Clobbermountains - Overseer's Log
NCommander - Militia Commander Reporting
---The first training catapult has been installed in hopes of allowing us to finally slaw those greater spawn. Even now, ballista are being built in strategic locations around the fort. Rigoth Dumatvuthil has been selected to become our first siege operator, hoping laying us to victory over the greater spawn.
I can already envision the amount of death and destruction this thing will bring.
In other news, I must report a case of either order misinterpretation, or sheer vandalism.
The Late Kings tomb has been desecrated, and his coffin hauled away.
I can only suspect some would find it fitting of His Gaudiness rose from the grave in the form of a ghost. I for one think we should have just left him in place.
They'll never know it was me! The King Will Rise!Unfortunately, we've seemed to have had a slight problem of children dying, no doubt in grief of the King's death.
We also had some confusion on the fact that we have no available bones in Lower Clobbermountains.
A proper skeleton or two was found in the catacombs in the reclaimed fortress, and made available.
Am I the only one who's creeped out by the sheer amount of bone requests we get for moods?As our siege engineers and operators train, I've take a walk through the fortress, and have noticed what appears to be a forgotten zoo, filled with fell beasts.
As I took inventory, I noticed that the beast closest to the entrance was a spider. Normally, forgotten beasts are too crafty to allow themselves to be caged. There is a single exception; a beast trapped within a web can be caught. Seeing the potential at releasing caged horrors, I had some modifications made.
A bridge was installed, a cage trap placed below it, and a fortification carved, in the hope the spider would web over the cages and success create a forgotten beast trap. I noted of the three other beasts, one was also a webber;
NOTE TO FUTURE OVERSEERS: DO NOT RELEASE.
It's not like we don't have at least 6-7 levers that if pulled would act like a suicide switch---
Good news came in two places at once.
Migrants arrived, and for once, made it
INSIDE THE AIRLOCK!.
They're now making their way down into the lower fort. Well, most of them anyway. Turns out the most useful of them, a siege engineer, was standing on the bridge when I ordered the fortress sealed shut again and was trapped outside.
Armok help me, dwarven stupidity will be the end of this place. I was going to send someone upstairs to recover him when ...
Stupid mist. Amazingly, the mist missed our idiot engineer, but even with the airlock fully open, no one was willing to risk recovering him.
More disturbingly, I found this on my desk.
We have no knowledge of a thief named Ylas Bilryeloublye ... I don't know who penned the report, or how it got on my desk, but I must say I was spooked as hell. With the possibility
something was lurking, I resealed the fort, and condemned him to his fate. I dare not risk releasing banshees into the fort.
---
My study of the levers that make up Clobbermountains continues ...
I think we're ready to begin operation Cage Horror after a few final bits of preparations
---
Good news, bad news log. Let's start with the good news.
I've made my selection on the first fell beast on which to release in what may be an idiotic attempt to cage them. The beasts have been oddly docile as of late.
And with that, I made my selection.
With some careful positioning, the webs have been laid.
The lever pulled and ...
BLAMO!
---
Right, I said we had bad news. Well, about our spawn hunting efforts ...
He missed. Completely. Went right over the things head. Appears we can't hit a target that's lying on the ground. I had several more shots fired, and the same result repeated. Damnination ...
The thing is so close to dead already, but I dare not risk the marksdwarfs again ...
----
OOC: Appears to be a bug in the DFHack siege-engine plugin. Poop. One more update to write