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Author Topic: Targetguild, a 31.25 MixMod Succession fort.  (Read 14112 times)

Teneb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #90 on: August 07, 2011, 06:41:30 pm »

Did the DFLair get used?
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Tersr

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #91 on: August 07, 2011, 08:05:01 pm »

Oh man, sorry about that dude, I totally forgot there was still someone after davros. Well I only played up until Summer, so do you really want the turn after me or do you want to do the reclaiming yourself?

Either is fine for me, what with forgetting my own god damn succession fort's player list and screwing some guy over.
Do your turn and i'll take the second year.
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Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #92 on: August 08, 2011, 01:45:52 am »

Deathsword: Apparently so, no extra clutter on the ground.

Tersr: Right, I will then, sorry about the whole "I DO RECLAIM" thing. I'll try to be quick about it though.

Speaking of which...



The Awe-Inspiring Escapades of Five-Fingers Murderbridge(OOC NOTE: Oh god best perfect name ever), Discount Extraordinaire.

God damn, what day is it? Is it spring already? This trip took much longer than we thought. So. 55th year just rolled on us, you know, big god damn whoopee and all that, you know? I mean, 55 years. 55 years since we bothered to show our faces above ground.

Right now I wish we had just crawled right back down the gods-forsaken pit we got out from.

So me and the boys were on our way to Targetguild, you know? Lots of new outposts being settled all over the gods-spat place and they're eager to do business. Well we've been doing some "kobold-and-run" if you know what I mean, wait for the poor suckers to load all their crappy stone trinkets on the depot and then go all huff and puff and tell 'em that we're tired of their shit and waltz out, with all their stuff on our wagon. They never really notice, and they never really care, because if there's one thing those gods-forsaken pits that we dwarves call home we don't lack, it's stone. Stone, stone, stone. And it's not even gold, or anything good, no, we just have god damn stone.

Well anyway, Targetguild was next on our list, had heard some good things about it already, promising place and it looks like it's ready to bloom to a big gods-damn forge of creativity for smiths and crafters of all sorts. Perfect to go and visit before they get too much security up.

Well it looks like they really did not get too much security up.

Spoiler (click to show/hide)

Everywhere we look, there's nothing but scorched earth(seriously, the grass is burnt, everything smells of rotten flesh, burnt flesh and charcoal) and a whole lot of corpses. Way too many of them are dwarven ones.

Not far away from us is a bunch serpent men, beating the crap out of this vampire merchant.



Both they and the ettins waved friendly at us, and hey, I'm a nice guy(and knew a few of their guys) so I went to have a chat.



Turns out we missed the party, they've been hanging here for a while now, pillaging and raiding the pants off the poor idiots who used to live here. Said that they were thinking about leaving anytime now, got some better places to burn down and all that.

I went to have a little chat with our guys. They figured we might as well do the same, head to the next place on the list, Koganusan would be easy pickings they said, but hey, I whacked them on the head a few times and told 'em that if we leave now, we're leaving behind a god damn goldmine.

It's still Spring, that leaves us three whole seasons before the traders show up again. They probably haven't even heard about the "whole fortress is dead" deal, so you know what that means? This place is just waiting for people with the balls to waltz in and claim that yes, they own the place.

Oh I can just see it now.

"Oh it was terrible, there were these monsters and they had weapons and now EVERYONE BUT US IS DEEEEEEEEEAD!" Maybe I should cry a little, it sort of adds to the effect.

This place was important enough to send caravans to though and merchants were looking forward to do more business here. There's no way they'd let this place go, no, they'll go right back home afterwards and tell that the fort's fell on some hard times, but it's still up and running, and some schmucks will waltz right here and say that "hey, we heard you got some free rooms?" and I will welcome them with wide open arms.

Not to mention that we can get filthy rich off this place. Dwarven bureocracy, you got to love it, all I have to do is put my guys in place for some important jobs and we can all enjoy a life of luxury right here. I can just see myself already, rolling around in gold coins, laughing and diving in 'em. Gods-damn beautiful.

I told the guys to start chucking all the crap in the wagons downstairs ASAP, while I went to look around the fort itself.

First thing I noticed was this tower that was jutting out of the shoreline. Looks like an sniper post, although from all the corpses still hanging on to bows or crossbows, they didn't really use it as they should. I could have sworn I saw a skeleton at the top as well. But there was one thing that I really did note.

A god damn ghost.



They wailed and whined how they were a past ruler of this little joint and how none had the time to properly bury him. I took the complaining for a few minutes until I began to drill the ghost for some answers, I wasn't going to let some apparition keeping me from enjoying my new-found life.

