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Author Topic: Museum III, adventure succession game (DF 0.47.05)  (Read 479171 times)

Lurker Z

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4215 on: December 02, 2024, 11:35:46 am »

Please pass me for after Travis or yourself, I have computer issues and I don't know if I'll be able to fix them in the next few days.
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kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4216 on: December 02, 2024, 02:36:14 pm »

Turn 159 - Rith & Morul 1

The Odyssey of the Sliver Barb

26th Obsidian 1159

New Year's Eve draws close. It is bitterly cold even as spring lies on the horizon in the Eternal Citadel, as it had been in the many years since the sun twisted in the sky at the beckoning of the malign honey fiend.

Morul Roughnessbeak was nervous. He had never been summoned to the Baron's domain before. He was told to meet with Degel Bloodwrath, Baron of Keyconjure, in the library above the crypt of the infamous Moldath Mournsaints, the Baron's legendary grandfather.
"But what could the Baron want with me?" thought Morul. He was a farmer to trade, of some skill it must be said, but certainly no hero. Morul had spent his time in the militia as many of his brothers and sisters do, but he was the first to admit he was not very skilled with a spear.
Morul rubbed his arms against the cold absent mindedly. He could still feel the scars where both his arms were broken by an enraged Hand of Planegifts during the last ambush by the foul elves.
He had to wear steel splints for weeks and his squadmates teased him unendingly about the shame of dropping his shield and spear. His elbow still ached, the cave spider sutures testament to the nasty compound fracture.

"No, I am no warrior," he whispered under his breath.

He was a legendary farmer though, and one of the most skilled herbalists in the realm. It surprised even Morul that when the hand of Armok guided his limbs and the strange mood took him he found himself crafting an adamantine spear.
Thankfully the Citadel had no shortage of legendary weaponsmiths and so he was not called to repeat the endeavour. The spear, Limartinan Girustalodducim - "Wealthysneer the Scintilating Day-works" - gathered dust on some pedestal.

The door to the library creaked open, and there he was. Degel was a dwarf of ordinary stature but possessed of a piercing intellect and wisdom. His long white beard was tucked into his breaches, a masterwork forgotten beast earring twinkled in his ear. The scribes eyed each other hastily before retreating.

"Morul! Glad you could join us. I imagine you are quite surprised at the summons?" The Baron at least attempted to sound jovial.

"Ah.. of course not, Baron. Always happy to serve The Book of Dreams!" replied Morul somewhat unconvincingly.

"Quite. How are the arms?" enquired the Baron.

"Er.. you heard about that then. Yes. Better sir. Elbow still a bit rusty. But I will be back to the barracks for training in no time!" replied Morul in a failed attempt to sound optimistic.

Spoiler (click to show/hide)

"That will not be needed, Morul. I have need of your particular skill set for an important quest."

"Me? I am no adventurer sir. Begging your pardon!" Morul was sweating despite the cold.

Degel, for his part, ignored the impudence.

"To the north, in the badlands near the great sea, is a fort. Hewn of red stone and within a sinister region, it goes by the name of Bloodspire, the Crimson Bastion. The dwarves there set out to harvest sliver barbs. Know what a sliver barb is?"

Morul's eyes widened. Sliver barbs were almost legend. No living dwarf had ever seen them. Tales were told of a rich dye, black as night, that could be ground from their fell bulbs. But the reason that he, legendary herbalist, had never seen one is that they are said to only grow in soil churned by the bones of the undead.

"Ah, surely you jest Baron. Sliver barbs? Ha. Good one." Morul's nerves got the best of him and he realised the words had tumbled out of his mouth before he had chance to think.

Degel's face remained passive.

Realising the Baron was not in jest, Morul felt a sense of panic building. "But how am I to venture all that way with two broken arms?!"

"Are you not a militia dwarf of the Book of Dreams?," bellowed Degel suddenly. "Are you not Morul Roughnessbeak the Pale Naughtiness of Danger?"

Morul found himself answering quietly, staring intensely at his own feet.

"That was all a misunderstanding. They gave me that title as a joke. You know I killed the same goblin skeleton eight times and they give me a name like that? I am no warrior, sir. I stick to my plants and my farm and I am no fan of danger... pale, naughty or otherwise."

Degel's manner softened. He could sense a warmer touch might be required.

"If I sent Rith on his own he wouldn't know a sliver barb from a glumprong. I need you to go with him. He will keep you safe, while you complete the task at hand. You are to visit these dwarves and barter with them for some barb seeds. You will return them to the Citadel, and also provide some to the great Museum so that all can benefit."

Rith? The Bat Man?! Morul sputtered despite himself.

"Best be off then you two. Oh, and before I forget, the dwarves of Bloodspire call themselves The Bloody Hand." As an afterthought he added "..and they're Staff of Kissing."

Morul groaned. "Aren't we techincally still at war with those stoneheads?" he ventured.

"I am sure we can be discreet!" came a gravelly voice and Morul turned to the sound.

There was a grunt behind him and a dwarf stepped out of the shadows. Rith grinned. If it was meant to be friendly and disarming, it failed.

