Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 38

Author Topic: Cavebrands  (Read 68587 times)

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: Cavebrands
« Reply #135 on: April 25, 2010, 02:32:45 pm »

Journal of "Seth" Ecemavuz, Mason

This morning, the Chief Medical Dwarf ran into the barracks, screaming that goblins had killed the overseer and were on their way to the fort.

I looked outside.  It wasn't pretty.

Spoiler (click to show/hide)

Serves Creiyd right.   I warned him about these goblins and he waved me off.  Blueblood upstart.  Maybe they'll teach him some humility before they kill him.  "I order" this and "I order" that.  We're rid of a bleeding nuisance, we are.  Once everyone is inside the fort or dead, we close the hatch and lock it.  We are now as safe as we ever are.



In the absence of a manager, I must take command.  The ceremonial brand is placed on my thigh, and my first official duty is to review the list of our dead.



The soldiers wait underneath the entrance hatch, waiting for the goblins to try and break through.  At first, there is only a tense silence.  Then, there was a great mechanical squeal, and the sound of an axe crashing through bone and blood.



One by one, the goblins throw themselves into our traps.  Four are killed instantly, chopped into strings of meat and splintered bone.  One goblin loses her leg clean at the hip and can be seen even now, crawling away on the ground.  We all had a good laugh at that.  It's a good thing Lord Slowpoke ordered those axe blades.  Always thinking ahead, that one.



Monom, the last dwarf left outside, was speared to death by the entrance, despite the brave efforts of his dog, who perished shortly thereafter.

Most of the goblins have fled, but three of the stubborn monsters won't leave.  They won't even move.  They are standing in the middle of the 'axe-field' motionlessly staring into space, surrounded by the gore of their brethren and the weapons that reduced them to it.  I wonder if goblins can have nervous breakdowns.

Hematite

Deadbeard has been elected mayor.  May his reign be long and prosperous.

While the goblins continue to sit outside our gates, I have been requested new adamantine weapons and armor to use against our enemies in the future.  We have only a little of the precious true-metal, and we must use it wisely, but it might give us the edge we need to properly defend ourselves.  Still, the best weapon is prowess.  Without training, our fancy new weapons will be useless.  With that in mind, I've asked the guard captain to begin drilling his dwarves.

However, I've had enough of hiding from these miserable goblins.  Charge, dwarves!



Yes!  We've set them to rout!



Kill it!  KILL IT!



After being surrounded by a mob of traumatized, vengeance-crazed dwarves, the goblin has a mercifully short existence.



With the threat driven off, life may go on.  Preparations are made for the dead and wounded, then it will be business as usual.




Bembul finished a project he started during the siege.  He should be flogged for tying up our adamantine processing so he could build his worthless creation at such a critical time, and he knows it.  He has offered to clean rocks for a week, but I told him to put his craft skill to use so that he may have something to offer the traders when they arrive.  If they ever do.


Spoiler (click to show/hide)

I don't know how, but Barbarossa got caught into an underground river.  He will be missed by his two living children.  Some say it was suicide, and it was no secret that he took the death of his wife and child pretty hard.


Spoiler (click to show/hide)

It appears I spoke too soon.  After journeying for nearly two weeks in the caves, a very tired, very unhappy Barbarossa emerged from the depths and headed straight for his bed.  I should have known he'd make it; he's a survivor, that one.

  Some goats were seen nibbling on the corpse of an unknown dwarf.  I've sent the guards to deal with them.



Malachite is just around the corner.  May Adil have mercy on us and allow us some friendly visitors for a change.




Malachite


The fortress attracted no migrants this season.  Can't say I'm surprised.  No one from the Mountainhome has come all year except for Creiyd, and I expect he was honest in his reports to the queen.  The state of this place is summed up nicely in the form of one of the war dogs, Fath.  He has been dragging himself around with a broken spine ever since the goblin attack.  I had the butcher put it down out of pity.



A gremlin emerged from the depths.  A dog gave chase to it, but it vanished, hopefully back to wherever it came from.