He went on to tell about a horror-story of war, kin-murder and ghosts tearing the fucking limbs off of people. I'd heard about those sort of things before, but I never had heard of a place that had it THIS bad.

So we had a few ghosts then. Well it's a good thing I had heard some things  about these things, all they want is some recognition after all. We carve some words to a rock and slap 'em somewhere and they'll be alright with it. After I told that to the ghost, Person their name, they looked happy enough. Told me that he'd help with the names of the people who need service and all that. Whatever. I can deal with a few ghosts, so can my guys.


Pretty much immediately though, THESE THINGS appeared out of fucking nowhere and started attacking some of the ettin and serpent men outside.




"That's it" I said, we're getting the fuck out of there and down to safety.

Right after we butchered the big tarantula thing, of course, the serpent men managed to whack it pretty fast and I'm pretty sure the other thing is dead already as well. I was getting tired of eating all that cave fish anyway, and that thing does look pretty juicy. Oh god my mouth is watering already, hurry up Datan!

14th of Granite.

It took us THIS long to move the fucking barrels? God damn it guys. We haven't even been that far to the fort yet! I don't know what's in there, although we did notice that for some reason the staircase leading down was partly flooded. The water was subsiding though, but we have no idea why that happened or how.

Told Datan and Ingish to prepare for some excorcism. Besides Person, there's two other ghosts hanging about and I don't like the looks of those others. Probably those are the ones who'll tear off your arm because hey, why the fuck not, they're ghosts right?

20th of Granite.

I sent Urvad and Bastsan downstairs to check what the fort's like. What they came back to tell me wasn't really that great. I had expected ghosts and big fucking surprise, there's a lot of ghosts and rotting bodies! But worse than that, was the flooding. There was some water down there too, nothing bad yet but we would need to figure out what the fuck is going on and why if we want to get down there, that's where the riches are going to be at, right?

Spoiler (click to show/hide)

Started engraving some slabs for all the ghosts. We're going to need 'em.



7th of Slate.

We've begun the most dangerous job of 'em all. Putting down the slabs. It's not easy with this many ghosts all over the place, and some of 'em are looking at us rather badly if you know what I mean.

17th of Slate.

All ghosts that we've seen so far have been tended to. Even Person, who gracefully bowed and disappeared after he personally witnessed a slab put down with his name on it. With that aside, we've finally begun to look around the fort a bit more, and let me tell you, it's one fucking mess.

We got in by tearing down a hole in the wall, if there's one thing I'm good at it's telling where weakspots are. There seem to be a few bridges here to allow entrance and there are probably levers to operate 'em, but fuck if we know where. All this splish-splash and mud doesn't help either. There's no more water coming in though, so that's good.

Right now we're starting to look around and seeing how bad things are, what rooms used to be what and repurpose 'em as we figure is the best. Get some order to this place again, you know.

26th of Slate.

We're still doing our best trying to get this place looking better. You know, with less "strewn about corpses and bones" and more like "a nice liveable fortress." It's not easy, let me tell you that.

Spoiler (click to show/hide)

A lot of the water is gone now, good. I did find a few curious rooms though. Doors felt damp so I knocked on 'em a few times. Datan's good at this shit though so I asked for his opinion. Said that it sounded like there's a lot of water on the other side, so it's best not to open it up. What the hell happened here?

At any rate, I've been looking into some history writings around the place. Can't say I like 'em. This place spiralled down to madness and murder and HARD. Hell, there's a god damn helmet made out of DWARF BONES here. Somewhere. We haven't been able to locate it yet, you see.

I talked it over with Datan and Ingish, mulled about a few ideas. Sure, those guys who sacked this place wer eeasy to deal with since I knew 'em, but we're really outmanned here and it looks like this little place got itself a lot of enemies real fast. It'll be good to get some migrants here once they hear we're open again, but we need to do something to deal with enemies later on. Good idea Ingish used to be an engineer before he punched some guy in the face and lost his job, he had some neat ideas.

I also noticed some plants and fungi starting to grow in the hallways. Damn it. Oh well, at least it reminds me of home, smell of mud and shrooms all over the place.





OOC: And so, Summer rolls over. I sort of prayed to the gods of "Destroy all above-ground-clutter" at the start because hey, there was a lot of crap there we didn't need. Most of it burnt corpses. What little was of use though I grabbed.

