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Author Topic: Icehold, the Dwarven Prison: Overseers desperately needed!  (Read 40311 times)

De

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #90 on: December 30, 2015, 01:19:45 pm »

I got the save, then I remember this is v40.24 which I still have installed.
I plan to read and catch up on the posts today; and let the ideas simmer into my entry point in the story.

Don't forget you need the LNP to be set to limit the pop cap. Though I'd be in favor of turning Icehold into a dwarven breeding program by messing with the limits on youngsters and strict population caps.... probably end in a bloodbath but still.
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Don't pay attention to the body piles in every fort I play, I swear I'm competent at this game.

Shofet

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #91 on: December 30, 2015, 02:22:35 pm »

Honeymoon suites might be a good idea. Get all the depressed dwarves laid and hopefully married. Might keep them sane for awhile longer.
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Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #92 on: December 30, 2015, 02:37:14 pm »

I like that, let's call it an era of merry and love making: Booze, FB and chill.

Lord Allagon

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #93 on: January 01, 2016, 07:17:48 am »

PTW.
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Quote from: narhiril
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Yes, they do not need booze, they can work entirely off of water.
Freaks.
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I'm pretty sure he'd move diagonally if he could.
You would think that, but the guy thought encasing himself in fire was a good idea.
Quote from: Jake
I therefore wish rectal cancer on your senior management.

Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #94 on: January 01, 2016, 07:19:49 pm »

Department of Correction Facility (DCF)
Preliminary Facility Report Assessment
Outpost: Icehold (Ushilkegeth)


Report Date: 1 Granite, 259
Dear Sir:
This documents the initial assessment of the correction facility known as Icehold.
The current population is 56 prisoners and citizens which includes 19 children.
-- Sanctume Hallknights, `Desserted’, militia commander of Icehold.

Spoiler: Location Reference (click to show/hide)
Spoiler: Nobles and Admin (click to show/hide)
z128 Entrance (F1)
A raised bridge to the outside labelled, “Trader Bridge” is here.
Another bridge to the outside, but sealed off by constructed walls.
Icehold is surrouned by a 3-wide dry moat, 4 levels deep.

Action Plan: Dump sentient body parts.

z125 Lever Room (F2)
A cobaltite lever labelled “Entrance Drawbridge” is here.
A marble lever labelled “Trader Bridge” is here.
A marble lever labelled “magma trap bridge” is here.
A diorite lever that is unlabelled is here.
Stockpile #90 - Food: no plant, no cheese, no seed, no milled, no lye
Magma Cistern - unexplored.

z129 Trade Depot with Tower
#91 - Finished Goods: 95 bins
Action Plan: Dump sentient parts.
Action Plan: Add walls and roof, make it a bunker.
Action Plan: Expand z130 into a proper bunker and extra storage.

z123 Stocks (F3)
#88 Finished Goods: footwear, headwear, handwear, legwear (no bin, 103 capacity)
#86 Leather, Cloth, no bin (no bin, 217 capacity)
Note: there is an anvil and some ammo here.
Workshop: Loom x2 nearby
Workshop: Clothier x2 nearby
Workshop: Farmer
Workshop: Leather

#87:  Food: Plant: Pigtail and Dye Plants; Milled: Dyes (114 barrels max)
#104:  Food: Plant: Dye Plants only (18 barrels max)
#108: Bars: Other: Soap only (12 bins max)

Zone 41: Hospital
There’s an upright iron spear and a suspicious lever in the corner of this hospital.
5 beds, 2 tables, 1 traction bench, and a chest.