Rith Fountainhumid the Noble Tattoo of Ankles was well known in the citadel for his ... eccentricity. An accomplished swordmaster, he was born in the citadel nearly a century ago, to an infamous dwarf Kurel Soothtired, the Thief of Icefury.
Emerald eyes glinted underneath a masterwork hood of giant bat leather. Rith was clad head to toe in the hides of the huge winged beasts that roamed the caverns below.

As if to answer Morul's unasked question Rith continued. "Aye, I will keep the dingoes at bay while you pick your flowers." The muscular swordmaster scratched the huge scar on his left cheek with his steel scimitar. "Unless you're too feared to follow me?"

Morul swalloed. He could see there was no choice involved here. He had been given a task by the Baron and he would die trying.

"I might not know the pointy end of a spear, but I am no coward, Rith. Morul clenched his jaw. What are we waiting for?"

"Excellent!" beamed the Baron. "You will need this."

Degel handed Morul a draltha leather backpack containing ten bars of precious blistered metal - a gift from the dwarven God Udir. Within the pack was something more familiar.

"My spear!" Morul gasped.

"I figured you might need it. Rith will take you to the armory to get equipped, then you leave at nightfall. Head northwards. Rith knows the way."

Rith grinned, the huge scar on his check rippling and flexing. It was not a reassuring sight.

Spoiler (click to show/hide)

The two unlikely companions headed north out of the citadel, and onward into adventure.

***

They travelled in silence for several hours battered by wind and sleet, heading north through snow-dusted forests and past frozen rivers. There was a sinister glacier to the north, home to several forts.
Frostwall, Free the Eggs, Palacework and Championvault among others. The dwarves felt no need to visit these places and headed north east at a steady pace through the Pristine Tundras.
They would need to traverse the mountains into the Tundra of Heroes, and it was best practice to pick a narrow part of the mountain range to ford a crossing.

Spoiler (click to show/hide)

A heavy snowstorm begins as they trek through the mountains. Rith's giant bat leather cloak kept the worst of the driving snow at bay. Morul was less fortunate.

"Rith.. it's the middle of the night. Its snowing. If I could feel my legs they'd be on fire. Can we camp for the night?"

It was the first words they'd shared in hours. Rith grunted and began looking for some form of shelter. Miraculously he got a small campfire running. The dwarves ate a meal of peach roast and barley wine before a fitful rest.

27th Obsidian 1159

Morul was unsure how Rith knew it was morning in this bleak landscape, but the hardened soldier gruffly demanded that they start their journey once more. Morul knew better than to argue with the crazy Bat Man.
Travel through the frozen Bearded Horns was slow going. Morul pleaded for rest and Rith merely grunted as he continued a steady pace. A group of shivering mountain goats are encountered. Their meat bolsters the dwarves packs.

Spoiler (click to show/hide)

After many more hours of silence, Morul couldn't hold his tongue any longer. "Rith... why do they call you the Bat Man?"

There was a noise that Morul could not decide was a laugh or a grunt.

"I wondered when you were going to ask me that, farmer." Rith looked at Morul from under the brim of his mastercrafted giant bat leather hood, his emerald eyes glinting in the low light.

"It's on account of this," replied the solder, rubbing the huge scar on his cheek.

"I was always a bit of a loner. The other kids liked to play in the forgehalls, or the stockpiles with their toy forges and miniature axes. But I liked to make believe in the caverns, in the quiet dark. One day a great giant bat swooped out of the blackness and attacked me.

"You ever seen a giant bat?" Rith paused. "Three times the size of an adult dwarf, and I was nearly six years old. Its dirty claw took a chunk out of my cheek but I punched it hard in the face. Enough to surprise the beast long enough for the militia to arrive and scare the bastard away."

Morul thought he could see a tear in the gruff swordsdwarf's eye, but perhaps it was the wind.

"They patched me up good enough, and it never stopped me going back to the caverns." He paused for a moment before continuing.

"I had a son. Once. Dumat was his name, he was a recruit, barely into his twenties. Wanted to be a soldier like me, like my old man before me. Seventy odd years after the beast took a gouge out my cheek it killed my son. Yeah, I know what you're thinking, it couldn't have been the same bat. But I'll never know for sure.

"They called the beast that slew my son 'Squeezingblinded'. Zulban was one of Dumat's squadmates, same age as my boy - he stuck his spear right through the beasts eye and that was the end of him. Made a good cloak, that fucking bat."

Rith turned away. When he spoke again, Morul wasn't even sure the words were directed at him.

"I dunno. Me and bats just always seemed twined together some how."

Spoiler (click to show/hide)

There was an uneasy silence. It was a while before the dwarves talked again, trudging slowly in the cold. Visibility was poor in the wintery weather but they could tell by the change in the ground under their feet that they had entered the Tundra of Heroes at last.
Rith reckoned they were a short distance east of Warshrieks. That accursed place had fallen to eldritch magic centuries ago; none could visit and return alive. They gave it a wide berth and changed direction northwards, towards the human lands of the Creamy Confederacy, where many dwarven forts had sprung up over the centuries.