Spoiler (click to show/hide)

Mayor Deadbeard has been getting violent lately.  He's already destroyed a table and a granite door in his fits of rage.  He and Barbarossa have been spending a lot of time together.  I wonder if something from the deep has affected him, something he has now passed on to the mayor.



We have you now, Bornsinks.  What to do with you?  What to do.


Galena


Edul the Fishmonger roused everyone by screaming at the top of her lungs.  The goblins have returned in force.



Great, just what we needed.  The alarm is spread and soon everyone is heading back into the fort for lockdown.



Barbarossa strangles a speargoblin near the entrance, but his leg has been mangled.  He starts crawling to the entrance, but he's probably a goner.



We'll miss you, Barb.  With a heavy heart, I order the hatch locked.  Once again, we are trapped in our own fort.



Interesting.   A human caravan has come to our fort while goblins lay siege to it.  They are standing on the horizon, watching. 

(author's note:  Some tantruming dwarf must have destroyed the trade depot.  That's gonna need rebuilding.    :-\)



The goblins murder Bembul the Woodcrafter and Rakust the Hammerdwarf.  Curse those humans, who are armed to the teeth and did nothing to help.  The goblins aren't falling for the weapon trap this time.  They must have learned from their last bloodbath.



A number of goblins have noticed the humans and have charged after them!



The crosbowmen fire a few shots, and then one hammerman single-handedly destroys all the aggressors in a whirling dance of death.  Songs will be sung of his deeds today.

Spoiler (click to show/hide)



Another goblin party kills Jordrake and moves on toward the battle.  The fighting between the goblins and humans is fierce, but in the end, the humans are victorious.  The goblins flee in disgrace.

Spoiler (click to show/hide)

The list of dead has come in.  I grow weary of reading these.



Seasonal Report:



The fortress is completely falling apart.  Barely anything is getting done.  There are 23 dwarves are left, and out of those, at least seven are injured in bed.  Due to the uncontrolled breeding of puppies, there are now more than twice as many dogs as there are dwarves.  Mostly everyone is unhappy.  Tantrums are frequent, but it hasn't spilled out of control.  Yet.

The rest of this turn is going to be damage control.  Cavebrands is in serious trouble.

*     *     *

We can't hide anymore.  We must arrange for active defense. Running leads to death.  More death could mean a catastrophic tantrum spiral.

We do need coffins.  Dead dwarves are unceremoniously dumped in a mass grave right near the farms.  At least it's good fertilizer, I hear.

Oh, in case anyone is wondering about the forgotten beast -- he's sitting by an underground river.  It would be a simple matter to dig down and free it into the world, but it would be a better matter to somehow get it under our control.
« Last Edit: April 25, 2010, 02:34:40 pm by SethCreiyd »
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Cavebrands
« Reply #136 on: April 25, 2010, 02:39:31 pm »

Get an animal trainer and give the army 8 wardogs each.
Logged

Heron TSG

  • Bay Watcher
  • The Seal Goddess
    • View Profile
Re: Cavebrands
« Reply #137 on: April 25, 2010, 02:41:04 pm »

Aww, I survived the river only to die from the goblin attack. Oh well. Avenge me!
Logged

Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Cavebrands
« Reply #138 on: April 25, 2010, 02:44:51 pm »

Woah. Woah.
My dorf is somehow saving this fortress from his...what was supposed to be the device to kill the fort when I get bored.
Also, good luck on the tantrum spirals, you're gonna need it. Can I ask for a redorf? Because if yes...you know, the usuals. Batshit insane, on the brink of melancholy/berserking/both, chronic nightmares, panic fear of goblins, siege mentality, and love for bronze, especially blades made of it. Modify as necesarry.
Logged

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Cavebrands
« Reply #139 on: April 25, 2010, 04:42:02 pm »

Wow.  Things are really going to hell out here.  Hopefully we can patch ourselves up after this...

We may need to just flip the overworld a giant finger, and focus on stabilizing ourselves underground.  Those goblins seem to be pure slaughter in (im)mortal form, but we at least stand a slim chance against the draltha.  We have access to wood, water, and fertile farming ground down there, so we should be able to just get our resources from down there.