#85: Refuse: no remains, no corpse, no body parts (272 capacity)

Action Plan: Dig a more proper workshop rooms
Action Plan: Dig atom smasher, garbage dump for faster sentient disposal

z122: Bedrooms (SF2)
There are 12 bedrooms here
1. Thob O., Dissdent
2. Mosus I., Administrator and Monom K., Administrator
3. Lord Lubbie, Volunteer
4. Lorbam U., Miner and Tulon S., Miner
5. Cilob A., Delouser
6. Ablel K., Enforcer
7. Udil D., Miner
8. Shorast E., Deadbeat and Inul N., Protector
9. Nidilap D., Mason
10. Oddom D., Poisoner and Stabbin Rovod
11. Black Pat, Founder
12. Honeymoon I., Clerk

z121: More stock
#93: Furniture; Bars: Blocks: no metal blocks (961 capacity)
#94: Animal: include empty cage

z120: More Rooms, More Shops
There are 15 bedrooms here
1. Udil U., Impeached Spider Killer
2. Adil A., Pyromania and Atir Z., Ranger
3. Monom A., Engraver
4. Difio N., Shy Guy and Likot L., Sworddwarf
5. DeMarco U., Dragon Smuggler
6. Kogan B., Captain’s Son
7. under construction
8. Quasar D., Professor
9. Stakud B., Eye Stabber and Geshud R., Sworddwarf
10. Shofet N., Cannibal
11. Ablel K, Enforcer
12. Deus L., Captain of the Guard and Nish E., Farmer
13. Morul L., Manera Tamer
14. under construction
15. large room twice the size, currently unassigned

#96: Wood (91 capacity)
#115: Bars: Other (max bin 72)
Workshop: Wood Furnace
Workshop: Carpenter
Workshop: Ashery
Workshop: Mechanic

#111: Bars: Blocks: no metal blocks (35 max bin)
Workshop: Glass Furnace
#95: Gems (no bin, 195 capacity
Workshop: Jeweler
#99: Weapon (no bin, 126 capacity)
#97: Stone: Other (249 capacity, 6 wheelbarrow)
Workshop: Mason x7
#98: Armor (no bin, 126 capacity)

z118 Office space
There are two office spaces currently unassigned

z116 Tombs
There are 6 spaces for grander tombs: 1 used, 1 open, 4 under construction.

z113 Workshop space
There is a carpenter’s workshop in this small dig site.

z108 Cavern 1 (SF3)
This cavern is protected by 2 adjacent stone door, 2 weapon traps, and a 1x2 bridge, and some cage traps. The bridge is labelled “Upper Cavern Bridge”

Action Plan: Find the lever.  Then think on expanding a way to harvest cave dwellers via cage traps, and a meat processing facility.
Action Plan: Another garbage chute in here will help the cleanup.

z102
Note: There is also a hallway to leads to an impulse ramp.  Following the ramp up, lead to the mangled corpse of Rovod D.

There are 2 downstairs that lead to an unused well.  This might pose a security breach just in case the well is opened to the caverns below.
Order: Place 2 hatch to cover down stairs.
Order: Request 5 rock hatch to cover for stock.

This hallway also leads to 2 upstairs in what looks like a cage trap hallway to a portion of cavern 1.  It looks like a lever and bridge secure this area, but it is unlabelled.

Action Plan: Test lever if it opens the bridge.  Or just wall off this unused section.

z95 Large Marble Quarry
Workshop: Mechanic x4
Action Plan: Build walls to partition the vastness of this place, and restrict and forbid area no longer needed.

Order: Construct walls using olivine blocks to the immediate areas that can be cutoff.

There is a dry well that leads down to the next cavern, but it is not currently breached to useable water cistern.

z94 and z93
Note: Some gold veins are spotted, unmined.

z91 Refuse Stock - Cavern 2

There is a 4x2 gneiss bridge, labelled “Cavern Bridge 1”.  It is currently down.  Most likely a raising bridge onto a stone floor since directly below it is a hallway.  This bridge seems to secure access to the west down to cavern 2.  Two adjacent rock doors also secures this hallway from the main stairs.

From the main stairs, there is a 1 wide hall ending in a forbidden diorite door.  Beyond this is cavern 2. 

Order: Construct walls using olivine blocks to block this hall.

z90 Cavern 2 (F5) - Dine, Kitchen
East of the main stairs is a dead end exploratory dig down to cavern 3.
Action Plan: (hold) forbid door east of main stairs of cavern 2.
Order: Place hatch on stair leading down.

