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Author Topic: Spookyfort V: Concerns of the Deep - Spooked  (Read 3926 times)

Maloy

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #60 on: October 24, 2024, 05:21:33 am »

I joined the fortress of  Lovecrafted by the way of being on the last caravan to pass by. I conveniently was trapped for the duration of my overseership by a mob of angry undead pirates outside our fort. This likely was the only thing preventing me from fleeing from this place myself and so now I have no choice, but to save this cave we call a fort!

This place is a nightmare! An administrative nightmare!

We're trapped inside, food is running low, we don't have enough people to get jobs done needed, the military is all, but dead! Did I mention ghosts keep harassing me. Not really scary until they move all the wine to a different stockpile to piss me off!


Anyway. First problem I see to fix is we need dwarves who can fight and with less than 40 of us here that will leave us in a spot on labor, but whatever. I'm not planning any mining for my tenure here so I assign most of them.



What is that? It's a what? Why are swarms of them coming at our fort? Why do people just wander out into the caves whenever they need anything?!

Wait why aren't there cage traps around our cavern entrance? Oh there were some at the old one, but now we keep a forgotten monstrosity from the depths sealed into the original entrance. Wait we keep a what sealed into the original entrance?!

Okay, whatever, more wine. Someone build cage traps.

We need to fix food while the squad trains and becomes somewhat competent. We also don't have enough armor for everyone and so we will need to address that.

And then the next swarm hits us:


Ugh. I don't even hate the things. They're not even hostile when they get in, but they're making a mess, which is more terrifying than the ghosts! Squad kills a few and many more end up in cages. I don't think international law allows us to use them as a food source so we aren't butchering them.

A ghost toppled my bed while I was asleep in it and threw me to the floor while it floated away laughing.
Dwarf told me I had to nail my bed into the floor like everyone else. We're locked inside a cave while zombie pirates angrily patrol outside and you want me to waste good nails just so a ghost doesn't get to play its stupid prank? Nightmare!


Oh some dead bodies fell into our little river we made. Bummer. I'm sticking with wine anyhow.

and now there's demons in the caves?! Harassing the miners?!


Ugh. Can the military dwarves just go deal with it? Yeah, thank you. Let's talk about food while those lads are gone doing that:

It's bad! I reassigned dwarves from essential labors to focus on plant gathering and fishing so we don't starve.
Light at the end of the tunnel though!

One of my predecessors has been capturing animals, but just leaving them stockpiled and I found crundles!

That's food! You can eat those things!

If we get some of them fertilized you can have a whole crundle farm! Once lived in a fort with a crundle farm and it had the best crundle brain roasts ever!


Oh. Demon killed and devoured the soul of a miner before the military could get there.

-Does a lot of math and writing on desk- That labor shortage is gonna set us back a lot. I'm terrified at the state of labor.


Surface scout returned and we have a diplomat here


Regular humans weren't gangly and freakish enough and now they're doing weird things like that? No can do friend we don't wanna die to zombie pirates. STAY OUT THERE

Wait, the zombies left? Okay nevermind. Come in. Maybe now we can get some migrants in this hell hole and I can petition for a caravan out of here


Monsters of all shapes and sizes pile into our cavern drawn to our...lush yard of dead bodies perhaps?

I told the baron to accept anyone who was dumb enough to live here!



Yeah yeah every religion thinks they're the only pure ones. Let's talk about your labors though!

Strange wild life wandering outside

I'm tempted to try and kill it and see if we can melt the cauldron as we still need new armor, but we really don't need any deaths.



OOOOOPPPPSSS


Yeah. So.... Starvation. Not hard to fix with plants around here, but we do need to bide our time until our animal populations catch up and then we will have plenty of meat and eggs.

Oh. OH! You mean those two deaths?
Yeah the military caught up with that demon and killed it, but we lost two guys. Yeah don't worry I made sure to save their gear

OH! You mean the werebadger? Popped up in the tavern and a bunch of monster visitors killed it instantly! No problem. I don't use the tavern so I'm not worried about that stuff. I drink in my office. Alone, except for the ghosts of course.

OH! You mean the caravan? Wait we got a caravan! PRAISE THE GODS!
While the baron buys metal for us to make gear from I begin asking the caravan if I can go back home with them. The negotiations are tense


Oh and a child made this and I gave it to the baron.
Did I mention the children here are all depressed? It's because of how messy it is here, I think. Nothing to do with the ghosts or demons or monsters, but having a messy play area is terrible for a childs psyche.


We got a male and a female. If we can keep both alive we will have more food than we will ever need in a couple of years.


Well, that's neat. I'm not gonna try to take it from its owner though.


Migrants?! Praise be!  Labor shortage solved and more bodies to put to work!


A what now?


Well, its about to get its first meal while we wait on the military to get it.

