he went after the beast himself.  No one dares to go retrieve his body.

OOC
Spoiler (click to show/hide)

Late Autumn
The camp is still recovering from the tragedy caused by the statue, but at least the beast has left us alone since then.  A few immigrants have arrived and I've assigned two of them to replace Zimer as our defenders.  A band of Gnolls arrive, and one of the new defenders decides to get himself killed by attacking them without armor or weapons.  I station Sticky at the entry way in case they decide to attack.

But a kobold caravan arrives, and there is no more time for moping.  All we have to trade are Meph's stews, but once they have a taste, our Eagle Devourer convinces them to trade all of their food and most of their cloth, leather, and metal junk for a few barrels of the stuff.  He was sad that they didn't have any eagle meat to sell, but Meph says he can turn the food into even more delicious stews and Blue says he can melt the metal crap down and make weapons from it.  We bought one banjo that looks pretty shitty to me, but he said it was made of some magical metal that could cut right through the metal demon.  It cost us quite a bit of stew, but Chimpanzee got it.  I got a new trap spider, too.  I'll never be able to replace Legs, but at least I have enough to cover both entrances, now.

14th Timber
Oh Cavernshadow, things just keep getting worse.  One of the gnolls tried to force its way into our burrow, and Sticky did his job by spraying it with webs as it walked across the cage traps.  However, somehow it managed to dive into the ditch I dug next to the traps and not get caught.
Spoiler (click to show/hide)

My kobolds were not so quick.  Two of them were caught in the cages, along with the kobold diplomat.
Spoiler (click to show/hide)

They are not happy, but with the webs everywhere and the gnoll scaring everyone it takes awhile to get them out.  I finally order everyone back and let the gnoll leave, so that we can release them from their cages and finish carrying in all of the goods we traded for.  The Diplomant leaves very unhappy, and I don't think he will be bringing the ogres I wanted next year.  At least they left one of their horses, though.  It bit me when I tried to feed it, so I think we will use it for target practice and then butcher it.

Winter
Things deteriorate rapidly during winter, and I can barely get the kobolds to do anything.  Everyone is unhappy, and they keep getting caught in webs.  Meph does manage to expand his clay oven, and I Jinanins expands his workshops to make armor out of the fish refuse our new fisherbolds are bringing in.  I did get a room built where our bola throwers can use captives for target practice, if we ever get  someone with free time to learn to throw them.  One of the gnolls was caught in a cave; the other gnolls are standing around it, as I found out when I tried to retrieve the trap, but I am having a hell of a time keeping the other kobolds from wandering over there.  One of our masons just got killed, and I can't even figure out where Deep Blue went off to. 

I can't take any more of this, I am just going to deal with my traps and my animals and let someone else be in charge.

Beginning of year 2 save
http://dffd.wimbli.com/file.php?id=7594
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Impedocles

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #17 on: April 21, 2013, 07:23:34 pm »

I saw many people asking for kobolds, but not many people asking if they can play a turn. If you need more overseers, I can make a note and link from the masterwork thread.

Feel free to do that.  More attention is nice, though we seem to be getting enough overseers to keep things going..
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DeepBlue

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #18 on: April 22, 2013, 03:39:07 am »

Sounds like you had a tough first year, and now I'm missing. That statue is a baller though, maybe we can use it for defensive measures.
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Meph

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #19 on: April 22, 2013, 05:34:59 am »

Quote
I checked the raws, and I think this creature needs to be looked at. It is a trapavoid, webimmune, lockpicking, mischevious, predatory, swimming metal creature with no internal organs or bones that doesn't need to breath.  This thing is harder to deal with than most megabeasts, and it has double the default spawn frequency.  I could have caught an actual bronze colossus easily, but this thing killed my hunter, my two drakes, and my spider and walked away through my webbed cage traps.  I edited the raws to remove trapavoid and webimmune from it, and I suggest the next overseers do the same and see if you can catch it.  It can't be hurt by bone ammunition, so it would be great for target practice.

Its from old genesis, but it should have the evil tag. I had a look, and it does not.  ??? I am sorry, your defenses were stellar. I removed the webimmunity, the lockpicking and put it into the third cavern for the next release.