South of the main stairs leads to cavern 2.
First security is a pair of microcline doors.
Second security is another pair of microcline doors.

Third security is a 4x2 gneiss raising bridge labelled “Cavern Bridge 2”.
It is currently down and open to cavern 2.
Zone #19: Pasture and Animal Training

West of the main stairs:
Graveyard
#105 Animal Stockpile, include empty cages

Cavern 2 Lever Room has 3 levers:
Lever “Cavern Bridge 1”
Lever “Cavern Bridge 2”
Lever “Upper Cavern Bridge”
There are 3 fallow farm plots.

Bedrooms:
1. Zaneg S., Vengeful Plotter and Bembul E., Grave Robber
2. open
3. Sanctume I., Desserter
4. Edum S., Cook and Ingish A., Beekeper
5. pyer L., the_beat
6. Kobuk A., Planter
7. Gwolfski T., Administrator and Igor M., Faithful Servant
8. open
9. Urkad A., Legitimate Businessman and Medtob R., Wrestler
10. Ubid I., Adminstrator and Rovod D., Arsonist
11. Neblime T., Poasher
12. Mistem S., Vesh’s Minion and Avuz R., Weaver

#101 Food: no Cloth Plant, no Dye Plant, no Seed, no lye (67 barrels)
#102 Food: no Cloth Plant, no Dye Plant, no Seed, no lye (88 barrels)
#113 Food: Seed only (40 barrels)
Workshop: Still x2
Workshop: Kitchen x2

Dining Hall
Zone #14 Pasture and Animal Training
Workshop: Butcher
Workshop: Tanner
Workshop: Kiln

Order: Dig garbage chute and atom smasher.  These will be accessible to corpse pile, kitchen, and butcher.
Action Plan: Possible to dig a cistern below and build a well accessible to the dining hall.
Order Action: Designate dig area for well, cistern, water source, and drain.

z89 Farm and Dine
This level has two separate areas.

From the main stairs, leading south is to the farm plots.
#100 Food: Seeds (57 barrels)
Farm Plot: 5x5 fallow
Farm Plot: 5x5 fallow
Farm Plot: 5x5 fallow
Farm Plot: 5x8 fallow
Farm Plot: 21 tile fallow

The second area is a dining room accessed from the kitchens above.

z-1 and z-2: cave-in contraption.
Order: Walling off these areas because it has direct access into the fortress for fliers.

z-4 Place
Note: The water source for the Place’s well is insecure from swimming invader through he well.
Order: Dig cave-in contraption to plug the water source.  Then later resolve water source for well when needed.

Bedrooms:
1. Zulban O., Iceman
2. Monom A., Engraver
3. Urvad Z., Child
4. Astesh V., Child
5. Lolor K., Child
6. Deler L., Child
7. Kubuk S., Child
8. Olin I., Smartass Lil’ Sister
9. Mosus K., Child
10. Ineth O., Child
11. Signun S., Child
12. Vucar N., Child
13. Sarvesh A., Child
14. Lokum A., Child
15. Urdim A., Child
16. Onul N., Up and Comer
17. Ral E., Child
18. Geshud B., Child
19. Udib R., Child Waterboy
20. Morul L., Manera Tamer
21. Onul N., Up and Comer (2nd bedroom)
22. Asen V., Child
23. Ast I., Child
24. Demarco U., Dragon Smuggler
25. Onul N., Protector and Shorast A., Deadbeat
26. Quasar D., Professor

Workshop: Mason
Workshop: Craftsdwarf

z-3 (Place (F7)
#84 Food: Seed
Farm Plot: Plump Helmet
Farm Plot: Sweet Pod, Cave Wheat, Pig tail, Plump Helmet

#110 Food: no seed, no lye
#112 Cloth; Finished Goods: Footwear, Headwear, Handwear, Legwear

Workshop: Still x2
Workshop: Farmer
Workshop: Clothier
Workshop: Loom
Workshop: Kitchen