They soon find themselves in a sparse dwarven hillocks, Wheeldells. The sherrif and militia commander greet them warmly. They tell the travellers that the hillock trades with Futureseals, to the north. They press onwards, making best of whatever meagre daylight remains, before spending the night in an abandoned camp.

28th Obsidian 1159

The trees here are strange - tall branching saguaro cacti. Unlike anything in the valley to the south. It seems to be some kind of desert, yet we are still in the grip of winter and snow blankets the earth.
Tomorrow will be New Years Day. The dwarves cannot help but think of the wives and children they left behind in Zilirmestthos. Will they see them again? Rith has a daughter, he telss Morul, born the same year his son died. Morul shares that he has three children - his eldest a leatherworker in Livingdead, his youngest in Keyconjure, and a middle child just starting out as scribe in the Citadel.

Heading north in the direction given by the dwaves of Wheeldells, they arrive at what must be Futurseals. It lies at the foot of the mountains to the west looking out over a frozen lake.
Many animal corpses litter the snow, long dead. How curious. The bleached carrion-pecked skeletons of scores of goblins are piled against the stone wall of the fort. This place saw some grim battles. A dented copper helm bears the image of a fungiwood - The Knowing Deciver. Rith spits.

Atop the compact fort the companions find two artefact stone millstones on pedestals. Perhaps farming was important to these people, whoever they were? A lone hammerer is the only living soul they find - driven mad through the piles of corpses and the bleak unending winter. The journey north continues, over the frozen mountains for many hours the dwarves travel.

Near nightfall they arrive at a strange structure of heavy stone unknown to either dwarf. Within are the ever burning corpses of strange hideous beings, and perhaps even more strangely, a band of hardened gorlak warriors.

Ah, these must be the gorlak troops sent to conquer the vault of Cradledmartyrs! The gorlak axe lord they encounter first introduces themselves as Aban Plankteal the Pure. Rith and Morul both remember the many gorlaks of Zilirmestthos who came in from the caverns and took refuge in the citadel. Some became scholars who travelled the lands, others still learned the military crafts and defended the interests of The Book of Dreams.
This group have settled here under the leadership of the Administrator Nil Muteochre. Many have seen fierce battle against goblins and elves, and have scores of kills to their names. The dead angels of this place hold no fear for them. Aban himself is quite a terrifying sight. His round form is bulging with muscles, his golden skin blistered from many battles with the undead.

Spoiler (click to show/hide)

All counted we meet all ten of the gorlak warriors who now call themselves the Silver of Flashing - and even Tirist the gorlak baby! The gorlaks provide us with directions to the Museum, an important milestone on our journey far to the north.

Spoiler (click to show/hide)

1st Granite 1160

New Years Day, and a new decade dawns. Rith and Morul spend the early morning in the hamelt of Inchtwists. Many curious objects are littering the floor of the mead hall but no living soul is to be found. The Museum is not far from here.
We spend the remainder of New Years Day in the colourful company of the faculty of the Museum - Thep Hearthsnarl the goblin monk, Glubbo Monstergully the goblin administrator, several gremlins, and a battle scarred one-eyed Warrior of Udir called Zefon. Perhaps the strangest person we meet is a serpent man blowgunner called Ssssteven.

The dwarves share tales with the Museum staff and the many interesting residents. They are provided with maps, provisions, and clean socks for some reason.

Consulting the maps, Rith and Morul decide they will travel north west, through the human valley of the High Confederacies, towards the Razorbridge, before turning east towards their intended goal. It is a trek of many days.
After a restful period in the company of the denizens of the Museum, the duo begin their travels again. They decide against visiting the closest fort to the Museum - Ironwards the Strifeful Hollows was well known for its many demon incursions, and since The Returning, those immortal beings have been returned to life. Rith is strong, but not foolish enough to take on a demon!
The dwarves camp for the night in the wilds. Spring is dawning but for now, the lands even as far north as The Museum remain blanketed in thick snow.

2nd Granite 1160

After a perfunctory meal of strawberry wine and peach roast, the dwarves begin the travel north, in the direction of the lands of The High Confederacies.
The featureless dunes soon give way to the Subtle Hills, and Morul spots a tower on the horizon. An abandoned necromancer spire? The place looks deserted, not even a bone or shred of ruined clothing to suggest anything sinister ever happened here. A book authored by Kanil Mythice leads Morul to believe this place is Farmpuzzling, a very old tower.
The dwarves are uncertain if The Returning brought the necromancers who once stalked these hallways back, and gird their loins to explore the upper reaches of the tower. No sign of life, or unlife, is found - the tower is eerily quiet.

The Dune of Glistening is a an open expanse of grey clay. The surroundings are peaceful, and the snow has largely melted.
Quite by chance the dwarves stumble upon a curious object - a bucket of honey unattended in the middle of nowhere. A short distance away is an iron screw press with an iron jug stuffed with two helpings of prepared goblin lung. Someone has been making honey, in the middle of the desert.