Keeping a web/trap-based defense seems very micromanage-heavy, since kobolds themselves get caught in the webs. Maybe the little buggers should get the webimmune token.
« Last Edit: April 22, 2013, 05:38:37 am by Meph »
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thegoatgod_pan

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #20 on: April 22, 2013, 12:11:51 pm »

Thanks Impedocles: I am starting tonight. Hopefully the bronze statue will submit to the raw edits and make its way to a cage without too much trouble.
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Meph

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #21 on: April 22, 2013, 02:00:24 pm »

I changed the raws on MY version, for the next mod release. Not the game you are playing, you would have to change those yourself. I dont have remote access to your saves :P
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Impedocles

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #22 on: April 22, 2013, 02:26:09 pm »

Quote
I checked the raws, and I think this creature needs to be looked at. It is a trapavoid, webimmune, lockpicking, mischevious, predatory, swimming metal creature with no internal organs or bones that doesn't need to breath.  This thing is harder to deal with than most megabeasts, and it has double the default spawn frequency.  I could have caught an actual bronze colossus easily, but this thing killed my hunter, my two drakes, and my spider and walked away through my webbed cage traps.  I edited the raws to remove trapavoid and webimmune from it, and I suggest the next overseers do the same and see if you can catch it.  It can't be hurt by bone ammunition, so it would be great for target practice.

Its from old genesis, but it should have the evil tag. I had a look, and it does not.  ??? I am sorry, your defenses were stellar. I removed the webimmunity, the lockpicking and put it into the third cavern for the next release.

Keeping a web/trap-based defense seems very micromanage-heavy, since kobolds themselves get caught in the webs. Maybe the little buggers should get the webimmune token.

Thanks for using my feedback. The wiki says the evil tag doesn't affect cavern creatures, which is likely why you are confused about that.  They seem well-balanced for the third cavern: they would have been easy to deal with if I'd had metal weapons. In another kobold game, a reasonably skilled lasher with a bloodsteel scourge and a war drake took one down easily.  The statues just renders trap and animal based defenses completely impotent, short of a cave-in or atom smasher.  The webimmune thing didn't make sense, though.  No creatures that doesn't spin webs should really have that. 

Air sign kobolds are already immune to webs, and making all of them immune might be a bit unbalanced.  The trap spiders are already a powerful advantage for kobolds.  I want to try a kestrel/owl squad with pet trap spiders.     

I should have built a third entrance for when the main one was covered in webs, and the ditch next to the web bunker was a bad idea.  I meant to build drawbridges there to protect the spider against archers, but didn't plan it right.
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smakemupagus

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #23 on: April 23, 2013, 12:41:56 pm »

Bronze Statues are sorta tough, but then there's these guys in a whole different league.  Quite a bit bigger, and rather than just punching they have built in weaponry... not only one-shot crush your skull through an addy or deepbronze plate helm, but inject corrosive acid into your brain just to be sure ;)

Spoiler: animated armor (click to show/hide)
BTW this was not *quite* as big of a massacre as it first looks, three of those are "D" for cave Dragon not "O" for Orc ;)

anyway since you were talking about confining the cute little bronze guys to depth 3, just thought I'd mention the Animated Armor are currently UNDERGROUND_DEPTH:2:3.

ed.  Also relevant, it looks like the Animated Armor's aren't web- or trap- immune, so in that sense they do have a pretty big weakness.  You would need a pretty legit weapon trap to damage them much I think, but cage is always an option!
« Last Edit: April 23, 2013, 01:03:32 pm by smakemupagus »
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Meph

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #24 on: April 23, 2013, 05:35:58 pm »

Ph yeah, I remember these guys. When deon added them they were impossible to hurt even with steel, it was maddening. I already nerfed the animated armors since then, but eah, I might banish them to depth 3:3: as well.
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thegoatgod_pan

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #25 on: April 25, 2013, 09:17:36 am »

Well I got through the summer with minor casualities.

The statue is still loose, most of the gnolls are dead, we have thirty more kobolds and several ogres as well as our very first artifact--a cup :P and a low-quality but quite sharp steel machete, which I think will help out shortly

Imp: your little guy is a bad ass, he beat up a gnoll and ran away scot-free.

I'll do the full write-up with pictures tonight, before diving into fall and winter.
« Last Edit: April 25, 2013, 09:51:05 am by thegoatgod_pan »
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DeepBlue

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #26 on: April 25, 2013, 04:59:20 pm »

Am I really dead?  :-\
If so, rebold me as Sir Blue and give me a marksbold please. How's the spidermicro going? I hope you still have all your fingers.
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Impedocles

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #27 on: April 25, 2013, 09:38:16 pm »

Am I really dead?  :-\
If so, rebold me as Sir Blue and give me a marksbold please. How's the spidermicro going? I hope you still have all your fingers.

You are presumed dead  :(

I'm not even sure what happened to you.  I just noticed that you were gone.  No battle report or announcements and no body.  I think you just decided that you'd had enough statues and gnolls and set off on your own. 
« Last Edit: April 26, 2013, 01:48:06 am by Impedocles »
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DeepBlue

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #28 on: April 26, 2013, 02:16:30 am »

'twas the call of the wilds! I've always dreamed of being an adventurer.
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thegoatgod_pan

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Re: Kobold Camp Succession Fort, Scrinimontena
« Reply #29 on: April 28, 2013, 02:39:01 pm »

Year 102.

