Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

The next exotic zombie wil be...

Yet more Cave Ogres
Giant Cave Swallow
Magma Crab
Forgotten Beast
Giant Cave Spider

Pages: [1] 2 3

Author Topic: Evil Beach MK II, now with Achievements-ish  (Read 6489 times)

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Evil Beach MK II, now with Achievements-ish
« on: February 04, 2015, 08:36:35 pm »

As we enter the peak of the so-called 'Age of Myth', an uneasy peace exists amongst the civilized races of this world.  The Humans, our allies since time immemorial, have spread far and wide.  Traders at heart, many Dwarves still hold them accountable for failing to help our ancestors during our early wars against the Arrogant Ones.  Although the last true conflict with the hippies is nearly a century past, that is still enough time to remain in the minds and stories of many Dwarves.

What many of us remain, anyways.  Truly, the Elven menace during the early years and continuing Goblin incursion throughout history represent but a fraction of the destruction wrought by the world's guardians.  In the past 20 years alone, the Mountainhome was besieged by creatures, nay, monsters, so terrible that they don't even have a name yet.
Spoiler (click to show/hide)
We shall not forget the atrocities committed by the hippies of course, but one must keep these things in perspective, for that is Tradition.

Thus it came to pass (last week actually), that newly annointed King Ral Stockadeauthored (who rose to power earlier this year) commissioned a new Fortress along the ocean front, that we may regrown our civilization and establish a secure North-South trade line.
Spoiler (click to show/hide)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This will be my first venture with 40.24, seemed like good a time as any to try my hand at another story.  I'll be running this as a Community Fortress (Dorfing & general requests), but if anyone would like to be Overseer (actually playing the Fortress) for a year, just lemme know.  I have also decided to give the Fortress a specific set of goals.  I will arbitrarily assign Dwarfiness Points (DP) for each completed Objective.  Ranks indicate an Objective that can be completed multiple times, though with increasing difficulty.  I am open to suggestions about expanding the list.  There are no mod changes, just a bit of WorldGen magic to make Joyous & Terrifying share a border (yes I'm still on an extreme Biomes kick, b/c it's hilarious)

Objectives

1. Export 3,000 Urists worth of Glass (Rank 1: 400 DP)

2. Build a 4-z Dining Hall (1,000 DP)
3. Tame 1 species of Giant Animal without resorting to trade from those stupid hippies (Rank 0: 400 DP)
4. Build a surface structure composed primarily of wood, sandstone, and glass.  Minimum 4-z tall with 10 gem windows. (Rank 3: 600 DP)
5. Build a moat (750 DP)
6. Train a Legendary Glassmaker (Rank 0: 250 DP)
7. Build a drowning chamber (800 DP)
8. Capture a Whale or Shark (Rank 0: 1,000 DP)
9. Build a Unicorn farm (500 DP)

Bonus Objectives

1. Accumulate 20 Masterwork Glass Statues (Rank 0: 500 DP)
2. Build a 4-z Dining Hall with pillars and balconies, all engraved (2,500 DP)
3. Defeat a siege using only War Giant Animals (Rank 0: 2,000 DP)
4. Build a Waterfall/Mist Generator (Rank 0: 500 DP)
5. Build a magma moat (3,000 dp)
6. Artifact Crystal Glass (Rank 0: 1,000 DP)
7. Use the ocean to flood The Circus (9,0001 DP)
8. Weaponize a captured Whale or Shark (Rank 0: 5,000 DP)
9. Masterwork Unicorn furniture (Rank 0: 300 DP)

Dwarfiness Points: 4,400

Founding Dorfs-
Immortal-D: Book Keeper Tradition Scholar, Broker, Expedition Leader, Awesome Sauce
Pencil_Art: Farmer, Chef, Brewmaster, Butcher
SaberToothTiger: Miner, future Medical Dwarf

Chapters
1. An unusually good start
2. Surrounded by monsters
3. The surface is dangerous, but far from lost
4. Death & crafting conspiracies
5. Never a dull moment
6. A real Fortress takes shape
7. Careful what you wish for
8. You just might get it
9. Nobility and HIT THE DECK!
9b. Stone Sense interlude
10. Visions of prickle berries dancing in my head
11. I suggest making a sammich if you intend to read this chapter, it's a doozy
12. 5-year anniversary tour
13. Zombies and poor decisions
« Last Edit: June 14, 2015, 01:49:17 pm by Immortal-D »
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #1 on: February 04, 2015, 10:00:33 pm »

Can I be a founding dwarf? Preferably male, and a military member, unless you don't embark with military, in which case I'll be farmer.
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #2 on: February 05, 2015, 06:41:24 pm »

Hi Pencil!! :D  The Marksdwarf is a Dwarfette, so you're now chief of the Sobriety & Starvation Prevention Task Force.