We'll need to set up an underground palisade or something, so those bastard cave cows don't massacre the farmers.  We can't afford to lose any more dwarves, especially if we seal ourselves off from the outside.  We can attempt to open the gates for migrants to slip in (if they manage to break through whatever lockdown the goblins have placed on us), but we might not be getting migrants for a while, what with this carnage.

Aww, I survived the river only to die from the goblin attack. Oh well. Avenge me!
You survived getting lost in the cave river, navigated your way through the caverns alone, and then strangled to death an armed and armored goblin after he destroyed your leg. 

You're one hardcore dwarf, Barbarossa.

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: Cavebrands
« Reply #140 on: April 26, 2010, 12:42:14 am »

Slowpoke, here's You 2.0:

Spoiler (click to show/hide)

*     *     *

Autumn

The season begins with a draltha getting into the underground farm and killing a dog.  The sudden loss of her pet drives Sinthad to insanity.



Examining the list of survivors, the situation is grim indeed.



There are 12 adult dwarves to get work done.  We cannot survive another assault like the last one, and we need to secure our food in case we need to hole up for a while.  Retractable gates must be our next priority.  All work is to be shut down until further notice.

The new duty roster:

Cheddarius and Sinthad:  Miners.  Cheddar's already a legend in her field.
Kosoth, Meng, Meng, and Urist:  Masons/Architects.  They will be responsible for building our walls and drawbridges.
Erib:  Mechanic.  The best one we have, and that isn't saying much.
Eztuzt:  Smithy.  If anyone can produce for us the arms we need, it's him.
Kubuk and Reg:  Farmers, brewers, and butchers.
Urdim and Litast:  Soldiers.  If they ever get out of bed.
Monom and Monom:  Haulers.

For my part, I will put my veterinarian skills to the ultimate test and play the role of fort doctor.  I'm the closest thing we have to one, now that Kagus is gone.

I walked outside today to see Monom being beaten by a troglodyte.  I grabbed him and ran for my life and his.  Fortunately for us, the rest of the fort joined in to attack the monster, saving both of us.  This narrowly avoided tragedy has brought us closer together.



Cheddarius has taken it upon herself to train some of our many dogs into fearsome war beasts.  It's a great idea, as we need protection and we don't have the dwarfpower to maintain a constant vigil ourselves.

In the meantime, Eztuzt has been whipping up some nice combat gear.




Nice work, Eztuzt.

Sinthad died somehow.  No surprise there.  Also, we finished building a temporary wall, so that the outside cannot hurt us anymore.



Of all of us, I feel the worst for the children.  There are seven of them here, all of them orphans.  They've been helping the adults run things any way they can, harvesting crops and taking down old constructions, but I just feel so sad for them.  They don't get to have the childhood they deserve.  I spoke with one at length yesterday.



His father died long ago, and his mother was one of the casualties of the last goblin siege.  He claims to be speaking with her ghost, and says she wants him to plant a tree in her name and hang our dead from it.  I... I simply walked away, speechless.



A number of strange creatures have appeared on the surface within our walls.  I have no idea where they came from.  They haven't made any aggressive moves, but they have been making everyone nervous.



I told Monom to stay in bed.  Now he's dead.  Why doesn't anyone listen to me?  Litast died in the night as well, from wounds he sustained about six months ago.  I guess he had no fight left.  Perhaps it is for the best.  He owned seven cats, and we can use the bones.



Functioning drawbridges have been built by the entrance.



And more strange creatures are appearing.  Where are they all coming from?



There are about seven of those things we've started calling 'elk birds.'  They just appeared there one day.  Inside our walls.  I've tried to establish where they are appearing from without success.



Wonderful news!  The diplomat has arrived.  I hope he...



Well, I guess he saw all he needed to see.  Not that I'd stick around to talk, if I were him.  At least the merchants don't appear dissuaded, and so we beckon them over as we bring everything of value that we have to the trade depot.   I tell the children to bring down part of the wall to let the traders through.



Let it be known that Cavebrands fully endorses child labor.



An elk bird is caught in our defense traps, and one of the dogs is eating it alive.  This seems to have caused a commotion in the ranks of the elk bird, and they have begun making threatening movements against us.  I fear it will not be long before things turn violent.