Well
Dining Hall

z-11
#109 Stone: Metal Ores and Flux (532 capacity, 5 wheelbarrows

z-12
#107 Metal Bars and Metal Blocks (max bin 450)

z-13
#106 Metal Bars and Metal Blocks (max bin 24)
Workshop: Magma Forge x3
Workshop: Magma Smelter x6

Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #95 on: January 02, 2016, 02:58:12 pm »

Department of Correction Facility (DCF)
Spring Progress Report
Outpost: Icehold (Ushilkegeth)


Report Date: 1 Hematite, 259

Summary:
The current population is down to 55 prisoners and citizens which still includes 19 children.
The harsh environment of Icehold is a source of tremendous stress to the population.  Four adults are in the threshold of help throughout this spring season; unfortunately one prisoner has died.
-- Sanctume Hallknights, `Desserter’, militia commander of Icehold.



1 Granite, 259, Early Spring
I ordered to stop any training temporarily in the barracks located in the entrance amidst corpses for Golden, Brains and Humor squad.

Military Inspection of uniforms passed satisfactory to all nine soldiers.

Establish a corpse duty task force who are the only ones authorized to do refuse hauling.
These individuals will also be the only ones who will have construction duty to work on roofing and walling the trade depot.  All these individuals “can handle stress”  Of note, note their current occupations:

Gwolfski - (Soldier) Gelder
Igor - Mechanic
Kogan - Clothier, Engraver, Cook
Lorbam - (Miner), Engraver, Mason
Lord Lubbie - Farmer, Brewer, Cook, Thresher
Monom - Engraver, Farmer
Olin - Wood Crafter, Engraver, Farmer
Onul No. - (Soldier) (Miner), Engraver, Farmer
Shofet - Animal Trainer, Miller, Dyer, Pump Operator
Shorast - Farmer, Thresher

Initiate “Alert Inside” and close bridge access to cavern 2.
The alert is cancelled as soon as cavern 2 is secured.
Forbid all items and corpses outside and below the moat.
Create temporary dump on the edge of the trade depot to dump sentient corpses down the moat.

The three most miserable individuals are:
Udib, Administrator
Neblime, Poacher, Militia Captain
Edem, Cook

I ordered our current smelters to take a break and gave these three individuals to smelt steel and platinums in hopes it keeps them busy hauling long distances and away from the general population.

I also set a temporary stone pile for olivine and orthoclase to make magma-safe mechanisms at z120.

5 Granite
Great, I am overcome with a great urge to build something and seek a craftsdwarf workshop and gather items.

16 Granite
It’s reported that Edem, our cook is throwing a tantrum!
Edem is seeking a fist fight, but fortunately he is in the bottom stairs hauling hematite.  By the time he goes to the dining hall, he just stands by the door then eventually went to work on smoothing walls.


22 Granite
It’s reported that Neblime starts throwing a tantrum and is looking for a fist fight.  Fortunately, after a couple of days climbing up and down through a miasma filled stairs, Neblime decides to smelt hematite ores.


26 Granite
I began a mysterious construction with three diorite stones, three cut gems, and three donkey leather.

28 Granite
Remove finished goods stockpile by trade depot to prevent haulers up there while walls and ceilings are under construction. And sentient corpses are still there.
Change order to allow refuse gathered outside, dump corpses and others.

A Forgotten Beast Thol Sizirreksas Os Zutshosh has come in cavern 1, but it should be sealed off from access so we will ignore it.

Thol eventually met the forgotten beast Shato and battled for quite some time.  Shato lost.


1 Slate
A new month is firstly greeted by Adil A., Pyromaniac is reported to be throwing a tantrum but then he decides to have a drink and eat instead.  He was just “hangry”.  Adil works in the forge so he is now also authorized to smelt metal bars.


3 Slate
I finally finished a diorite crown.  What a waste of my time.


Start digging for the well.