Pencil_Art

  • Bay Watcher
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #3 on: February 05, 2015, 08:27:13 pm »

Hello. Thanks.
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #4 on: February 07, 2015, 01:16:13 pm »

5 Granite, year of Armok 120

According to the map, we have arrived.  King Ral Stockadeauthored chose the Southern shores of the aptly named 'Strategic Oceans', specifically due to ease of travel from the Mountainhome.  If we can raise a Fortress here, a secure trading line is assured.  It is a relatively quiet stretch of beach, though some kind of blight appears to have claimed the Western plains.
Spoiler (click to show/hide)
This is no epic story of legend, the Dwarves here shall never be spoken of in in great tales or hushed whispers.  Nay, we are but a motley crew, set out for the single purpose of saving our people.

No matter, we have a large tract of healthy forest and ocean-front shores upon which to establish ourselves.  The King himself has dubbed this new outpost
Spoiler (click to show/hide)
An entirely new division of Dwarven surveyors was created for the express purpose of finding new settlements for our besieged people.  We are the first such group, proud members of
Spoiler (click to show/hide)
We unpack and take stock.  The King has spared no expense, giving us every advantage available.
Spoiler (click to show/hide)
No mere peasants undertook this immensely important journey either.  We have experienced Dwarves all around.
Spoiler (click to show/hide)

Immortal-D: Tradition Scholar, Broker, Expedition Leader
SomeDorf: Marksdwarf, future Craftsdwarf
Pencil_Art: Farmer, Chef, Brewmaster, Butcher
SomeDorf: Miner, future Medical Dwarf
SomeDorf: Chief Tree Slayer, future Craftsdwarf
SomeDorf: Mechanic, Furnace Manager, future Tree Slayer
SomeDorf: Miner, future Jewelery Master

A temporary stockpile is arranged where hillside gives way to shale.  The grazers are pastured atop the former, while Miners being digging their way into the latter.  The trees here grow large and strong (the ones on the non-blighted side of the beach, that is).  Good thing we embarked with an experienced Axe Dwarf, taming the foliage here will require a great deal of effort.  The Miners make quick work of the sandy hill, burrowing down until they hit solid bedrock, into which they begin carving a dormitory.  Despite a bit of rain, we are highly optimistic as the Fortress bustles with activity.

Seems that some lazy Dwarf forgot to clip the wings of our Geese (Gooses?.. Geese), and now Pencil_Art is complaining that they are inaccessible.
Spoiler (click to show/hide)
While he chases down our remaining birds, the Mining team reports a spot of luck; We have hit Jet amongst the sediments!  Although not valuable in the material sense, Jet is extremely valuable as a utility.  This stone is notable for being one of the lightest craftable stones known to Dwarf.  We can make sturdy rock pots and furniture that are hauled nearly as easily as wooden versions!  The lads and lasses are feeling quite optimistic.  I decide it would be best not to mention the flock of Ravens I spotted hovering around the horizon.
Spoiler (click to show/hide)
No need to upset everyone with superstitious nonsense.  Things are definitely looking up for the greatest beach Fortress the world has ever known.
« Last Edit: May 20, 2015, 08:41:45 am by Immortal-D »
Logged

SaberToothTiger

  • Bay Watcher
  • Wannabe Shitposter
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #5 on: February 07, 2015, 01:47:55 pm »

I would like to be dorfed.
Logged
I gaze into its milky depths, searching the wheat and sugar for the meanings I can never find.
It's like tea leaf divination, but with cartoon leprechauns.
There are only two sure things in life: death and taxes and lists and poor arithmetic and overlong jokes and poor memory and probably a few more things.

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #6 on: February 07, 2015, 03:59:11 pm »

12 Slate

I swear, I thought it was just a cloud, the odd color resulting from the conflicting energies which forever clash here.
Spoiler (click to show/hide)
I was dead wrong.  With the flurry of activity going on, I scarcely noticed that several of our animals hadn't returned to the cave for quite some time.  Our Guard Dogs surely saved our lives this day, but were unable to save themselves.  With a few seconds warning, one of the Smiths was able to sprint outside and pummel the abomination into submission.
Spoiler (click to show/hide)
After the commotion had settled, I took charge and informed two of our Crafters that their sole responsibility right now was finishing the queue of doors & cages.  They nodded gravely, setting to work with renewed vigor.  I set out with Pencil_Art to determine the extent of the damage.