Spoiler (click to show/hide)

Could this have something to do with the sinister honey fiend that brought about the change in climate and the resurrection of a thousand years worth of goblins and demons? We find no more evidence of the elusive honey maker. We stop at nightfall in a nearby deserted village.

3rd Granite 1160

Divedact is a grand human city, and home of a great library. In the central keep we find a suspiciously wizened white-haired priest. He clutches strange coins in his grasp. He is clearly a vampire, and Rith beheads him.

Spoiler (click to show/hide)

A horrified goblin mercenary tries to flee, but the dwarves soon catch up with him. He claims to have been killed by a troll a hundred years ago. One of the foul returned goblins. Rith and Morul make short work of him. The vampire priest's wife, a metalcrafter appears and she too is a night fiend - she loses her head like her husband. The dwarves do not dally long in Divedact and continue north, spending a short while in a quaint mead hall named The Elder Execution.

4th Granite 1160

On the outskirts of Oilylimb, the travelling dwarves have their first true encounter with the undead. A zombie human of some kind appears in the snow, its armour ragged and its flesh marked with scars. Rith suddenly drops to the ground, his face twisted in an unnatural contorted mask of horror. His weapon and shield drop to the snow and he realises he cannot breathe! Death magic! Morul runs to his aid only to face the same fate. The dwarves are thrown by unseen hands, landing in crumpled heaps.

Not only is the human zombie a blighted thrall, who can infect a dwarf with a single bite, but they are clearly possessed of Fell magic. Bizarrely the Fell One does not press the attack, and retreats eastward as quickly as it appeared.

Spoiler (click to show/hide)

Rith is shaken. He is a swordmaster, a proud warrior, but against death magic he was rendered weaker than a purring maggot. The two chastened dwarves are lucky when the paralysis spell wears off, both gasping for air in burning lungs. They gather their weapons and shields. Rith mouths a prayer to Idrath, thankful that the wight did not see fit to finish them off.

5th Granite 1160

Dawn breaks and with it a reprieve of sorts. This is the town of Padcalls, much larger than the villages the dwarves have visited the last few days. We speak with a dwarf priest, Vabok Criedroofs, High Guise of The Bewildering Creed, a religion worshipping the human deity Imi, God of Trickery. A suspicious religion indeed.

In the outskirts we find a goblin in a tent, Usbu Presentplagues, who claims to be Lady of The Lone Soldier of Fortune. She is missing a finger. For some reason, Rith is reminded of a story he once heard, about a goblin losing a fourth finger... could this be a coincidence? Usbu is not impressed by Rith's oratory, but would appear indeed to be a vampire.

Spoiler (click to show/hide)

Morul stabs the lady in the neck with his artifact adamantine spear, a great gout of foul hot goblin blood arcs into the air. The panicked goblin takes off at speed, despite Rith's best efforts to slash her lower body. The pair follow the screams and the crimson trail in the snow. They chase the goblin vampire into a nearby monastery, before Morul embeds his spear in her skull.

The dwarves arrive at Clenchportent, the erstwhile capital of the High Confederacies at night fall. Within the mead hall several polititians are asleep, but some are suspiciously awake, and finger the same coins found on the vampire in Divedact.
Rith disposes of the vampires with ruthless efficiency. In the lower levels we find a huge number of corpses - humans, gnomes, gremlins, and many stone blocks. We spend a few hours cleaning up this mess, looking for treasure or answers. In the corner of the meadhall is a very interesting scroll... Do We Understand Immortality?

Rith and Morul know exactly what that entails. The dwarves agree that they are not willing to sacrifice their mortality just yet. To the north lies Incenseorder, ruled for centuries by am eccentric werefox wolf man. The companions agree they will spend the rest of the night here and visit this place at daybreak.

« Last Edit: Today at 03:22:11 am by kesperan »
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Wow. I believe Kesperan has just won adventurer mode.

kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4217 on: December 02, 2024, 02:36:40 pm »

6th Granite 1160

Incenseorder, ancient capital of the High Confederacies. Lord Maloy the wolf man rules from here as his personal fiefdom, although allegedly under the auspices of The Walled Dye. Instead of the wolf lord, the dwarves find a goblin bowman in the keep of the city. We search but can find no sign of this foxy lord. In the suburbs to the east of the city Morul happens upon a rather new structure crafted of wooden logs. Outside is a most impressive beast - a slim war elephant! Its great trunk is wounded and it bears a scar on its upper body - clearly this beast has seen action.

Spoiler (click to show/hide)

Rith finds an obese broker, Kol Onoloddom - he tells the dwarves of The Roads of War of Ringboot, a defensive stronhold warding against aggression from the east. The elephants seem to have seen battle against elves - perhaps the dwarves here have angered the knife-ears with their deforestation? A few mangled elf corpses confirm these suspicions. In the trade depot Rith finds a wooden figurine of a familiar figure - Moldath Mournsaints the Ardent. This particular depiction shows the Blind Sadist being crowned king of the Walled Dye some 260 years ago. It would make a nice keepsake. The dwarves find few warriors here, but restock their supplies of food and ankle for the long journey east, towards their intended goal. Rith has never tried pineapple wine before but agrees it is rather moreish.