7 Slate
Udib I., is stricken by melancholy.


11 Slate
Neblime has sunk into depression.


11 Slate
Edem is starting another tantrum, but then decides to drink instead.

23 Slate
Adil begins to stumble around oblivious

The days and months passed with the workers busy working on two garbage chutes, trade depot walls and ceilings, and well cistern.

28 Felsite
Udib died of dehydration right in the main dining hall.


End of Spring Report


« Last Edit: January 11, 2016, 01:18:31 pm by Sanctume »
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uber pye

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #96 on: January 02, 2016, 11:01:08 pm »


z125 Lever Room (F2)
A cobaltite lever labelled “Entrance Drawbridge” is here.
A marble lever labelled “Trader Bridge” is here.
A marble lever labelled “magma trap bridge” is here.
A diorite lever that is unlabelled is here.
Stockpile #90 - Food: no plant, no cheese, no seed, no milled, no lye
Magma Cistern - unexplored.


oh so thats where i put that lever!
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Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #97 on: January 03, 2016, 03:12:21 pm »

Department of Correction Facility (DCF)
Summer Progress Report
Outpost: Icehold (Ushilkegeth)


Report Date: 1 Limestone, 259
Summary:
The population remains at 55 this summer.  The disposal of corpses from past battles is an outstanding issue throughout the trade depot and cavern 2 public areas.  These corpses continue to give horrifying thoughts to every witness each week.  There are four citizens who take turns throwing tantrums or slipping into depression.
-- Sanctume Hallknights, `Desserter’, militia commander of Icehold.


1 Hematite, 259, Early Summer
The first day of summer kicks off with Neblime throwing a tantrum.  Despite this outburst, several construction projects resume.

9 Hematite
Igor of the corpse duty task force has been shaken to the core while working on the trade depot construction.  I cleared him from any further labors to rest.  However, he just stands there out on the cold roof starting at the mess of corpses that no one wants to dispose.



10 Hematite
I would like to state on record that I signed up for this assignment to provide reports about the security of Icehold, and absolutely want no part of any political schemes; or worse, be a pawn again.

Be that as it may, a so called prisoner Difio Brushedring, a.k.a. Shy Guy, claims to have inherited the position of baron Plankcloister.  Difio has already demands and mandates.

How curious it is that there is a large available room with the necessary furnishings?  Some bodies knows something to have prepared for this eventuality.



13 Hematite
Edem throws another tantrum and is looking to start a fist fight.

A human diplomat from Aredmong has arrived.

Well, he can freeze his arse off for all I care.  I deem Icehold still unsecure, so the gates will remain close.  The trade depot is stained green from all the vomit during the construction.



More microcline blocks are needed to replace the mis-constructed ice fortifications.  Digging out more rooms with microcline veins will meet this need. A stockpile and a temporary mason shop is designated nearby.

15 Hematite
Edem, the cook calms down a bit but then kills someone’s pet, Domas the Duck.



16 Hematite
A progress in the construction.  The garbage chute in cavern 2 is now complete and functional.   I designated the nearby corpses to be dumped.



17 Hematite
A human caravan from Aredmong has arrived in the area outside, but there will be no trading done this time.

Ablel Kolenam, Enforcer has been re-elected as mayor of Icehold.

21 Hematite
A Forgotten Beast Vafice shows up in cavern 1 where Thol is still around.

Adil sinks into depression.



24 Hematite
Neblime continuous deep in his depression.



I added Udil D., Miner into the corpse duty task force.

2 Malachite
Another month passed, and digging starts to breach cavern 2 for the main well’s water source.

9 Malachite
The Forgotten Beast Vafice battles against the beast Thol.  Their battles echoes throughout the cavern walls.  One beast eventually won.



17 Malachite
It is to my dismay that a fourth prisoner joins the ranks of the depressed.
Black Pat starts throwing a tantrum, then goes to sleep.
I cleared all his other hauling labor, but kept him doing smelting and farming.



20 Malachite
Another progress in the constructions.  The garbage chute nearest the entrance and trade depot is now complete and functioning.  There is rumor that a stray puppy is inside during the first test of the atom smasher.