A polite angel came out and helped our peasant deal with it




Good news, FOR ME, is that I got approved to hop onto the wagon leaving here! So, leaving you migrant dwarves to this hell which is now slightly less hellish, but just as terrifying!

https://dffd.bay12games.com/file.php?id=17228

delphonso

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #61 on: October 24, 2024, 07:54:12 am »

Ooooo, there's some classic spookyfort nonsense there! Bob of the brews, it's yours!

brewer bob

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #62 on: October 24, 2024, 08:04:43 am »

Alrighty. I'll start the turn tomorrow morning, a bit too tired to start spooking today.

dikbutdagrate

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #63 on: October 24, 2024, 06:48:13 pm »

"The wereflytrap representative", what the hell am I reading?

Lol, this is pretty good so far.
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delphonso

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #64 on: October 25, 2024, 06:03:25 pm »

brewer bob has felt the soothing call of the capybaras and can't manage a turn before the end of October. Salmeuk, would you like to take the final turn before I wrap up the thread in a few days?

delphonso

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #65 on: October 28, 2024, 12:55:29 am »

Travis, take the wheel!

Travis Bickle

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #66 on: October 28, 2024, 09:55:21 pm »

Travis, take the wheel!
Grabbing the save. Got briefly side-tracked, but I'll try to have something brief out tomorrow.
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Salmeuk

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #67 on: October 29, 2024, 03:25:57 pm »

posting myself into the next turn slot.

nice update Maloy, you seem to have encountered a varied assortment of halloween baddies... and apparently demons AND angels? we're getting biblical up in this fortress

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Wait we keep a what sealed into the original entrance?!

yeah thats me doggo he's a bit weird, you know how mutts are 
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Travis Bickle

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #68 on: October 29, 2024, 05:15:18 pm »

Going to drop the save and a short write-up soon. I hope whoever takes up the save (if anyone) in the next couple of days have a supernatural level of patience for low FPS or a much more powerful computer than I have, because he'll need it.
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Travis Bickle

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #69 on: October 29, 2024, 09:17:32 pm »

Eyes have seen and ears have heard many a queer and curious thing in the dark corners of this world. Travelers tell stories of seeing, under the glow of the full moon and in the dark of the forests, men’s forms being transmogrified into wolfish forms and prowling about, seeking whom they may devour; dwarves are told of those who, neglecting the proper ceremony in sending their dead off into the next world, are visited by their vengeful spirits once more; the humans swear that, on the vigil of the day when their great ones are commemorated, they can hear the horrifyingly shrill laughter of those women amongst them who, having pledged fealty to Hell, were granted powers in defiance of the natural world. Such stories, the miners tell me, are well-known to all, and stranger stories still are known to those in this fortress, where indescribable horrors dwell behind every corner. I submit, however, to whomever shall read this a story much stranger than any I have heard from the seemingly endless which readily flow from the tongues of my superstitious compatriots.



I have been alive for twenty years now, but I have not been living. In reality, I have been asleep for twenty years. I have had two children, but when I did so it was in the midst of somnambulism. But after twenty years of sleep, I am awake, and further still I have awakened to the fact that the fortress is alive. I know that the fortress is alive because it is what woke me up. I know that it was the fortress that woke me up because it spoke to me. I hear its voice clearly, and it speaks to me with urgency.

The fortress warned me of great bloodshed which would befall everyone within its halls if expiation is not made for our offenses. The exact nature of this expiation was not revealed to me, but I soon found myself drawn to the depths of the earth. I had no true profession in my days as a somnambulist, but it was at this moment that I decided I would be a miner, taking a spare pick and—without a word to anyone I had supposedly known—wandering almost to the very bottom of the mines, where one is close enough to the molten hot blood of the earth that the heat is almost unbearable. Thus, I began to dig in a pattern which was slowly revealed to me by the fortress.



Over time, other miners joined with me. I do not believe that the fortress has spoken to them as clearly as it has spoken to me—I can see it in their eyes. Still, they are not impeding my progress, and they bring me news about what is going on above in the fortress. The fortress was not lying to me, already the fortress is descending into chaos. I must work faster.







The voice of the fortress grows louder and louder still. I sense that when I am done excavating the designs laid out for me by the fortress, the true nature of our expiation will be revealed to me. Then the fortress will show me its true self!

[The remainder of the document is illegible.]

I would have liked to spend more time carving out a weird chamber near the magma sea with a pit for sacrificing creatures (the first of whom being Logem), but the FPS was tanked by what seems to be a bar fight involving necromancers endlessly raising the same zombies over and over... forever. If someone wants to fix it, the save is HERE.
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delphonso

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #70 on: October 30, 2024, 12:10:06 am »

Salmeuk can take a swing at the save, if they'd like - otherwise I'll write up a conclusion somewhere around actual Halloween. Thank you, everyone, for you participation this year!

Splint

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #71 on: October 30, 2024, 03:45:17 am »

Sorry I didn't jump in for this year, had a lot of art crap to work on so I couldn't really take a turn.

Salmeuk

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #72 on: October 30, 2024, 07:12:50 pm »

picking up

===

hold fast and drink beer.
 a dwarf would.


---

It was a time for the ghosts. Five, maybe six, haunting figures roamed from corpse stockpile to dining hall full of ghouls, to stinking pasture, to watery grave.

Asmel Ulzestast, the energetic poltergeist and ghostly dwarven child. Asmel was killed some time ago, it is unclear… they now roam the surface wastes.