I put like ten or so slabs in place and that placated all the ghosts about at the time. Right now I'm moving what bodies remain in the fort to coffins, after that I'll start thinking about my horrible death-trap installment. It'll either work perfectly and we never have to worry about enemies again, or it'll fail spectacularly and- I've told you this before, haven't I?

I also found it lovely that Leb's corpse was just outside the Carpentry shop he often used. Truly he died close to what he loved, carpentry. But seriously, what's with all the flooded rooms?
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Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #93 on: August 08, 2011, 07:10:14 am »

25th of Malachite.

I've started to work on Ingish's blueprints. He said that what he came up with may be crude but it'll sure be damn effective. Looking at the blueprints I have to say I agree. Meanwhile, we're still trying to clean this place up. Datan is making more coffins because there's still quite a few bones and skeletons laying about. Apparently a masterpiece of Davros was also destroyed by the growing vegetation, but who cares about that?

What I do care about though is when I went looking around some of these levers that were nicely enough put down in notes and maps with instructions and explanations. Turns out there's only one such labeled lever. And when I got to where it pointed me to, there was nothing there. It was supposed to be the entrance lever as well.

Apparently at some point it was destroyed, so that bridge by the tower? That's the entrance, and right now it's raised. I guess we'll have to remove it.

28th of Malachite

Migrants! Seven of them!

A rather skilled bunch too, a carpenter, few metalsmiths and a surgeon. They looked a bit spooked about all the corpses in ankle-deep water, but hey, I managed to calm 'em down enough. Told 'em that congratulations, they're all skilled enough to earn rooms of their own! The mason doesn't know much about their trade, but we're short a farmer and brewer, so guess where they went? Yep.

We removed some doors in a submerged section of the fort. I thought it'd be a good idea, especially since now we got a farm-section right next to the fort! Just got to wait for the extra water to subside before we can move all the seeds in and so on.

1st of Limestone.

Autumn's here. Even with the extra seven pairs of hands we're still doing nothing but moving all this crap around. Well, everyone but me and Ingish that is. We're busy setting up a proper death-trap defense and should be finished by Winter, which is good. We ran across some lizardman thieves earlier and they weren't nice like the guys still hanging around outside.

6th of Sandstone.

Huh. We're done. Both with the trap, and with hauling. Right now things are more or less in place, still have some skeletons to clean up but besides that... We're actually doing okay. Got the entrance bridge all done again and hooked up to a lever, more migrants showed up... Yep yep.

Things are looking good for old Five-Fingers and the Snitch Seven.

With the migrants here, we now have enough people to make our first military squad. Just 5 strong but hey, we got coke, we got metal. We can make armor that makes up for the few numbers. Speaking of which, god damn we still need to find that fucking dwarf bone helmet.

17th of Timber.

Finally. Traders have arrived. They exchanged some questioning looks towards all those armed serpent men and ettins and before you knew it, some of the guard decided to charge at 'em.

Well there's now a lot of blood outside along a guy with a broken hand and crap and I think the serpentmen are looking to get in on the fun as well. Great. At least they're keeping the trouble between themselves, keep us out of it thank you very much.

Some ratmen thieves also were found by the bowyer. For his effort, they cut his leg up pretty badly. Told the surgeon that he's now in charge of seeing that the guy doesn't end up dead from a leg-wound. We got enough corpses here as it is. Speaking of which, we're done burying everyone! And the drown-trap seems to work perfectly as well.

Yep yep, these are the good times.

4th of Moonstone.

Need to do some trading soon, but before that I just want to mine a few of these tunnels. Maps from the mining crews of the original group show that there's a crapload of phazon just waiting to be mined out down here AND there's a lot of flarestone as well for coke. We're set for life, we are! I knew taking over this joint was a good idea!

Meanwhile, I heard some coughing, then wheezing at one of the mining tunnels. By the time I got there, it was just in time to see Kogan take his last breath. Poor bastard, he was the guy from the first group I told to take up a pick because he'd be a miner now. I checked around and confirmed what I already feared. Metastone. He probably never even knew what he was mining into. It's a soft rock, easy to cut through but when you knock loose a part of it, it'll crumble to a fine dust, get in your lungs and fucks you up.

I'm going to need a new miner.

12th of Opal.

Geshud is dead. Son of a bitch, I told that fucking idiot to not fuck around the surface! Heard that he was going to "store something in a bin" and he ended up on the bridge JUST as it went up.

Some thing called a "sluagh" was there and promptly beat the shit out of him. I always knew that idiot would end up killing himself but I never thought it'd be in a manner THIS stupid.

Fuck. Let's just bury him. After we kill that sluagh whatever.

15th of Obsidian.