As the dwarves leave, they encounter another horrifying being like the one they met in The Museum. A one-eyed three-tailed angelic being, a fire-worshipper of Udir, The Black. It appears to have a complex family history.

Spoiler (click to show/hide)

The companions travel east, and as night falls they find themselves in the human hamlet of Binsacks. A kind animal caretaker called Omli allows them shelter for the night.

7th Granite 1160

Morul wakes in the night with a start, a strange feeling of terror invades his sleep - he notices immediately that kindly Omli and his bone doctor friend are not asleep, and seem rather... thirsty? Vampires!

Spoiler (click to show/hide)

A couple of dead vampires later the two dwarves realise that this entire village is a horror show. Corpses and body parts litter the streets. The interiors of the houses are painted red with blood. Is this whole village a vampire cult? Deciding that discretion might be the better choice, the travellers head east. It is not long before they encounter a small camp outside a goblin pit, and within a muscular female goblin prisoner.

Spoiler (click to show/hide)

She claims that her family are dwarven nobility, though Morul is suspicious. She is Azstrog Menacedear, a wrestler to trade. She wishes to be returned to Pleatedhorse. Unfortunately, that is a settlement far to the north, home of a great many elven and goblin priests - Ala worshippers of the Communion of Parity.

It is well beyond the remit of Rith and Morul's current mission. Nevertheless, a goblin could be a good guide through the dark pit infested lands to the east. We are getting close to the massive stronghold of Lakemenace, after all. The closest friendly city is Lashedjade, though few have heard from that place in centuries. If we can make it way through the goblin infested lands, we shall make rest there.
The unlikely companions travel east, evading the many dark pits in this sinister land. They come to rest at the side of a river in a willow forest, and spend the night camped under the stars.

Spoiler (click to show/hide)

8th Granite 1160

Much to Rith's delight, his throat was not cut in his sleep. Azstrog seems to be a reliable companion. She tells us that while Lashedjade is closer to the north, if we really seek dwarven hospitality, Livingdead is a days travel to the east.
Morul's eyes light up at this - his daughter Degel lives there, a fine leatherworker. Perhaps it would not be too far out of their way to visit? While entirely unintrested in Morul's stories of his daughters leatherworking prowess, they agree it is not unreasonable to visit on their way to Bloodspire.
The trio continue east, though Azstrog is not quite as good a guide as she makes out. At nightfall the companions are no closer to finding Livingdead, and find themselves stumbling into a goblin camp! Was this her plan all along? The dwarves draw their weapons. Blighted thrall! This could get messy... Azstrog runs off southeast at speed.. that snivelling scumbag.

Spoiler (click to show/hide)

When the dust settles, all the goblins are dead. Only then does Azstrog reappear, though fair play to her, she is rather the worse for wear. Her guts are torn open and she appears pale. Perhaps she did fight her kin as the dwarves did? We patch up her wounds and, from the dead goblins, scrabble some replacement copper and iron armour. We spend the night in one of the goblin tents but are awoken to the sounds of beasts outside. Dingos! And... giant chinchillas?

Spoiler (click to show/hide)

9th Granite 1160

As dawn breaks, several dingos and giant chinchillas and even a giant wombat lie dead. Azstrog is nowhere to be seen. Perhaps she decided that the dwarves were bad news?

Spoiler (click to show/hide)

Rith was in a foul mood. He sat on the sodden ground cleaning bits of dingo and goblin off his steel sword, The Zephyr of Depths.
"Now what, Morul?" he grumbled. "Thought your pet goblin knew the way to Livingdead?"
Morul was unperturbed. "Rith, did I never tell you? I used to live in that fortress, long time ago!" he chuckled "And as soon as day breaks, and I get my bearings, we'll know where to go. It's in these mountains, to the south!"

And sure enough, Morul did remember how to get to the fortress. As the companions approached they began to see signs of activity - a smattering of dwarf teeth, a group of polar bear corpses. And then they heard it.. the thrum of machinery, of a thousand cogs and axles turning. Morul remembered the ambitious plans for a waterworks. All the churning water had a strange effect on the flow of time - both dwarves felt themselves slowing down as they got closer to the fortress.

Spoiler (click to show/hide)

An easy entrance was hard to find. Finding Dumat amongst the warren of tunnels under the mountain could prove a fruitless task, but Morul was determined. Even Rith, by far the more athletic of the two, found walking further was like wading through treacle.

"Normally we came in through the big red bridge to the west, Rith. But it looks like it's closed. Probably to keep the goblins out. Guess we will need to find another way in" said Morul, cheerfully. Rith was not keen on scaling the side of the mountain but when they found some cage traps, they reckoned they were heading in the right direction.

Spoiler (click to show/hide)

Unfortunately, the patch came to a dead end. "How do you get into this infernal place Morul!" Rith cried.

"Um, you know I haven't lived here for fifty-odd years... things change!" replied Morul.