Judging by the state of decay when we finally accounted for all the strays, I can safely declare that the Haunted portion of this land does have the power to infuse new 'life' in to the fallen.  Still, weather watching must be a top priority.  That necromantic cloud was a mere few dozen Urists from our enclave.  Although the Eastern half of our land is infused with equally unnatural positive energy, Evil has claimed the entire ocean.  I make a point of wrangling our surviving dogs.  Oblivious to the danger, they run every which way they please, while a stray cat learns to moonwalk.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Sensing the need to step up, one of our Miners declares herself a dabbling Doctor.  She has been nicknamed 'SaberToothTiger', for the way she viciously yet effortlessly rips apart stone in precise fashion.  An older Dwarf with flecks of gray, she appears constantly stern, yet is respected both for her strength and wisdom.
Spoiler (click to show/hide)
As I think ahead to construction of proper defenses, I am alerted to a faint rustling in the brush-land near the Southern border.  Nobody else has heard it, but they aren't attuned to this threat like I am.  The uniquely cloven hooves, the sound of bone brushing lightly against the tall grass.  It's them.  They have found me again.
Spoiler (click to show/hide)

Pencil_Art

  • Bay Watcher
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #7 on: February 07, 2015, 04:31:20 pm »

GREAT. UNICORNS.
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #8 on: February 07, 2015, 08:21:06 pm »

20 Hematite

Summer begins with the justification of my fears.  The cursed weather is not confined to the open ocean.  Neither it seems, are the Ravens.  A Wicked Ash rolls across the West, breaking only upon reaching the shore.  Meanwhile, an impossibly numerous flock of former Ravens makes themselves known.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Given the gravity of our mission, I decide caution is the better part of valor.  Aranas is on lockdown until further notice.
Spoiler (click to show/hide)

Still, not all is doom and gloom.  Pencil_Art was able to identify a handful of edible surface crops.  I had to be somewhat stern with our rationing; Turnip Wine may not be the smoothest drink ever, but we can't afford to waste it in a sauce.
Spoiler (click to show/hide)
Between tending the farms & stills, he has also proven himself to be a capable Craftsdwarf.
Spoiler (click to show/hide)

Perhaps once we get some more Dwarf Power, he can pursue crafting in more detail.  For now however, we are but few.  SaberToothTiger was complaining that the Geese were becoming so large as to be a hazard on the staircase.
Spoiler (click to show/hide)
Note to self: Build more Nest Boxes

18 Sandstone
The Ravens have finally left, but not before leaving us with a stoic reminder on the importance of vigilance.
Spoiler (click to show/hide)
None of our surface animals survived.  Worse yet, they were too far gone to yield anything useful.  If we are to establish any measure of control over our Evil neighbor, a proper sand castle will be required.

6 Timber
I am roused from my slumber by SaberToothTiger, who has been splitting her time between mining out space for the new Crafting & Farming workshops, and carefully polishing the dormitory stone to a crystal shine.  3 migrants have arrived, and they actually came prepared.  Or at least one of them did.
Spoiler (click to show/hide)
A bit more 'pre-minced' that I would have preferred, but still a welcome display over the pearly demons.  I instruct the new arrival that while lean Unicorn biscuits are a welcome treat, hunting by oneself is simply far too dangerous right now.  His companion drags the fresh carcass to the Kitchens while Pencil_Art makes a try at carving the impossibly shiny Unicorn bones.  A cold wind blows through the slate door.  I know Winter is upon us, and with it a caravan.  The undead menace has stressed out a couple of the more fragile Dwarves, but overall life is looking promising for steadily growing Beach Fortress.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GREAT. UNICORNS.
Between them and the Ravens, the entire Southern portion of the map is a no-go.  On the plus side, Unicorns don't relentlessly seek to cross the entire plains in pursuit of murder against any living thing.  At least, they don't unless provoked first :-\  Anyways, the one we bagged is sure to make a good roast :D  Perhaps one day, a Unicorn farm...
« Last Edit: February 07, 2015, 08:28:12 pm by Immortal-D »
Logged

Pencil_Art

  • Bay Watcher
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #9 on: February 08, 2015, 12:40:40 am »

GREAT. UNICORNS.
Between them and the Ravens, the entire Southern portion of the map is a no-go.  On the plus side, Unicorns don't relentlessly seek to cross the entire plains in pursuit of murder against any living thing.  At least, they don't unless provoked first :-\  Anyways, the one we bagged is sure to make a good roast :D  Perhaps one day, a Unicorn farm...

