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Author Topic: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.  (Read 20937 times)

BrickT

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Journal of BrickT Zagodmorul

1st Granite
Goldendagger Pasthandles came up to me the other day and asked me to take over the position of overseer. I grudignly accept as I seem to be one of the most qualified for the position at the moment.

Well the first thing to do would be to look at what we have in stock.

I head over to the office of Imboker Ilralbekom to see what we have in stock. He has been injured and is being seen to by DocHeimer. I see we have no soap and peruse the documents for a few more minutes when I notice something even worse. “How are we out of wood?” I shout to myself. “I’m going to fix this right now” I say to myself as I storm out of the office.

 I almost shout at nobody in particular “Nobody has been cutting down trees and you have been making beds with them” he replies. “I’m going to fix this right now” I say as I storm out of his office.

I find Fikod Likotusan, who has nothing better to do, and order him to begin chopping down the trees that are in the way of our outer wall. That damn thing still has holes in it so Goldendagger and I start to patch up the holes.

7th Granite
We are finally done with the major parts of the outer wall. Nothing should be able to get to us when we raise the gates now.
Spoiler (click to show/hide)

We also have all the needed workshops for soap production
Spoiler (click to show/hide)
We also have a well

14th Granite
Oh great, theres something rotting in the butchers shop. I really didn’t need to smell that right after eating.
Spoiler (click to show/hide)

20th Granite
“Migrants, lots of them” Conan shouts as he runs through the fort. I grab him by the arm as he sprints past and ask him “how many of them did you see”. “Eighteen” he replies. I stand there, mouth agape, unable to speak for a moment.
“Oh wow, that many”” I manage to spit out clumsily. Conan just nods an affirmative.
“Tell the farmers and brewers to double output of their respective products” I say to Conan.
“Right” he says as he hurries off the the farm plots.

I rush to greet the migrants as they enter the fortress and welcome them to Armorsouls. Eightteen migtants takes Armorsouls from thirteen dwarves to thirty one. I sure hope we can manage to not starve to death.

24th Granite
As Imboker Ilralbekom is still recovering from his injuries I have had to assign one of the new migrants, Ducim Ostukcatten, to the positions of manager and bookeeper


28th Granite
I think I have most of the migrants assigned to needed tasks and jobs. Among the new migrants are a skilled mason, two skilled hunters (one who is also very skilled in clothesmaking), a leatherworker, and an engraver.  I have replaced many of the previous militia memebers with new migrants who aren’t particularly skilled at anything so that the more skilled dwarves can focucs on their respective professions. Two of the less skilled dwarves have been assigned to mining and are digging rooms for more workshop areas on the lower levels. I am planning on having a few of the migrants make stone crafts for export in one of these areas when it is done. Now that I think about it the trade depot should be closer to the production center so I should relocate it when I can.


13th Slate
More bedrooms are being mined out for the migrants and I am busy producing more beds for the rooms.

26th Slate
A large group of Rhesus Macaques have charged the walls of the fort and are frightening anyone who goes outside. The militia is taking care of these damn dirty apes at the moment.
Spoiler (click to show/hide)

Update: The militia killed all but one of them, which escaped. All of the militia came through the battle without injury. I feel at ease about my decision to appoint these dwarves to the militia, seeing as they can handle themselves fairly well so far. For a time I feared they wouldn’t be skilled enough to take care of threats to this fortress, but I see I may be wrong.

Spoiler (click to show/hide)

28th Slate
That last Rhesus Macaques came back today. It’s now dead

5th Felsite
Our front gates are poorly defended so I have ordered a few cage traps set up to catch any intruders.
Spoiler (click to show/hide)

11th Felsite
The elven caravan has arrived. Soon after they first of the caravan I hear shouting from above ground. I run to investigate and am met with more bad news.
Spoiler (click to show/hide)

Ashton Gidthuroddom the militia commander is right besides me. “I count thirty wrestlers in two groups. Each group led by a very strong looking one”
“That’s more then we can handle right now” I say as Ashton nods in agreement. When the elven caravan is inside I order Ashton to go down and pull the lever to raise the gates. The gates swing shut in the faces of the eastern squad of wrestlers.
Spoiler (click to show/hide)

One of the water buffalow pastured outside was lucky enough to be flung inside the walls by the raising gate. It seems uninjured, just dazed.
Spoiler (click to show/hide)

I head down to the first level to check and make sure everything is okay when I hear Rakust Essazir cursing at the bridge over the river, which is raised for some reason.
“This damn thing nearly killed me” he shouts at nobody in particular.  “I was walking along, minding my own business, when this thing started going up” he says at as he make an inappropraite gesture twards the now raised bridge. I tell him I will figure out why this happened immediately.