The dwarves circled round the fort perimeter back to where they started. The large red bridge was indeed shut. The sloshing of water and hum of mechanisms at work was loud at the entrance. Neither dwarf could find a clever way in. After several hours, two things catch Rith's eye after climbing to the top of the outcrop again. First is a rather sinister human leather book named "Mortality" and Rith knew enough about necromancers to know that this was not a cookery book. This was the Secret of Life and Death. They were going to find necromancers here. Lots of them no doubt. The second thing he spotted was a tiny, non-descript stone staircase tucked surrepticiously against the rockface. Could this be a hidden way into the fort? Morul seemed none the wiser. If this was the intended entrance, it was news to him.

Spoiler (click to show/hide)

Rith climbed the rough-hewn precarious stairway with some trepidation, arriving in a narrow covered hallway at the very peak of the mountain. This was entirely too sinister for his liking. A lever, at the end of the hallway, and another red bridge of carved realgar. This had "TRAP!" written all over it.
Against his better judgement, he pulled the lever. The small bridge retracted to reveal a stairway.

Spoiler (click to show/hide)

The two dwarves continued forward, nervously. Another lever, another bridge... Rith pulled the lever. This time, nothing happened. The realgar bridge did not even creak. Morul tried the lever again, and again. Nothing happened.

Spoiler (click to show/hide)

Dejected the dwarves realised there was no way to gain entry to the fort. Morul sighed. He would not have a reunion with his daughter today.

"Right, that's that then. We have dilly-dallied long enough, time to head north, to Bloodspire." Rith tried to console Morul. He wasn't very good at it.

The dwarves made their way back north, retracing their steps. They passed several dark pits under the ominous watch of Horrornut and Stolenpalm - home to tens of thousands of goblins brought back by The Returning. They try to be as stealthy as possible, but stumble upon a lone goblin outside Malignedbegins and Morul is forced to kill him. A cold night under the stars meets them once more

10th Granite 1160

Finally, The Bad Steppe... the sickly purple grass and the rising hairs on the back of their neck let the dwarves know that they have found the sinister grasslands on the coast of the great sea that Degel Bloodwrath had told them to seek. The fort of Bloodspire the Crimson Bastion must be nearby. Soon enough, trudging through the evil badlands, they spot a blood-red tower on the horizon. A small cat rushes out to greet us, before promptly falling dead. An auspicious welcome.

Spoiler (click to show/hide)

Near the river are grouped yet more corpses, many yaks and other beasts... and a dwarf who looks to have died recently of old age. Alarmingly, Vucar the dwarf's corpse begins to shudder and rise in unlife. This place is cursed!

Now if there is one thing Rith has learned from fighting the undead, its that chopping bits of them off tends to lead to more undead. Hefting his shield he thumps the dead dwarf in the head as hard as he can, and is rewarded with a satisfying crunch. The corpse falls to the ground, unmoving for now. Hopefully Vucar is sufficiently mangled that he will not return to bother the living once more.

Spoiler (click to show/hide)

They cross the river and encounter a huge grey and pink tusked animal. A hippo! Without thinking, Rith whips its head off with his sword. He quickly butchers the corpse and stows some hippo meat in his pack. If the hippo does reanimate, it will be easier to kill a flimsy hippo skin than a hulking zombified river monster!

"It does exist!" squeals Morul in wonder, pointing to what appears to Rith to be a dull grey herb. "Sliver barbs... they're... they're everywhere!"
Morul is grinning, happier than Rith had ever seen him. "We need to find seeds, Rith. This is amazing!"

Spoiler (click to show/hide)

Disaster strikes. A plaintive moan warns the dwarves that two yak corpses have shuddered into life a moment too late. Morul is kicked by one the rotting beasts and his left ankle collapses at an unnatural angle. Rith quickly slaughters the undead beasts of burden, but Morul is going to have trouble walking. They better find shelter soon, if this entire field of corpses is going to come back to a mockery of life. Thinking quickly, Rith butchers as many of the corpses as he can reach. A gaunt undead horse watches him silently from the other side of the river.

Spoiler (click to show/hide)

Rith helps Morul to his feet and they scramble towards the blood red fortress entrance. A hideous roar greets them as they round the corner and spot the bridge at the north entrance... a huge zombie ogre! The undead beast is massive, rotting flesh hanging in great folds from its towering frame. It's putrid hide is criss-crossed with many scars.

Spoiler (click to show/hide)

Rith launches himself at the beast, knowing Morul is no match for it. Thankfully, despite the beast's monstrous size, it is slow and lumbering and no match for a swordmaster. The Zephyr of Depths slices through the ogre's neck like pig tail. On entering the fort at last, limping Morul gasps in wonder through his gritted teeth as he spots the farm plots in the keep of Bloodspire, thick with sliver barbs and whipvine. Sadly there are no seeds to be found.