Winter is almost over. We also found out there's at least one more ghost that wants to be buried properly. We found this out when the jerk opened the doors to one of the submerged rooms wide open just to steal a SOCK.

I hate ghosts.

22nd of Obsidian.

Bim's dead. He's the fish cleaner recruited to the militia. He was fucking around for who-knows-what on the surface, got scared by a few zombie kedama's and before you knew it, a fucking ambush by cyclops pops up and chops him to pieces. Fucking idiot. He deserved it.

It's almost the end of winter now. I've already done all I wanted and had planned, my people are in place(those who are still alive that is), now all that we need to do is to put some sucker in charge while we get all the profit, and they all the blame!

Ahh, it's good to be alive.



OOC: Okay. Here's a quick run how my drown-trap works(it's quite crude and not really a masterpiece death-trap but hey, I did not have a lot of time to do all that crap).



Because I like tormenting people, the death-trap levers are right in the middle of the walking corridors. To operate 'em it goes like this:

Lever 1 seals the fort with a raising bridge, keeping the flood-water from pouring down and drowning everyone(unintended, that is).

Lever 2 opens the flood-bridge and lets seawater into the entrance tunnel, where it'll flood the trade depot area and everything between.



Lever 3 opens the drainage-bridge, when everything you wanted dead is definitely dead, pull this bad boy and all that water will be drained down to the tunnels below and out of the map at the end.

I should also note that I apparently missed ONE little thing, on the same level where the flood-bridge is there's a downstairs which used to connect the trade-tunnel to the fort itself. If that's not sealed before the flood-trap is used, enemies caught in it might possibly swim up and to the staircase and then they're allowed easy access to the fort itself.

Also, I tried building a well after the bowyer got cut in the leg, but my first attempt to create a spot with non-salty water failed. Maybe because one of the tiles on it connected to the sea-water connected tiles, I don't know. So don't think too much about that mystery room with a screw pump in it, didn't have time to build the second one. Also restarted the metal industry, turning flarestone into coke right now, forgot to tell the miner to go mine more flarestone though.

Oh well.

16 dorfs in the fort right now, food and supplies to last for a while.

It's all yours, Tersr! Next time I try to cut you in line, throw an elbow at my side, that'll show me!

http://www.mediafire.com/?gccckwj2owz4cwd

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Tersr

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #94 on: August 08, 2011, 08:35:28 am »

I got the save... it's late spring and good news, we have a mood, bad news, traders went crazy, 3 dwarfs died, and for some reason no one can enter or leave the fort, so the new migrants might die, any suggestions?
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Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #95 on: August 08, 2011, 09:02:23 am »

I bet the entrance tower bridge is down again.
Check the Notes to find where it's located, I think it was one level above the main fort floor.
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Teneb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #96 on: August 08, 2011, 11:54:32 am »

This is probably a terrible idea... but I want another turn.

Don't re-dorf me yet.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #97 on: August 08, 2011, 12:18:01 pm »

Eh, until further notice, all the players who have signed up for this are still on the turn roster. It'll keep going round and round with that setup. New players just get added to the end of the list.
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Person

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #98 on: August 08, 2011, 05:08:15 pm »

Can you update the turn order? I'd like another go at this. Then again I'm so bad at this in character stuff and gave up halfway through.
Deathsword went before you which confuses me.
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Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #99 on: August 08, 2011, 05:18:56 pm »

The list looks pretty accurate. Tersr is doing his turn now because I was a fucking jerk and forgot him, after that it's you again and then Deathsword and so on.
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Tersr

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #100 on: August 09, 2011, 10:51:54 am »

Once again, RL makes it so I can't play, sorry, also stop downing yourself Ieb, I just got back when you reclaimed.
So whom ever is next please take Ieb's last save. Again, I apologize.
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Shooting something made of a semi hard metal with no organs is a fucking stupid idea anyway.

Person

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #101 on: August 15, 2011, 09:55:31 am »

Since I'm in the hospital right now I don't have my best computer, but this mini-laptop should do fine after I download everything onto it.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Ieb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #102 on: August 15, 2011, 11:48:57 am »

Huh. Try not to break anything too important then when things eventually turn disastrous. All that stress can't be good for you.
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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #103 on: August 17, 2011, 07:33:13 am »

Back from hospital. Irl is kinda in the way though so I'm gonna pass.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Teneb

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Re: Targetguild, a 31.25 MixMod Succession fort.
« Reply #104 on: August 17, 2011, 12:07:19 pm »

I'll grab the save later today, then. Somewhat busy right now.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
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