I have managed to make a semi-successful adventurer but he's now trapped. I managed to save my game while crossing a frozen lake. The problem is that when I move the lake unfreezes briefly, and then re-freezes turning my guy into a necromancer popsicle. I'd like to save this guy somehow and continue adventuring with him but I can't seem to find any way to get him back to land. Any advice is welcome.
This guy was finally coming into his own, I was able to beat a necromancer tower without too much trouble. My last companion Maga was sacrificed but helped me learn to not get surrounded by the zombie horde. It took a while to clear the tower because I kept running into more necromancers and I wasn't very smart about keeping them from running away while I was killing them and raising up more helpers. I started butchering the bodies as I killed them so it seemed like I was only fighting severed heads and skins at the end, and they didn't seem too dangerous.
The other recent close call was accidentally hiting my previous companion while practicing throwing. Ablel was a really good swordsdwarf so luckily he had stopped using his steel shortsword when it happened. He did manage to destroy my adventurer's ear and temporarily cripple my shield hand with the bone figurine he had taken to wielding. I had tried to submit, talk him into stop fighing me and asked him to join again a few times but he kept turning hostile on me. Sorry buddy, I wish I could have buried your body.
My previous companion Mebzuth was more of a pacifist. It seemed like she would always find some place to run off to when fighting broke out, this was fine with me I think this was one of the reasons she lasted so long. Unfortunately, she wandered a bit too close to the edge of a river while I was crossing and was eaten by an alligator. Of course I came back to avenge her death, not just to pick up the steel gauntlets she had been wearing.
So water seems to have been the most dangerous hazard to my first few adventurers. It took me a while to find a way out of Trustletter, fortress where my adventurer started, at first I didn't know that the fortress connected all the way to the surface. I was trying to leave via the underground road and that proved to be a highway of death. I lost 2 guys to drowning along that road and one to a giant cave spider. I kept starting at the same fortress so I could find my way around as well as recycle equipment. I think 7 points in swimming was the sweet spot where I was able to dive down and retrieve loot from my previous attempt.
Always sneaking was hugely helpful in prolonging my adventurer's life. Being able to see the red and yellow circles around possible problem mobs is really powerful.
I think I was taking too much armor at first, the weight of 3 chain shirts and the breastplate really adds up. I think if I restart again with a dwarf I'll go for (all iron if possible) high boots with socks, greaves, one chain shirt and breastplate, gauntlets and leather gloves and a helm, and a leather cloak for good measure. Sword and shield in my hands seems to be the best way to go, one time I found a steel longsword but sadly it was lost.
I could never find a merchant in the dwarf fortress where I started, I must have talked to 50 dwarves in that place. Kind of sad to have to start out by stealing but at least there is dwarf sized equipment available. When I first started playing there were no computer generated fortresses and no way to find dwarf sized equipment, so I had previously played only human adventurers.
The last thing I'll mention is boogeymans. I made a few tries in 44.02 to get started as a raven man adventurer. I thought I'd be able to fly away from boogeymans and I'd be all set, but it turns out you have to sleep somewhere. Those things are an absolute menace, so when 44.03 came out I have been only playing dwarven adventurers and keeping companions with me to prevent death by boogeymans, also why I was so looking forward to playing with my necromancer as I won't have to keep companions alive anymore!