After examining the lever in the dining room that controls the ground level gates I also see it is linked to three bridges that cross the river. One of them is at ground level and the other two are on the level below. I will have to relink all the bridges to individual levers for safety.
 
12th Felsite
The animals outside the walls are being slaughtered by the invaders and only a few have managed to evade them. In my opinion they had no chance of survival reguardless of what the militia did. I am going to have to relocate the pastures inside. I am also unsure as to why the pastures were set up outisde the walls in the first place as we have more than enough grass inside the walls to sustain all of our livestock. Luckily the animals that came with the recent migration wave were placed in a pasture inside the walls, so we will still have some animals left.

17th Felsite
The siege goes on, and a squad of tigermen ambushed one of the stray horses outside the walls. That same stray horse is still being chased by those acursed dark stranglers. Let’s see what these savages think of eachother.
Spoiler (click to show/hide)

18th Felsite
Great, the dark stranglers and tigermen are working together to catch the horse instead of killing eachother.

25th Felsite
We have finished trading with the elves. We sold some mechanisms and mugs for cloth, food, booze, barrels, and thread.

5th Hematite
These stranglers and tigermen are unnerving everyone in the fort. Every time we hear their gutteral cries in the distance we tense up just a bit. If you stay deep underground you cant’t hear them, but if you are near the surface the savage cries make it extremely hard to concentrate. I have tried my best to keep everyone busy so they won’t dwell on the savage beasts outside our fortress.

On a more positive note the new stonecraft production area and trading depot area is nearly complete. Soon we should have plenty of trading goods that we can use to barter with the caravans.
Spoiler (click to show/hide)

21st Hematite
The dark stranglers are still here. If they don’t leave soon their howls may start to have a detrimental affect on our sanity.

5h Malachite
The elven merchanst are complaining that they muist be allowed to leave. I tell them that they can leave as soon as the siege is over, otherwise they will die. I don’t think they listened.

14th Malachite
The elven merchants went insane and started attacking our livestock. The militia dealt with them swiftly and no livestock were injured.

28th Malachite
The new trading depot and rock craft production area has been completed.
Spoiler (click to show/hide)
We are still being sieged. I don’t know if I can take much more of this.

10th Galena
The dark stranglers have ended their siege, but the tigermen are still waiting outide our walls. At least we have less of these beasts to listen to at night.

16th Galena
The tigerment have left and a Cobalt caravan has arrived. Finally we can go outside the gates of the fortress. We will have to wall up the part that faces the river so that nobody with a ranged weapon can hit any of us inside the walls.

18th Galena
Another day of not having to worry about enemys at the gates does a stressed dwarf a world of good. We can finally begin sealing walling off the rest of the central courtyard from the river and the small ponds to the south. Suddenly Ashton Gidthuroddom runs in to my room and almost drags me to the surface.

Spoiler (click to show/hide)

The militia is being assembled near the eastern gate. Should we close the gates?
“Yes” I sigh.
I am starting to think taking this postion was a mistake.

10th Malachite
Trading has conlcuded with the Cobalds. We have pruchased most of what they had. We now have more metal bars, things to smelt, cages, food, booze, rope, cloth, and leather products.

23rd Malachite
There are lights to the east, a campfire. More enemies lead to more problems.
Spoiler (click to show/hide)

3rd Limestone
Wounderful, there are now two campfires to the east. We still can’t see who is tending them, as we can only see them at night.

14th Limestone
We are now out of wood. We must find a more reliable source of wood in the future.

26th Limestone
Our miners have found a vein of Cassiterite. Now if only we had someone skilled in working with metal.

15th Sandstone
Iden Atolatir has claimed a craftsdwarf workshop and is gathering materials from the various stockpiles around the fort and appears to be creating something. She is not responding to anyone who tries to communicate with her.
Spoiler (click to show/hide)

16th Sandstone
The Cobald merchants went insane and started attacking anything they could see. The militia was scrambled to stop them. They tried to restrain them but the merchants ended up fighting to the death. Even their pack animals went berserk. One of them even jumped into the river and drowned.
Spoiler (click to show/hide)

21st Sandstone
Iden Atolatir has finished her creation, a rhesus macaque bone toy boat.
Spoiler (click to show/hide)

“Such skill with bone shouldn’t go unused” I say to her. “Consider yourself head bonecrafter”. She was delighted at the prospect of doings something besides farming.