Spoiler (click to show/hide)

The dwarves slowly ascend the red tower, and at the summit they find a library constructed of cinnabar, silver and steel. This place is dedicated to the vampire queen Vucar Axesafety, who ruled the Staff of Kissing for many decades before being slain by the elf Tirin Nightwhisper, an acquaintance of Rith's. Queen Vucar was beheaded nearly two hundred years ago... why would they still venerate her so? This place is sinister indeed... the blood red cobbles and the vampire statues unnerve Morul and he is keen to return to the task of searching for sliver barbs, or their seeds.

Spoiler (click to show/hide)

Descending into the fort proper, the two dwarves find the kitchens and brewery, and within the food stockpile to the west, a masterful kiwi leather bag brimming with hard, grey-spined seeds. "Jackpot!" howled Morul as he stuffed as many of the seeds as he could find into his draltha leather pack.

Spoiler (click to show/hide)

"We need enough to take back home and start our own black dye industry, and some for the Museum. All of dwarfkind should benefit from the sacrifice of these dwarves, living in his hellish place." Morul went on.
Rith was feeling increasingly uneasy. They had seen no sign of any dwarves of The Bloody Hand, and since The Page of Tiredness were technically still at war with them, he wasn't sure he wanted to meet any of the blood obsessed vampire lovers.
"Let's get out of here, Morul, you have what we came for!"

Morul pleaded to explore the rest of the fort. Perhaps there was additional information on the harvesting or preparation of the plants to be found? Rith was impressed. In his zeal to gather the seeds, Morul had not complained once about his ankle, twisted at an unnatural angle as it was.
"Let's not stay here any longer than we need. But perhaps a splint or a crutch for your leg would be a good idea?" mused Rith.

They forged further down the stairs and Rith was glad to find the hospital. Each individual room was framed by a sturdy metal door and a cage trap. That made sense, thought Rith. If your patient dies, you don't want him returning to make a complaint...
Finally Rith found something useful - a sturdy iron crutch. This would help until Morul could receive medical attention. In the crafthall, Rith found a prize of his own - a wooden bin brimming with rough emeralds! This would be a nice gift for the Baron!

The dwarves descend further, past the cinnabar mines and residential quarters. The sturdy triple locked iron doors on every room cause Rith to raise an eyebrow. Finally, they reach the forgehall and what Rith presumes is the metalcrafters guild hall.
Atop a pedestal is the most beautiful weapon Rith has ever seen. Winterfang. An adamantine sword encrusted with cinnabar.

Spoiler (click to show/hide)

"Well Morul, you found your treasure. I have found mine!" Rith cried, as he drew the perfect blade and strapped it to his back.
"A deal is a deal, Rith. Remember what the Baron said. Leave the blistered metal if you're going to take that sword."
Rith nodded gruffly, placing the ten bars of angelic metal on the steel pedestal.

"Time to go I think, before anyone shows up and gets pissed at us stealing their stuff! How's the ankle?"
"Better. The crutch helps. I agree. Time to make ourselves scarce." Morul replied. The dwarves ascended as quickly as they could, hoping to avoid foreign dwarves, living or undead.
 
When they reached the surface, Rith was glad to see that the dismembered Ogre was still dead. The duo headed north, trying to get away from the haunted Bad Steppe as quickly as they could. As they enter the sparse grasslands north of the fort, they are accosted by an undead kestrel which seems remarkably resilient. It is finally killed with Rith bites it in the head, crushing its tiny evil skull. Morul thinks he can see a fort on the horizon to the north. Could this be Cleanlands? Little is known of this place, but it should be friendly given they are of the Page of Tiredness. Perhaps they have a healer who can tend to Morul's ankle?

Cleanlands seems to be a small outpost. Few living dwarves still remain here, and there are no healers. The lower sections are flooded and many corpses are scattered. Rith and Morul agree that it is time to return home, via the Museum of course.

11th Granite 1160

The dwarves make good progress travelling south. They avoid the goblin settlements, but between Lakemenace and Lashedjade encounter a goblin lord with their retinue. They leap into battle, Morul brandishing his iron crutch!
Akathshis, Winterfury, tastes goblin blood. The blade is impossibly sharp, cutting through iron and bone with ease.
Soon only the lord remains, Yaralo Lockcrew of the Midnight of Celebrations... the lord of Lakemenace himself! He turns and flees like the coward he is. The dwarves catch up with the feeble lord, and end his reign.

Spoiler (click to show/hide)

Lashedjade itself appears deserted. The only inhabitant appears to be a confused water buffalo. The companions press on, before sleeping outdoors in the shadow of Lakemenace itself. Luckily, no goblins dare to disturb the two hardy dwarves.

16th Granite 1160

For nearly a week the brave dwarves retrace their steps, through lands infested with goblins, into the valley of The High Confederacies. The weather becomes bitterly cold once more, blankets of snow surround for miles around.
The journey is monotonous and uneventful, the dwarves avoiding goblins and creatures of the night through sheer luck. They arrive back at the Museum on the morning of the 16th of Granite.
Morul proudly leaves a leather bag packed with sliver barb seeds, in the hope that all of Orid Xem might use the seeds, and the luxurious black dye that they provide. It is time to return to The Eternal Citadel.

