There is no rest for the fortress. We are under constant assault from above and below.
A necromancer showed up with a squad of Fell Slayers and an army of various undead. We charge out the gate, aiming to swiftly kill the necromancer. Cut the head off the proverbial snake. We clash with the fell slayers first. Despite coming out on top, we get bogged down before we can reach the necromancer and he is surrounded by his zombies. I sound the retreat. I got hit in the head with a mace, breaking my neck and completely paralyzing me. I watch as almost everyone makes it back to the fortress injured but alive, except for myself and a couple others who ran the wrong way. The Fell Slayer maceman pulverizes my body, but I can't feel it. Then he punches out my teeth, stomps my nose to pulp, bites my lips and cheeks to shreds before biting off my tongue and spitting it out.
The gates are closed. I am dead. The fortress is safe, but the outside belongs to the zombies. For now. Until they decide to leave, or we find a way to make them leave. Probably build a corridor of traps and lure them in. Hopefully before some migrants get here.
The hospital is very full, there are many scars but at least there aren't many permanent injuries.
The next level of the tower-keep is nearing completion. It will make a very good barracks.
The magma minecart track is progressing well. It has reached the lower cavern level.
No rest. A gigantic, mangy three eyed fox with a knobby shell. Beware its noxious fumes!
It appears right by the upper cavern entrance. Kills a pet Burger Bun-ny baby, kills TheFlame52, then gets swiftly put down. Its poison got on a couple forumites but they don't seem to be suffering too bad yet.
We have struck adamantine! Praise the miners.
Someone made an artifact fossilized bone crown, with forgotten beast leather. Impressive.
A few children have gotten a horrible illness. Fever, nausea, pain, and blisters covering every inch of their bodies. The illness spreads quickly, infecting many. Thankfully, it passes just as quickly and doesn’t seem to leave any permanent side effects.
The miners have started digging out a long, twisting, spiraling passageway. We will fill it with traps and lure the zombies through it to soften them up.
There is one particular zombie that is causing a lot of problems, and claiming the lives of most of the guests who can’t make it into the fortress. The Fell Slayer Pikeman Thine Ancone Vistrokmumot Uti.
Another forgotten beast shows up, a giant fire breathing badger with wings. It sets the Baroness’s cloak on fire. The dwarves make very quick work of it.
The Baroness survives, she gets all the fat burnt off her upper and lower body but she somehow survives.
Afterwards I send the army around the caverns exterminating dangerout beasts. Crundles, Trollfaces, and a reacher are easy targets. A Spiderbot is much more dangerous, injecting venom into at least 5 peasants who were in the caverns hauling adamantine. I order everyone to flee the second cavern, but they stay still. The spiderbot methodically injects our second best doctor, beekeeper, a crafter, and a legendary woodcutter. Why won’t they run? The fort can keep going but the losses sure hurt. Time to seal the caverns I guess, with all the forgotten beasts and other deadly things lately.
We really need to get that adamantine turned into weapons to fight these robot menaces. Datamined weapons just aren’t cutting it.
The Barracks are done. A bit square, but much better than training in the yard.
It seems my turn is up, my ghost is fading away...............
(Sorry for the turn cut slightly short. I will add images and the save soon)
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