That would be a good goal to strive for. Maybe put it on the goal list :D.
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #10 on: February 08, 2015, 12:44:53 pm »

28 Moonstone

Keeping a precise record of major events is an important and long-standing Tradition.  Of course, so is surviving long enough to actually recount said events.  Mere days after Winter had officially arrived (noted by when the rain turns to sleet), the alarm bell was raised.  The Evil Mist was upon our shores!  I ushered every Dwarf to the safety of the Burrow as fast as I could.  Once the Mist had broken against the cliffs, SaberToothTiger made a quick inspection to see if any of the death cloud had found its' way inside.
Spoiler (click to show/hide)
Thankfully, no Dwarf was outside at the time.  However, the strong winds which blow in from the North means that surface expansion will need to be direct further South & West, towards the blighted plains.  An unsettling thought occurs to me- the Evil energies of this place are guiding us, pushing us further towards their half of the beach.

The terror of the thought that this land possess some form of self-control is quickly pushed aside by the arrival of a large migrant band.  With well over 20 Dwarves now living here, the central grotto has quickly become overcrowded.
Spoiler (click to show/hide)
While walking back to my room so that I could plan our expansion in peace, I notice a few new Statues have been erected.  Tradition states that practical jokes are a good way to keep spirits high.  Several of the Dwarves took it upon themselves to immortalize my visage in unique fashion.
Spoiler (click to show/hide)
I smile, for I know that it is all in good fun.  Every Dwarf here reports feeling no stress, and is otherwise ecstatic.

The Winter Solstice is upon us, and with it a mixed blessing.  I have become quite adept at swinging a pick, thanks to the tutelage of our senior Miner, SaberToothTiger.  I had just begun an exploratory Mineshaft when I struck Gold, Garnierite, and Cassiterite!
Spoiler (click to show/hide)
Despite lacking a reliable source of fuel to process this bounty, I immediately order the other Miners to unearth as much precious ore as they can find.  Once we establish a good-sized stockpile, our mining efforts can focus on finding coal or lignite.
Spoiler (click to show/hide)
Spring is close, but we are unable to escape tragedy this year.  One of our Carpenters and a loitering merchant were caught in the path of Ravens who opted to leave via the Northern coastline.  It is with a solemn heart that we commemorate our first casualties.
Spoiler (click to show/hide)

20 Granite, year of Armok 121
EVERY DWARF TO THE BURROWS, THE MIST IS ATTACKING IN FORCE!
Spoiler (click to show/hide)
Thank Armok this part of the coastline is relatively flat.  The Mist is spotted well in advance, and everyone is inside before the hellish clouds crash upon our shores.  A rustling is heard above us, and every Dwarf holds their breath.  I gingerly crack open the claystone door and peak outside.  I see a tiny patch of Mist dissipating... at the exact moment an Elven trader climbs down the cliffs adjacent to our front door.
Spoiler (click to show/hide)
Of course the Arrogant hippie claims to have not noticed anything unusual.  I suppose it's just conincidence then, that he happens to be carrying a breeding pair of birds?  The same Ravens which frequent the blighted plains, and are so highly susceptible to the necromantic clouds.
Spoiler (click to show/hide)
I sincerely deny any involvement in the caged zombie raccoon escaping confinement (especially since the useless vermin immediately turned tail and ran).  I instead take pleasure in watching the Elf's expression change between admiration and resentment as he inspects our Craftdwarfship.
Spoiler (click to show/hide)
The bastard leaves with a healthy profit; for although much of our goods were brought out in wooden containers, we only offered the contents, not the container itself.  Thus his stupid nature sensibilities were not offended.  Or rather, he was unable to make a case about it, heh.

As the new year blooms around us, I muse that the Dwarves of Aranas are in a unique position.  We desperately need a subterranean source of fuel, but lack any military-grade ores to use it with.  Clear-cutting the forest is incredibly dangerous without military escort and a surface outpost to block the Mist.  Were we to craft the mountains of Gold & Tin into precious wares, we might attract the attention of The Bejeweled Nightmares before we are able to trade our wares for military supplies.  Plus the King will surely want to know why we have produced exactly zero glass after 2 years.  Whatever this second year has in store for us, Armok knows it certainly won't be boring.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GREAT. UNICORNS.
Between them and the Ravens, the entire Southern portion of the map is a no-go.  On the plus side, Unicorns don't relentlessly seek to cross the entire plains in pursuit of murder against any living thing.  At least, they don't unless provoked first :-\  Anyways, the one we bagged is sure to make a good roast :D  Perhaps one day, a Unicorn farm...

That would be a good goal to strive for. Maybe put it on the goal list :D.
Can Wild animals breed in captivity?  Not necessarily caged, just boxed in.  If this is actually possible, we should have a bonus goal associated with Unicorns as well.