I was right.  The caravan guards attacked the elk birds as soon as they saw the frightening beasts.  I now know what screaming elk birds sound like.  They sound like dying babies.  I know what those sound like.  Only at Cavebrands could I learn such a sound and then hear that same exact sound later come from a chorus of monstrous ostrich deer.



Erib takes one look at the massacre and never smiles again, for the rest of her life.

Once it's all over, we trade.  We acquired the usual.  Cow cheese, plump helmets, barrels of blue jay blood.  Gotta have the blue jay blood.  The traders couldn't wait to leave.  I'm amazed they stayed as long as they did.  I don't think we'll be getting any new migrants anytime soon.



Winter is upon us.

Moonstone



Erib and Urdim died on the same sad day.  Erib threw herself into the walls until she died, and Urdim succumbed to infection after the surgery I performed on him.  It had to be done -- his nose had been smashed into his face -- but I feel responsible nonetheless.



A child had an ale party with some animals and a dead body.  After I saw that I cried a little.

Opal

Work continues around the fortress.  Life is hard, but we manage, for the children, if not for ourselves.  At least Kosoth seems happy, if she isn't completely mad.

Spoiler (click to show/hide)



More menacing creatures have been seen within our walls.



Kubuk interrupted my dinner by raving about a two-fingered, white-skinned, eyeless giant chasing her while she was picking mushrooms underground.  If it weren't for all the strange sightings lately, I would question her sanity.  Instead, I've sent Urist to investigate.



Looks like the dogs found it.  I better lock the hatch to the underground, just to be on the safe side.



There, that should keep us-



Oh schist.



Thank Adil for Urist and Eztuzt for his superior equipment.

Obsidian



The goblins have returned, but they will not have a single dwarf this day.



The goblins fall upon the bulls we have chained up outside the outer gate.  Most of the cattle are slain, but some goblins fall as well.  The bulls' unwitting sacrifice gave us time to bring the gate up, keeping the goblins safely outside.  We can ignore them indefinitely, if we wanted to.

It will be spring soon.  Not a day too soon, I should think.  I've come down with a really terrible cough and I could really use some warmer air.  I'm going to take a walk underground to the hot spring and see if I can't relax.  I just pray that I don't get lost.

*     *     *

Later...





*     *     *


Okay everyone, that's a wrap for my turn.  It's been real Fun working with such fine, commendable dwarves.

Here is the save, along with a letter to the next overseer.  The fortress is sort of almost just about safe, for the moment, anyway.  There is plenty of food and drink, no need to worry about that.  Better yet, everyone's mood has (for the most part) stabilized.  Of course, there's no telling what could set them off, so be gentle with them.  Here's a list of the survivors.



That's all of them.  Hats off to you, Eztuzt, and good luck.  You will need it.  And read the notes!

Save File:  http://dffd.wimbli.com/file.php?id=2235

edit:  whoops, wrong end status pic.  fixed.
« Last Edit: April 26, 2010, 12:47:25 am by SethCreiyd »
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Cavebrands
« Reply #141 on: April 26, 2010, 01:16:02 am »

Awesome!
To the next overseer: If you don't mind, could you construct a ballista, two or three bolts, and a siege range with a bolt-recycling channel, and have Cheddarius practice on it? We'll need a defense against the goblins, and ballistas are just tops for that.
Logged

SethCreiyd

  • Bay Watcher
  • [VESPERTINE]
    • View Profile
Re: Cavebrands
« Reply #142 on: April 26, 2010, 01:27:29 am »

Remember:  In this world, aside from the Mountainhome, Cavebrands is the only dwarven outpost left.  No pressure.
Logged

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: Cavebrands
« Reply #143 on: April 26, 2010, 01:54:24 am »

Awesome!
To the next overseer: If you don't mind, could you construct a ballista, two or three bolts, and a siege range with a bolt-recycling channel, and have Cheddarius practice on it? We'll need a defense against the goblins, and ballistas are just tops for that.

We could just, y'know, use catapults.  Don't need the ammo retrieval system, and it trains the same skill.


Anyways, thanks to SethCreiyd for another wonderful update, and an overall delightful turn.  Your style and professionalism has been vastly appreciated.  Glad to have had you. 