Imp, our Evil Mastermind, has officially declared her reign over. Before departing she declared herself shaman, witch doctor and hoardcounter and threatened to feed anyone who opposed her to the shalswars.

Now I, Goat Shebehonons, 9 years old, an axebold and mother to three kobold young (all dead), and married to one of our finest craftskobolds, will lead the burrow. I hate frogs and prefer to consume "liquid evil". Nothing like a swig of liquid evil to get the blood going!
Spoiler (click to show/hide)
   
Jilikiillisitgtisan! or some other such, appropriate traditional kobold exclamation!

My husband went temporarily mad in some fashion this spring (I somehow didn't notice) and carved the legendary cup "the Trammels of Adventure". I was most disappointed: a true kobold steals the artifacts of his enemies! He doesn't carve his own, wasting precious bronze, like a dirt-digging dwarf!
At least the wooden thing ought to offend the elves (not that our traders didn't offend them already, apparently 900+ profit is just too little, they stormed off after trading some clay bullets for mithril and iron!)

Now, to get some affairs straight. Our little burrow is in a bit of trouble.

North of us, that crazy statue "Exitnourish" we released from the cavern is still running berserk.
Spoiler (click to show/hide)
Somehow, the mindless thing has pulled a bracer from one of our fallen, and swings it around with deadly efficiency. With a little divine intervention it should fall to our traps, but who knows how much havoc it will cause before it does. Best leave it well enough alone.

The cavern entrance is occupied by a tribe of gnolls. They don't seem to like us none.

Imp must have pulled one of his fancy levers because the gate bridge rose and sealed us in. Time to handle some domestic business and let the gnolls sort the statue out, I guess.

I ordered the diggers to dig a little enclosure for the shalswars, and locked our female in there with a number of nest boxes. If no one stupidly unlocks the door, we should have some hatchlings soon.

However no sooner than we started digging in, the shouting started: migrants! migrants.

More than 20 kobolds crested the hills and pounded on the raised bridge. I pulled the lever myself, letting them in. it was then that I noticed the hulking figures that accompanied them. Two ogres and an ogre child had joined our tribe!
Spoiler (click to show/hide)

Unfortunately, all three are male, so we can't have a proper ogre clan yet.

Opening the bridge caused some incidents. First the diggers followed up on prior orders, with a minor modification, and now we have a moat fed by our river. Unfortunately, due to what can only be called terminal stupidity, the founding digger managed to get himself trapped in the dry moat. Furthermore, by the time I noticed and had him dug out: literally when our newly trained diggers holding newly carved shovels dug into his lair, the idiot died of thirst. RIP first shovel of the tribe.

At the same time, Imp wondered off to explore the cavern entrance. A gnoll noticed her and pursued, but Imp proved quite a badass:
Spoiler (click to show/hide)

Worried about the less competent tribemates (some of whom might have gotten their heads smashed in, no one named anyway), I once more gave the order to seal ourselves inside and perform rites to appease the tribal spirits. Somehow these rites destroyed our pub, I am not sure what happened (it exploded? with music?)

In any case, our prayers were answered:
Spoiler (click to show/hide)

The weregecko appeared out of nowhere, and as a matter of course, bit off a gnolls' head.
Then it turned into a terrified human, still fairly soaked in gnoll blood.

The remaining two gnolls chased and beat it to death, but in so doing exposed themselves to the open air. And we've been making ammo since I took office.  Whooping and cheering, our squad, trained on a newly dug range, drove the gnolls cursing into the moat:
Spoiler (click to show/hide)
.

We chased them and we bled them and drove them into our cages.

When they were gone we checked our long neglected traps and realized that the spirits had truly blessed us: we have captured a water dragon. Imp began to train it, maybe it should be released onto our enemies. I worry about letting it out yet though.

As soon as we rejoiced and feasted and traded (buying up much metal for forging new weapons in exchange for clay bullets, which we have in abundance and produce in greater abundance), another ambush came.

Gnolls came, scattering us from the surface and brutally killing a thief who distracted them while the tribe ran for cover:
Spoiler (click to show/hide)

These gnolls were foolish however, and strayed into our traps. I put Shadechanneled, the murderer of our tribemate down myself:
Spoiler (click to show/hide)

At mid summer we were robbed by Keas, whom all kobolds should hold sacred. We didn't mess with the master thieves, but we did watch them gracefully depart with a mithril lute I didn't realize we had.

As summer turned to a close, I checked some fort denizens. Deepblue...uh...
Spoiler (click to show/hide)
...but a Sir Deep Blue was found amongst the markbolds.

I began to plan my legacy and project. I suppose I shall have to venture into the caverns for some goods, but first, some blocks of bone are needed...
« Last Edit: April 28, 2013, 02:51:31 pm by thegoatgod_pan »
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More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?
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