Museum Submission:



Sliver Barbs: A hoary marmot leather bag from Bloodspire, packed with enough seeds to start a black dye industry. Please help yourself!

Forts Visited:

Ringboots: elephants!
Livingdead the Depths of Despair: an ingenious entry system was too clever for Rith and Morul. FPS is quite low, presumed due to the waterwheels?
Bloodspire: reanimating biome, a few undead ogres!
Cleanlands: flooded lower levels and few dwarves to be found.
« Last Edit: December 02, 2024, 07:00:52 pm by kesperan »
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TheFlame52

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4218 on: December 02, 2024, 05:38:14 pm »

I like it! A much more down to earth story than what we've gotten recently.

kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4219 on: December 02, 2024, 07:07:01 pm »

I like it! A much more down to earth story than what we've gotten recently.

Thanks!

Fun fact: Rith is the son of Kurel Soothtired, who was one of Eric Blank's adventurers who migrated to my fort. He really did get attacked by a bat in the caverns as a 6 year old. I earmarked him for greatness when he didn't immediately die.
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Maloy

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4220 on: December 03, 2024, 10:50:02 am »

Nice entry, Kesp! I'm about to catch up on QD's too, but I also liked the chill nature of the adventure, but also the tenseness.

Its kind of interesting some people did resurrect with bodies!


Black dye industry sounds interesting......I'm gonna think on using that before my next turn. Glad you enjoyed Ringboot! Maloy moved out of Makbor for awhile to avoid Pis and also to stick with his nieces and nephew some. Being the only immortal in that city was wearing on him.


I forgot to ask to be put back on teh turn list braal. tysm

Bralbaard

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4221 on: December 03, 2024, 03:23:01 pm »

Lists have been updated and I've send Travis a PM.
It's nice to see people explore some of the newer sites. Looking forward to my turn.
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kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4222 on: December 03, 2024, 05:27:08 pm »

Black dye industry sounds interesting......I'm gonna think on using that before my next turn. Glad you enjoyed Ringboot! Maloy moved out of Makbor for awhile to avoid Pis and also to stick with his nieces and nephew some. Being the only immortal in that city was wearing on him.

The first hurdle will be seeing if the seeds can grow in non-evil soil. I took some to the Citadel, so will definitely try doing that on my next turn.

If it is any help, Pis was nowhere to be seen in Incenseorder. I don't think he has been given a new body since his original one was butchered and bits of him are still on display on pedestals.

I'll need to check out the new and improved Ringboot soon!

I hope Travis is able to play - been a while since we had a different player take a turn.
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Travis Bickle 2

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4223 on: December 03, 2024, 11:14:22 pm »

Well, a funny thing happened to my SSD while my password manager was saving its database and I learned the hard way that I should keep a back-up of that sort of thing. I would have been back sooner, but it seems like they take their time approving new accounts here these days. Seems that I'm back just in time, though.
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dikbutdagrate

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4224 on: Today at 12:46:18 am »

The Dune of Glistening is a an open expanse of grey clay. The surroundings are peaceful, and the snow has largely melted.
Quite by chance the dwarves stumble upon a curious object - a bucket of honey untendended in the middle of nowhere. A short distance away is an iron screw press with an iron jug stuffed with two helpings of prepared goblin lung. Someone has been making honey, in the middle of the desert.

Spoiler (click to show/hide)

Could this have something to do with the sinister honey fiend that brought about the change in climate and the ressurection of a thousand years worth of goblins and demons? We find no more evidence of the elusive honey maker. We stop at nightfall in a nearby deserted village.

Huh, so that's where I put those.

In all seriousness though, I don't recall what in the fuck I was doing with those objects in that particular location.
I'm not sure who else would have possibly left them there, so it must have been me. Very strange to have stumbled upon those randomly.  If you decided to hold onto those goblin organs, I'll tell you where they came from.
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Bralbaard

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4225 on: Today at 08:17:32 am »

Well, a funny thing happened to my SSD while my password manager was saving its database and I learned the hard way that I should keep a back-up of that sort of thing. I would have been back sooner, but it seems like they take their time approving new accounts here these days. Seems that I'm back just in time, though.

That means you likely never got my PM. Just for information, the current save is linked in this post by Maloy.
Also please save often and make backups! The game has gotten quite unstable compared to your previous turn.
Good luck on your adventures!
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kesperan

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4226 on: Today at 08:26:50 am »

Welcome back, Travis. Good luck on your adventure!
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Travis Bickle 2

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Re: Museum III, adventure succession game (DF 0.47.05)
« Reply #4227 on: Today at 09:18:03 am »

Well, a funny thing happened to my SSD while my password manager was saving its database and I learned the hard way that I should keep a back-up of that sort of thing. I would have been back sooner, but it seems like they take their time approving new accounts here these days. Seems that I'm back just in time, though.

That means you likely never got my PM. Just for information, the current save is linked in this post by Maloy.
Also please save often and make backups! The game has gotten quite unstable compared to your previous turn.
Good luck on your adventures!
Grabbed the save. This can only end well.
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