I look forward to seeing the next installment in this mad, mad, mad, mad fortress. 

I also look forward to having another dwarf...  Shame I managed to get caught out in the cold, bloodthirsty world during a goblin invasion.  I guess this means we don't have any medical system anymore. 

Well, I'm sure things will start looking up soon!  It's only a matter of time before a fresh crop of dwarves start, uh...   Well, I guess it's up to them magically springing from the walls or something.  Twelve years down the line we'll at least have some of the kids grown up, so there's that to look forward to.

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Cavebrands
« Reply #144 on: April 26, 2010, 02:14:00 am »

I considered catapults, but that would be a waste of 3 wood (well, relative to the super awesome ballista). In addition, the retrieval system, while a hassle, is actually better. With a ballista, the ammo is only ever 5 or so tiles away. With a catapult, the ammo has to be hauled large distances (even if you make a stone stockpile, other dwarves still have to haul it) and even with a retrieval system, my catadwarves seem to roam around for random stone, much like masons.
Logged

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Cavebrands
« Reply #145 on: April 26, 2010, 08:22:14 am »

I considered catapults, but that would be a waste of 3 wood (well, relative to the super awesome ballista). In addition, the retrieval system, while a hassle, is actually better. With a ballista, the ammo is only ever 5 or so tiles away. With a catapult, the ammo has to be hauled large distances (even if you make a stone stockpile, other dwarves still have to haul it) and even with a retrieval system, my catadwarves seem to roam around for random stone, much like masons.
Dude, are you firing native aluminium in there? Stone is even more expendable than dwarves.

Also, Seth, good job, hope you enjoyed yourself there - and thanks for the two dorfs.
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Cavebrands
« Reply #146 on: April 26, 2010, 08:42:59 am »

I know it's expendable. But see, even if it is, the dwarf has to walk a long way to get it, and that wastes time.
Ballista bolts are even more expendable in this case, because you can make just one, and you will never run out, because it just drops back into the channel when it hits the wall. Plus it's conveniently nearby.
Logged

Acanthus117

  • Bay Watcher
  • Angry Writer
    • View Profile
Re: Cavebrands
« Reply #147 on: April 26, 2010, 08:45:25 am »

watching for GREAT JUSTICE
Logged
Is apparently a Lizardman. ಠ_ಠ
YOU DOUBLE PENIS
"The pessimist is either always right or pleasantly surprised; he cherishes that which is good because he knows it cannot last."

LordSlowpoke

  • Bay Watcher
    • View Profile
Re: Cavebrands
« Reply #148 on: April 26, 2010, 08:50:01 am »

I know it's expendable. But see, even if it is, the dwarf has to walk a long way to get it, and that wastes time.
Ballista bolts are even more expendable in this case, because you can make just one, and you will never run out, because it just drops back into the channel when it hits the wall. Plus it's conveniently nearby.
Spoiler (click to show/hide)
« Last Edit: April 26, 2010, 09:17:58 am by LordSlowpoke »
Logged

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Cavebrands
« Reply #149 on: April 26, 2010, 08:55:02 am »

Er... given the context... maybe spoiler that or remove it entirely?
In any case, that's a special case, because the ammo is ludicrously heavy. Ballista bolts are not heavier than stone. What disadvantages do normal ballista bolts have? I mean, surely going down a stairway and carrying a fairly heavy ballista bolt up (conveniently, it forces you to get the closest one; it's the only one) is faster than trekking across the entire fortress to pick up a gigantic wall of rock (are rocks heavier than ballista bolts?), as dwarves are wont to do (are they? I know masons do it, but I think siegers do too).

I'm really not sure, though. Those parenthetical questions? If those are true, it significantly increases the usefulness of stone, depending on the degree. For example if dwarves will path to the nearest stone for siege loading, and a gigantic wall-sized slab of rock is inexplicably lighter than a wood bolt (who knows; it only contains enough stone for one -diorite ring-, I guess), then a catapult with channels would be faster. Does anyone know these from experience?
« Last Edit: April 26, 2010, 08:58:33 am by Cheddarius »
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 38