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Author Topic: Imprison visiting Bard  (Read 1244 times)

MansionOfSlaves

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Imprison visiting Bard
« on: January 30, 2016, 05:12:41 am »

My Glassmaker decided to go mad inside the tavern. During the fighting it was uncovered that a visiting bard is a vampire. So what i would like to do is separate him and make him bleed in a well. When i just kill him inside the tavern i need to flood the place to make a vampire well. Any suggestions on this? He is not a permanent member of the fortress so i can not restrict him to a burrow.
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FantasticDorf

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Re: Imprison visiting Bard
« Reply #1 on: January 30, 2016, 11:39:10 am »

Arrange a falling trap via use of a hatch in a choke-point, forbidding the doors to trap him inside then drop him at some height via a shaft to render him unconscious on top of a cage trap, which should trigger as a result. Assuming it worked (try a webbed trap for attempt #02) he should remain in the cage for you to use later.
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martinuzz

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Re: Imprison visiting Bard
« Reply #2 on: January 30, 2016, 01:31:37 pm »

Or just think big, and trap most of your dwarves in webbed over cage traps. Then release all for the super happy to be free thought, and release the vampire where you want it's blood spilled.
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MansionOfSlaves

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Re: Imprison visiting Bard
« Reply #3 on: January 31, 2016, 02:21:17 pm »

Just trapping a lot of people in the tavern sounds doable. Most of them are useless bards and poets anyways. I am going to give it a try, thanks
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Killgoth

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Re: Imprison visiting Bard
« Reply #4 on: February 01, 2016, 12:55:40 pm »

Visitors ignore civilian alerts. Just designate a small room with spike trap floors as the new tavern, wait until he goes in--then use an alert to pull your citizens out and lock him in. If you use wooden spikes he might last longer to bleed more. If you already have a danger room set up it might be easier to use that if you are worried about him leaving.
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arbarbonif

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Re: Imprison visiting Bard
« Reply #5 on: February 03, 2016, 11:39:37 am »

Visitors ignore civilian alerts. Just designate a small room with spike trap floors as the new tavern, wait until he goes in--then use an alert to pull your citizens out and lock him in. If you use wooden spikes he might last longer to bleed more. If you already have a danger room set up it might be easier to use that if you are worried about him leaving.
Dwarven taverns: come for the ale and song, stay because you've been juiced!
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