Lor Zithissibrek, the restless haunt and dwarven ghost. Lor spends most of their time floating just within earshot of the baron's rooms, murmuring strange curses towards anyone who might hear.

Likot Rovodilul, ghostly spearguard and violent ghost. Likot tends towards the pastures, threatening all who appear to shear the shaggy Molebull.

Rigoth Muzishkabuk, a forlorn haunt and ghostly bowdwarf. Rigoth stays right in the middle of the booze stockpile, moaning and wailing and generally causing everyone a bad time.

Finally, we have Bomrek Sodelinsel, 'Shieldgangs' the ghostly mason, energetic poltergeist and creator of Kakdalkatdir Rukalullung, Brimglimmer the Eerie Conjurers, a copper left gauntlet.

This concludes the interview of the ghosts of Lovecrafted.

===

Lovecrafted was full of dwarves, but also full of ghouls, and in fact the ghouls outnumbered the dwarves by a fair margin. It was inevitable that the two would 'interact'.

 What had become of the bountiful quarries and tree farms and pastured animals of yesteryear? In fact, most were barely clinging to whatever life they could.

Kogan Bandtools was one of the unfortunate dwarves to encounter a ghoul. He fled down the limestone hallways, trailing blood as Ixahn Riverknighted, the Flesh Cultist Poet damned ghoul bit at hit heels. Soon, it was over for Kogan.



Datan Blocadeblanket, the tavern keeper, was feeling rather light on their feet as of late. This was due to the fact they were missing their right arm. Datan, after taking refuge in the baron's quarters, considered the various implications of this.. and also dreamt of some kind of booze.

Ixahn continued their murderous spree, literally painting the walls red with blood.

Spoiler (click to show/hide)

The pastures stank of rot. Miasmatic vapors replaced the quintessence of the cavern void with their foulness. The animals, however, were hardly affected.

Someone, somewhere, flicked a switch, and the two forgotten beasts were released..............

That is, Lein Hollowcavern the hairy viper, and  Hgurrok the one-eyed vulture. However the dwarves had foresight to close Hgurrok in with stone blocks.

Lein proceeded through the woodpile, intent on something. Probably eating dwarves. In fact, it was very likely that Lein was about to eat some dwarves.

It was then that Bomrek, the ghostly miner, saw fit to save those remaining dwarves a fate worse than death (hairy viper) and locked Lein in with the stockpiles.

Lein slithered amongst the piles upon piles of furniture and cages animals, seeking food, finding none. Only the laughing figure of ghostly Bomrek was visible. Bomrek, having played some strange trick only a ghost might understand, seemed content after this feat.

===

It was the 5th Opal, 671, Mid-Winter. Only four living dwarves remained. The rest appear to have been reanimated into ghoul-constructs. This was rather unfortunate.

Logem, the miner, is able bodied but distractable and seems entirely closed off to the outside world. Prefering to drink and drink and drink and ...

Feb is stuck in the hospital with a broken leg. No doctors will arrive, sadly, yet Feb remains hopeful...

And two children, Doren and Nish, who both believe in a better future for dwarvenkind.

Doren's father, Ugburroc Absargimbas Miceburr'torv, was responsible for many kills against the gaunt hunters, including the assassination of Harattark Riskquests the Patterns of Alliance the advocate necromancer. Doren cannot really appreciate these feats at the moment.

And so the final few dwarves of Lovecrafted are thus ensconced in the half-built marble ruins of many a mad overseer.

Logem, the miner, sees a way out and begins to dig a hidey hole to escape the ravenous ghouls and hunters.

As Logem digs, Dastot the restless haunt appears, first as a shadowy impression upon the rough-cut marble wall, then a fully formed spectral dwarf. Dastot, in their strange murmurs, manages to convince Logem that such a survival technique is a complete waste of time, and that a much better use of the last few days of your existence would be to dig out those strangely woven corridors as designated by the previous overseers. Logem was utterly compliant.

Who could resist the urge to dig out strangely shaped corridors, after all?



Now, days later without food or drink, Logem continues the mad hacking of stone. Two ghosts haunt him continuously, one giving encouraging suggestions about where to dig, while the other berates every little mistake. Good ghost, bad ghost routine, you know the deal. Dastot and Lor find this a hilarious pastime, and a perfect revenge.

Now, only two remain: Logem and Dasten. The ghouls ate the other ones for supper.



===

https://dffd.bay12games.com/file.php?id=17234

save for your amusement. there is not much 'life' left in the fortress... it was horrible. and inevitable. thanks everyone for playing who could join us this year. I collected a few more screenies for you (tileset is LCD tileset):

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

the mostly untouched, yet beautiful, first cavern layer:

Spoiler (click to show/hide)

« Last Edit: October 30, 2024, 10:05:51 pm by Salmeuk »
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delphonso

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #73 on: October 31, 2024, 12:32:06 am »

Horrible and wonderful, Salmeuk! I'll wriye up the conclusion in the next two days or so.

King Zultan

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Re: Spookyfort V: Concerns of the Deep (47.05 :: Overspookers welcome!)
« Reply #74 on: October 31, 2024, 02:02:58 am »

Good stuff.
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
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