3 Galena
Ast I., Child has a strange mood in The Place.  I wall section is deconstructed to breach The Place. open a wall section and removed Ast from the burrow so he can run around and gather his items.  I personally am keeping an eye for his safety. 



I cannot afford to post a sentry to the wall breach of The Place.  Speaking of The Place, there are still work to drop a ceiling to plug a security weakness to the water source of The Place’s well.  A branch of a cavern tree is along the path of the ceiling’s drop point.  I wonder if the tree will collapse or will it block the descent of the ceiling.

5 Galena
Igor has been shaken to the core once again while working on the trade depot construction.
His construction duties are now removed.

9 Galena
Adil is throwing a tantrum again, and Neblime slips deeper into depression.

12 Galena
I order furniture specific to the likes of those on the depression threshold list.
Neblime likes steel, so make steel cabinet, table, throne, chest, and door for his room.
Black Pat likes maces, so make 10 silver maces and load a weapon trap in his room.
Edem likes billon alloy so make billon cabinet, table, throne, chest, and door.   
Adil likes steel and enormous corkscrew, so a weapon trap will suffice.

16 Galena
Black Pat has slipped into depression.

24 Galena
Adil is throwing another tantrum.

The water in the cavern does not seem to have any flow despite it touching the map’s edge.  So a screw pump is started to fill the well cistern.

The well for the lower dining hall is complete.  It’s possible to add a well above as well to use the same cistern.



End of Summer Report
« Last Edit: January 04, 2016, 12:26:14 am by Sanctume »
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Shofet

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #98 on: January 03, 2016, 10:55:35 pm »

That pretty amazing work man.
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Gwolfski

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #99 on: January 04, 2016, 04:46:07 pm »

the spear in the hospital? thats a life saver, so it is!
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Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #100 on: January 06, 2016, 12:07:05 am »

Department of Correction Facility (DCF)
Autumn Progress Report
Outpost: Icehold (Ushilkegeth)


Report Date: 1 Limestone, 259

Summary:
The current population remains at 55.  Tantrums, stumbling to obliviousness, and slipping into depression are regular occurrences to a handful of prisoners despite the multitude of parties thrown since the opening of The Place.  Some quality of life organization are put into effect, but only time will tell if it will help.
-- Sanctume Hallknights, `Desserter’, militia commander of Icehold.


1 Limestone, 259, Early Autumn
While following the Child Ast go about fetching items for his strange mood, I spent time evaluating inside The Place.

Update #84 Food stockpile to include:
Plants: indoor plants; Seeds: indoor seeds; Leaves: Quarry Bush Leaf
Milled: Dimple Cup, Dwarven Flour, Sugar, and Syrup; max barrel 42.

Created #125 as feeder stockpile to #84.

Update #112 to include bags from cloth, leather, silk and yarn.

Remove #110 Food stockpile, and replace with three separate stockpiles:
#126: Drinks only (40 max barrels)
#127: Prepared Meals only (40 max barrels)
#128: Furniture: Barrels, and Large Pots/Food Storage (29 capacity)



4 Limestone
I was checking on the Forgotten Beast Vafice when I notice this diplomat Esme (human) law-giver vampire waiting outside.  So I was right to not open the gates for trade.



Mosus I., joins the ranks of the depressed.

7 Limestone
Mosus I., starts throwing a tantrum in his room.

9 Limestone
Neblime and Edem both sink into depression.

15 Limestone
The outpost liaison Ustuth Zimkelmeng from Atis Athel has arrived with merchants but I cannot risk them coming inside with the vampire Esme still in the area.

21 Limestone
Ast created a fungiwood scepter.



I activate the alert for “Safety Inside” and “The Kids Place” and add back the Child Ast to the burrow.  However, this causes so much confusion as everyone in The Place starts going out to the prison area.  I cancel the alert and they went back to The Place.  I instead ordered a door built instead of a wall, and forbid the door from any entry.

Adil stumbles around obliviously.