3rd Timber
The miners have nothing else to do so I asked them to dig some hallways on a few levels and rooms for wokrshops

14th Timber
All bedrooms now have beds and doors in them. They are in the process of being smoothed. The masons have been tasked with making rock thrones and tables for the diningroom/ office that is under each dwarfs room. I have also ordered them to construct some hatch covers for the stairwells that will lock out any invaders if they penetrate the outer wall and arrest the fall of any dwarf who trips on the stairs.

19th Timber
The siege is over, but there are still campfires to the east. Ashton Gidthuroddom and I agree that we should be cautious and wait until whoever is tending the fires leaves.

8th Moonstone
We now have a room for our archers to practice in.
Spoiler (click to show/hide)

24th Moonstone
Work on the new hallways is still going according to schedule. Most of them should be done by the end of the year. Whoever is tending those campfires is still here so we havent been able to gather more wood. I have taken up stonecrafting to pass the time. It isnt nearly as fufilling as carpentry
5TH Opal
The campfires to the east are still there. These are some determined campers.

17th Opal
A group of seven migrants has been spotted. Hopefully we can get them inside before something bad happens.

We shout at the migrants and tell them to approach the west wall while a dwarf makes a small hole for them to enter. They sprint twards the wall as the small hole opens. Almost immediately after the first dwarf enters a gang of rhesus macaques try to enter the opening and are slaughtered by our militia
Spoiler (click to show/hide)

“Cmon damnit, we don’t have all day” I shout at the migrants as they hurry into the fort.


As the last migrant make their way through the hole our militia is ambushed by a squad of kobald spearmen.
Spoiler (click to show/hide)

The scum are killed to the last man in fairly short order

As the last of the militia make their way inside the mason begins to patch the wall
Spoiler (click to show/hide)

Time itself seems to slow as I pray that nothing bad comes through the hole. It felt like the longest few minutes of my life, but eventually it was over and the wall was again secure.

It appears that a few stray animals the migrants brought with them are stuck outside the walls. Hopefully they will be okay.

Well damn. They have been ambushed by a group of Ettin crossbowmen.
Spoiler (click to show/hide)
Well, at least we are now fairly certain who have been tedning those campfires in the east.

21st Opal
Great, now there is a group of Ettin axemen chasing the animals outside.

24th Opal
The gate defenses are still obviously inadequite so I have ordered a trap corridor constructed to hold off a small group of invaders.
Spoiler (click to show/hide)

Among the new group of migrants is a metalworker skilled in all things metal realted and a craftsdwarf skilled in all things craft related.

3rd Obsidian
Iden Atolatir gave birth to a girl. It’s nice to see some new life among all this death. The Ettins are still here, still tending their campfire, waiting for us to open the gates so they can brutally kill us all.

14th Obsidian
I hate this job, I really do.
Spoiler (click to show/hide)

15th Obsidian
The Etten are gathering around the campfire and singing, its horrifying.

19th Obsidian
I have reoganised the defenses, again, to protect both gates and seal off areas near the river and ponds. I also have ordered the poison worms and dogs into pastures where they can protect the entrances.
Spoiler (click to show/hide)

The blue rectangled area is for the poison worms and the purple rectangled area is for the wardogs.

23th Obsidian
The Ettin continue to “sing” at night around the campfire. I don’t know if I can take much more of this torture. The stress of these constant sieges and lack of wood with which to make things is breaking my nerves into a million pieces. I should see if someone else can take over the position.

28th Obsidian
I found a competant dwarf to take over my position. Steelmines Alismelbil, our head miner. She should hold up better than I have to all the stress of this position. I will retire to my room for a few days to calm down and soothe my nerves.




THE SAVE
http://www.mediafire.com/?ad44262d8o6zouc

« Last Edit: July 30, 2011, 04:48:42 pm by BrickT »
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GreatWyrmGold

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Awesome. I will PM Roboboy immediately.
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GreatWyrmGold

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Okay, a few things I noticed poking around.

Goldendagger is a hammerdwarf? I left him in the militia on accident after the whole-fort charge!
The dormitory I carved out is doubling as a barrcks...designated from a different piece of furniture.
While I did give Goldendagger a masterwork bed, chest, cabinet, and armor stand, and very nice furniture otherwise, BrickT took this idea up to 11 by giving his dwarf MULTIPLE masterworks of each type!
There is a dead tame "Gremlin Hunter" named Halusithy Latheredeggs, who could use some explanation. Apparently, she was buried.
A boulder will block the way of any "wagons" coming in, if they did not not come.
The cobalds seem to have done a kamikaze run into the mines. A shame I missed it.
Speaking of which, we were sieged by kobolds, not cobalds.
While Zan has "Slayer of the Tigerwoman Muchat Tautflight" and "Lover of Bismuth" on his tombstone, G has...his name and deathyear.
Someone intelligently walled in and redid my riverside farms.
The bone and skull stockpile I made is full.
And that's all I noticed and thought was relevant to tell.
Unless you count that we might be f*cked if Roboboy doesnt overhaul the military. No pressure. (Also, consider caverns for wood, mud, and some siegetime Fun.)

