]
From the official record of Charmcrafted, as maintained by Archvastness the bookkeeper1st Granite: By the claim of royal blood, being the cousin of the late King Arcvasti, I have assumed command. Plus, as the bookkeeper, I'm the only one who knows where everything is. And by that I mean that I PRETEND to know where everything is and keep everything barely functioning most of the time. My first problem is that siege of ogres and trolls outside. We have a couple of them trapped by bridges in the Trade Depot. The rest are kept from coming into the lovely traps we have inside, by the Trade Depot's bridges. Getting rid of the monsters in the Trade Depot is therefore first priority. In any case, after cross-referencing MANY papers left by previous Overseers, I give the order to lower the Iron Bridge seperating the Trade Depot from the fort proper. I also found notes by the late King Arcvasti I think we can adapt into a protection against the creatures of the bottommost depths. This will require many captured goblins, of which we have a surplus and a lot of wooden training spears, of which we have a few. King Arcvasti seems to have set up an area for this project before his demise and the record blackout that followed it. It was walled off, and the goblin death pit seems to connect to some locked off bedroom's which have webs and dead dwarves aplenty as of the last report to mention them, dated to the Overseer just after King Arcvasti. There is also a Forgotten Beast in some adjoining bedrooms, which can fly. That may explain the reason for walling the area up. However, last eyewitness accounts describe the Forgotten Beast being hypnotized by a door. However, on further examination, there is another Forgotten Beast kept in a series of rooms just off of that. It is INCREDIBLY unsafe to go into that area without some means of capturing the Forgotten Beast. Any attempt to reopen that area would lead to the downfall of the fort within days. I begin preliminary preparations for a way to trap the Forgotten Beast securely.
2nd Granite: The Iron Bridge has been lowered. I've ordered some war dogs brought into the Trade Depot.
3rd Granite: I've ordered the retrieval of a steel floodgate artifact for my Forgotten Beast trap. According to the records, its failure to be placed over a sensitive cavern opening due to poor communication killed most of the forts population. It is fitting it should prevent a similar fate from befalling us.
4th Granite: As they are interfering with my recordkeeping[OOC: AKA lowering FPS to near-unplayability], I've ordered the killing of all non combat ready animals. And the wartraining of the rest. The war dog is engaging the trolls and ogress. It is yet to be seen if it can kill them. All three are badly maimed. At least it might break their reverie and bait them into our traps. If this doesn't work, we have some cave crocodiles somewhere around here.
5th Granite: The cave crocs are untameable because they've killed dwarves. All we can do is keep them caged. Pity, I'd really hoped to get rid of these things a little faster.
6th Granite: Dogs, both war-trained or not, begin trickling into the Trade Depot to kill the invaders. Furry mod justice at its finest. Combined, they push one of the trolls into the weapon traps, killing it instantly. I never knew they were that smart...
7th Granite: A war dog got headshotted by the ogress. They're not doing as well against the remaining two invaders in the Trade Depot. Eventually they force another troll onto the weapon trap, maiming it even farther. Then they drive it into a cage trap. These dogs make better use of our traps then we do... That leaves just the Ogress.
8th Granite: She cripples a dog and he limps off, but the rest keep piling on her, clawing and biting. Death by a thousand fuzzy things. Progress on the Forgotten Beast trap proceeds apace.
9th Granite: The Ogress is beginning to vex me. The dogs haven't broken the skin yet. Her clothes easily repel the doggy tide. They've only begun to drive her towards the traps, but she is tired from days of being the scratching post of a canine lynch mob.
10th Granite: The Ogress fell over from over-exertion, but none of the dogs can penetrate her leather cap. They're giving it all they've got, though. I'm considering tossing some of those cave crocodiles in and then killing them with bridges later.
11th Granite: We have achieved some general familiarity with adder training methods. I'm going to try to dump some adders and crundles on the Ogress with a passage I'm digging out above it, because why not?
12th Granite: Some odd difficulties with the animal drop tunnel are being rectified. Very slowly.
13th Granite: I've stoked our forges into making some glass discs, stoneware pots and melting stuff. There are around 20 war dogs beating up on the Ogress. Still no non-bruise injuries.
14th Granite: Uber Pye is throwing a party. When examining why my dwarves were doing nothing, I uncovered orders that they were to stay inside certain areas. As we are protected from the nearest threat by a 10 foot wall of tooth and claw, I saw to reason to keep something so restricting of productivity.
15th Granite: All the bridges for the Forgotten Beast trap are completed and our mechanics are working on hooking them up properly. An Engraver has been possesed by a troublesome ghost and is causing trouble. I'll try and get rid of the ghost as soon as possible. The animal drop onto the Trade Depot is complete and I've ordered that an adder, a few crundles and horse be dropped down. Meanwhile, I'm trying to get the Trade Depot sealed off.
16th Granite: No one is clearing the items from the doorway to the Trade Depot. So I'm raising the Iron Bridge. Whether or not it has dwarves on it or not. I don't care anymore.
17th Granite: No casualties from the raising of the Iron Bridge. First crundle has been dropped in, and its not doing any better then the war dogs.
18th Granite: The adder has been dropped in, and its not doing any better either. Next up is the horse, and after that I'll start dropping things via minecart on its head.
19th Granite: One of the ogres came down into the ballista area and is fighting with some war dogs. The rest have wandered back down the ramps though, so there's something.
20th Granite: This ogre was CONSIDERABLY less sturdy. He attacked a miner with a steel pick, who counterstruck and killed him in the head.
21st Granite: The horse also had way more success and killed the ogress with a hoof after she fell unconscious again. I am so glad that things are looking up.
23rd Granite: The other two ogres wandered out and got killed by weapons traps. THE SIEGE IS LIFTED! I've given orders to open the bridges. We have a lot of work to do on our defenses. We only survived the ogres in our fort because of a lucky shot with a pick. And the war dog pile was pathetically ineffective at killing the ogress. Now we only need to clear out the Forgotten Beasts in the Goblin Training and Execution Area and we'll be good to start on making the Citadel a reality. I've got our smiths working on copper cages. I've also ordered the Citadel unsealed. My eventual goal is to make that our only above ground prescence is the Citadel and seal off all the old entrances. Because they're full of holes. Construction on the Citadel has started again in earnest.
24th Granite: Some hatches have been put in place to avert invaders getting in through the minecart launcher. A few weapon traps will also help.
[[OOC: Hooves are overpowered. They jammed the skull through her brain within seconds of the horse landing there. The steel pick to the brain was just luck. The FPS was horrible, until I ran DFhack clean all to make it playable. Its still horrible, but its more then 2, so that's progress. Most of the fort is hauling ogres and ogresses and taking forever about it. They also complain we need additional cages for cage traps. Everything is pretty stable now.]
FAKEEDIT:
You guys should run a catch-and-release goblinite harvesting operation. Cage goblins, take their weapons and melt them down to make whatever baubles you desire, and release them back into the wild.
We actually have tons of metal, and we don't need armour, so we're good on that front. I was thinking more along the lines of "Danger room some goblins, drop them on nasty FBs/human sieges then recage them". If we have problems with that, then I'll totally do that. Except dropping goblins from ~20 z's onto spikes is more fun then just releasing them.