1 Sandstone
A new month, and Neblime begins the sliding into depression.

5 Sandstone
Mosus follows the depression slipping.

8 Sandstone
Screaming like a banshee, Edem starts a tantrum down at the magma forge.
Edem looks for a fist fight and finds Black Pat in the stairs.  The result is not pretty.



12 Sandstone
Black Pat throws a tantrum while staining the stairs with his blood the past four days.  He climbs up all the way to the hospital level and finds himself a bed since no one helps him after the fist fight with Edem.

How unfortunate that Black Pat is the most skilled in doctoring duties.  Fortunately, Honeymoon and Quasar have dabbling doctoring skills.

16 Sandstone
Adil has slipped into depression.

26 Sandstone
Neblime stumbles around obliviously.

7 Timber
Edem is throwing a tantrum again.  I contemplate on whether to let Ablel, the mayor, the hammerer, the Enforcer to dish out dwarven justice.  But this decision is put on hold, or rather I am distracted into engraving a nice cell for myself in the next week.

15 Timber
After a week, it is Adil’s turn to throw a tantrum.

16 Timber
The Forgotten Beast Asngek has come at the edge of a walled off section of cavern 2.



21 Timber
Many parties are organized, yet Neblime still slips back into depression.

27 Timber
Kogan is taken by a fey mood!



30 Timber

Some constructions are completed this autumn season.

The Trade Depot now has a roof with a murder hole built above ready for fortification carving.
Everything is still vomit stained.



The Nest Box rooms are dug, smoothed, and partially populated with ducks, turkeys, blue peahens, guinea hens, and goose.  The remaining three can house helmet snakes, crocodiles and giant swallows.  There is also a larger room below to hold the puppies.
The Tanner and Butcher shops are also relocated near the garbage chute. 
Note the slow of corpse disposal that adds to everyone’s stress.



End of Autumn Report

QuQuasar

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #101 on: January 06, 2016, 01:11:51 am »

4 Limestone
I was checking on the Forgotten Beast Vafice when I notice this diplomat Esme (human) law-giver vampire waiting outside.  So I was right to not open the gates for trade.


Esme's back! And we've locked her outside in the goblin-yeti-and-zombie-infested blizzard.

This seems a bit hypocritical to me. I mean, we let the cannibal in, didn't we?

Quote
How unfortunate that Black Pat is the most skilled in doctoring duties.  Fortunately, Honeymoon and Quasar have dabbling doctoring skills.

Fortunate indeed! I'll get the upright spike ready. Does anyone have any spare leeches? Maybe some forgotten beast blood?

Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #102 on: January 08, 2016, 03:49:35 pm »

ooc: I'm midway to the first month of winter, Moonstone. To which I have a plan to switch narrative to be in more journal peak with the story / RP, so it's taking longer to post an update.  Plus I wanted to use the last season to check if I missed something on my to do list.

These "report" type updates are meant to be on the dull side of reading since I will use it as a source for tale spinning.  I've re-read both Werezerbra and this thread  again, and adding to my notes. 

Corpse dumping is so slow, and metal crafting the furniture orders are very slow too.

Salmeuk

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #103 on: January 10, 2016, 09:28:49 pm »

sactume that's some awesome work! They were admittedly unexciting but the amount of detail in screenshots more than made up for it. I also am glad my little side-ramp onto the surface is still in use. In fact, the whole surface-bunker deal really give this place some character.

 . .

Did anyone ever finish paving the moat with lead? IIRC I ran out of both lead and non-weremammothed dwarves.
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Sanctume

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Re: Icehold, the Dwarven Prison: Now under new managment
« Reply #104 on: January 10, 2016, 10:14:58 pm »

The most moat is still littered with corpses, that any attempt to clean it up would be after cleaning up the corpses inside.

I did use lead (bars) to ceiling of the trade depot level.  But then I started using microline for the last level roof because it was taking too long to haul them.
« Last Edit: January 11, 2016, 10:06:53 am by Sanctume »
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