Pencil_Art

  • Bay Watcher
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #11 on: February 08, 2015, 10:36:19 pm »

Could just trap them with cages and tame them. Wait until they wander off the map and then drop cage traps where they walked previously.
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #12 on: February 09, 2015, 07:11:54 pm »

Unfortunately, Unicorns can not be Trained or Tamed.  Even captured War Mounts remain hostile :(  Hence I'm wondering if new ones can be spawned in captivity, or if you simply have to wait for them.  Although, their herds have been fairly consistent thus far.  Would be feasible to construct a cage trap building near the South-Eastern borders.  Unicorn herd will spawn, hopefully a few wander in, then secure the entrance with a bridge and retrieve the future roasts :D  I'll add that to the Goals list.

Pencil_Art

  • Bay Watcher
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #13 on: February 09, 2015, 11:53:28 pm »

It seems they may be able to breed while untamed. Try and test it.
« Last Edit: February 10, 2015, 02:05:14 am by Pencil_Art »
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Evil Beach MK II, now with Achievements-ish
« Reply #14 on: April 29, 2015, 01:58:00 pm »

15 Hematite
I have been alerted to a distressing problem while expanding our dining room.  Seems that the surface soil is not nearly as thick as we first believed.  One of the haulers complained that piercing sunlight was preventing him from setting the new furniture.  So far as I can tell, the roots of the trees actually engulfed the entire soil layer.  Once the trees were chopped, the now detached roots left potholes scattered across the land, posing an immediate and serious security risk.
Spoiler (click to show/hide)

Just as I am about to order granite slabs to plug these unsightly sun-roofs, right on cue, the beach reminds us to bugger off.  There is absolutely nothing I can do, at least a dozen Dwarves are still outside gathering wood, fruits, and stones.  The doors are barred, and I hope for the best.
Spoiler (click to show/hide)
Thank Armok, the wind is on our side, but that was the closest call we've ever had.  Thus a unanimous decision is reached; the front doors will be torn down and the tunnel barricaded.  Surface access this close to the beach proper is simply too dangerous.  We will need to dig further inland, making construction of a sand castle the new top priority.

10 Limestone
While the plans are being drawn, I decide to inspect our wares.  The Dwarven caravan will arrive soon, and our crafters have been hard at work, honing their skills.
Spoiler (click to show/hide)
Our metal crafters are showing a marked improvement, each piece adding little details and a smoother polish.
Spoiler (click to show/hide)
Ok this stopped being funny months ago, enough with the blasted spiders already.  Seriously, I don't know how I'm the only Dwarf in this place who is scared witless by those tiny monsters.

8 Timber
Spoiler (click to show/hide)
Finally, the caravan has arrived.  I inquired as to why they were delayed this year.  One of the guards hands me a looking glass, and I get my answer.
Spoiler (click to show/hide)
Seems that by temporarily thwarting the local ravens, the all-seeing Mist saw fit to move up the evolutionary ladder.  Coyotes are terrifying enough on their own, nevermind being imbued with all the unholy strength and malice of a zombie.  Still, long as they keep their distance, I have more important things to worry about.  While the traders unload, our stockpile of gold statues springs to life (metaphorically speaking, thank Armok).
Spoiler (click to show/hide)

As I speak with the liasion, the influx of wealth has me both delighted and concerned.  Our military is fledgling at best, and by the time I realized our new fortress lacked both fuel & military-grade metals, the caravan had already been set.  I place a new order for next year, and hope that our Marksdwarf squad can hold off any threats.  At least that Legendary Leatherworker who migrated last season has been able to churn out masterful pig hide armors for the troops.  I hear a familiar gutteral 'caw-caw', and don't even bother looking upward, for I know what circles above, eyeing us, waiting to pounce.
Spoiler (click to show/hide)
I check in on the progress of our sand castle.  The increasingly menacing 'wildlife' has made clear that our survival rests upon speedy completion of a surface bunker.  Without it, the Caravans will be torn to shreds by the encroaching zombies.  Without caravans, we'll never have any metals of sufficient quality to defend ourselves, putting a premature end to our glass production.  This would be wholly against Tradition, which suffice to say, is bad.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I had a massive update written months ago, then my browser crashed and I lost everything :(  Then work got in the way and I forgot what I'd been doing here, so I had to go through my media and piece together the last few months of activity.  With a bit of time off, I'm going to re-familiarize myself, and hopefully start on some of the objectives.
« Last Edit: April 29, 2015, 03:04:06 pm by Immortal-D »
Logged
Pages: [1] 2 3