BTW, the animals were outside because I pastured them before building the walls.
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GreatWyrmGold

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #138 on: August 01, 2011, 08:21:44 am »

I seem to have left my "Make Soap From Nothing" reaction in...oops.

Oh, and Ashton is wearing a larch (kind of wood) helm, with an image of a highwood in pine. When will this madness cease?

EDIT: I decided to start an "alternate universe" to pass the time. So far, the manager made an artifact mechanism, the caverns have been breached for wood and silk, and the trap field is almost complete. Oh, and BTW, this contains a little spoiler for what is outside the walls. Also FYI, this is LONG.
Spoiler (click to show/hide)
On the off chance someone wants to continue the Alternate-Universe thing, here is the save at the end of the narrative.
« Last Edit: August 01, 2011, 11:54:21 am by GreatWyrmGold »
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Roboboy33

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #139 on: August 01, 2011, 10:30:45 am »

i wont be able to play for 5 days, im going to camp. can i switch places with imbocaire?
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SHUT UP AND ENJOY THE CATS

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ImBocaire

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #140 on: August 01, 2011, 11:15:35 am »

I'm up for that.
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GreatWyrmGold

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #141 on: August 01, 2011, 12:00:10 pm »

Aright, switching.
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ImBocaire

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #142 on: August 01, 2011, 03:55:08 pm »

In that case, expect my first update tomorrow. I've got a bunch of cleaning to do tonight.
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GreatWyrmGold

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #143 on: August 01, 2011, 06:33:04 pm »

Excellent.
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melkor

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #144 on: August 02, 2011, 04:20:43 pm »

i would like a turn
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what do postdwarvenists do with goblins?

Quote from: Andreus
We slaughter them by the thousands.
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GreatWyrmGold

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #145 on: August 02, 2011, 04:26:27 pm »

Gotcha.
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ImBocaire

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #146 on: August 02, 2011, 05:43:42 pm »

Well, to say I wasn't expecting it would be a lie... although maybe "expect" isn't the right word. More like "dread with every fiber of my being." But the day of fate has come, and it seems I'll have to leave the almost-comfortable rut I've dug for myself in this fortress.

Steelmines was supposed to take the job. Everyone knew it. But when the time came to hand over the mantle of leadership, the eminent miner brusquely refused, saying "Not yet... don't have the time." Must be something from being isolated in deep shafts all the time, but miners tend to care little for social convention. And so, by whatever freakish hand of whimsy, the cup was passed to me, the shy bookish man who occasionally kills dark stranglers and remembers nothing of it.



Oh, and have I mentioned that WE'RE FUCKING UNDER SIEGE?



That's right. I, a humble intellectual, have been handed the seat of authority during wartime, and called upon to deliver this fortress from a BUNCH OF WHORESONS WITH TWO HEADS.

This... I'd like to refuse, but I can't. I have to do this, I have to prove that education and diplomacy have not made me soft. I must show them that just because I worship the goddess of crafts doesn't make me fit only to crank out toy forges and mugs all day. I must lead.



This is my destiny.



(OOC: Just a preliminary update to give y'all something to read while I'm figuring out this fortress. It's only turn 3, if I remember right, but damn if it's not already pretty complex. This is also the first fort I've ever played with above-ground fortifications. I'll try not to screw up too badly, but remember, this is my first time with Fortress Defense... I'll savescum if I render it unplayable (mega-tantrum spiral, unleash HFS, or something of that caliber). Wish me luck!)
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melkor

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #147 on: August 03, 2011, 04:10:01 am »

btw could you dorf me when a migration wave comes (pls dorf me as something we need) thx.
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Quote from: Robocorn
what do postdwarvenists do with goblins?

Quote from: Andreus
We slaughter them by the thousands.
But... you know, we do it ironically.

Ddynamo

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #148 on: August 03, 2011, 06:30:57 am »

I would like to play your silly game with you. I've only played Dwarfy Fortress a little, other than that I'm completely clueless.
Now where'd I lose my Kobold slave.

Doctor Dynamo if you add me.
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ImBocaire

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Re: Armorsouls-Many enemies, a minor river, and a running joke about kobolds.
« Reply #149 on: August 03, 2011, 07:08:56 pm »

Blegh. Sorry. A whole bunch of stuff came up at once. Skip me, and put my name at the end of the turn list... we'll see what the situation is when it gets that far.
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