Naturerags Post 2:
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Next Post (3)Naturerags weathers it's second and third goblin attacks, a siege followed by an ambush.
The goblins siege with 15 pikemen and a maceman leader, coming from the south and being forced to walk around the river, buying us precious time. The alarms are sounded, the civilians retreat into the panic rooms, and the military gears up and heads to the gate. 3 of the 4 dwarves arrive, including Minkot, heroine of our previous ambush where she fought and killed half of a six goblin ambush. Accompanying Minkot are Urist the Militia Commander (he earns his name in both engagements), and Athel, an axedwarf. As the goblins approach, Minkot charges forth into the fray, and pays dearly for her valor, being struck down in short order by a storm of stabbing pikes. Urist was at her side, but splits off to chase a pikeman he had wounded with his sword in a merry chase over the countryside. With only Athel and a handful of traps remaining in our defensive lines, she faces overwhelming odds to slay two goblins and wound two more, but loses her weapon hand in the battle and flees to the east. Several goblins begin chasing her up the hills. Fortunately, our final militiadwarf, whose name escapes me, appears and catches the maceman leader alone, battering him about the entrance corridor until death takes him in the form of a steel hammer to the face. The leaderless goblins lose their will and flee. Minkot is the only casualty of the battle, although Urist sustained minor wounds and Athel is crippled with the loss of her hand.
The second ambush of six mace goblins arrives shortly after. With Athel and Urist having recovered, and migrants bringing two more soldiers, Tulon the speardwarf and Zaneg the Hammerdwarf, I expected an easy fight. I vastly underestimated the capacity of dwarven ingenuity. The alarms are again sounded, miserable civilians pack back into the panic room, and the military is activated. Fikod, a wrestler, finds herself without weaponry when the alarms are heard, and forges out of the gate to pick up an axe... directly into the path of six goblin maces. Alarmingly, despite being poorly armed, armored, and trained, she takes out two goblins with her fists, but stumbles west and collapses from wounds. Fortunately, Urist and Athel have arrived shortly behind Fikod. Urist does what he does best: lightly wound a goblin then chase him all over the countryside while merry slaughter is visited to the fortress. Athel causes some minor wounds, but due to her missing weapon and weapon hand, is unable to do much damage. She loses her nose, and suffers major wounds to her limbs before collapsing unconscious. My two new recruits, fortunately, have just arrived, Tulon and Zaneg. Spotting the handful of goblins, they charge out the gate, past the traps... and Zaneg
stops to take a nap. What the #*%&? You're in the middle of a righteous charge against evil foes who just killed your friends and decide "gee maybe I'd better get a power nap before battle."? Poorly trained Tulon is quickly surrounded and killed, and the goblins knock off Zaneg's head with their croquet mallets in passing. Luckily the line of traps batter them enough to force them into retreat.
To add insult to injury, after all the alarms are lifted and dwarves sally forth to reclaim their wounded, dead, and socks, four goblin thieves are spotted and go
Ides of March on a clothier, turning him into a leaky Caeser before fleeing the fortress.
Athel succumbed to her wounds, dying in the hospital. Her nose was interred in a coffin deep in a dug out hematite vein, in true dwarven fashion. The other 99% of her corpse, however, rotted in the hospital until we dumped it outside. For whatever reason, the dwarves then interred her left hand and some of her teeth in the coffin, but refuse to put the rest of the body in there. Fikod is still recovering in the hospital. Her prognosis is grim, I am informed by the carpenter who swore he had medical skills.
Active drafting will have to commence, as our military is down to one dwarf, Urist. Applicants/Draftees will now be pre-screened for signs of narcolepsy and denied admittance for fear of them
falling asleep mid fight. In addition, postings and barracks will be relocated in order to allow for more defensive engagements giving the advantage of malevolent architecture. Or I could just tunnel the volcano into the entrance and flood it with magma whenever goblins show up. Whatever.
EDIT: Literally right after posting this, a 45 goblin siege with 5 trolls shows up. Naturerags is almost certainly doomed, as only a handful traps and Urist remain to defend the citizenry.