[DF] Nokorimush

Xarlaxas

Active Member
Aight, will take the save and start tomorrow afternoon!

Update: Emergency plastering taking place in my room so will start my turn once I'm able to hook up my main PC again (couple of hours probably).
 

Xarlaxas

Active Member
Got it open in front of me now and taking a look, will hopefully do my turn tonight before bed, this week has been crazy.

So, migrants came, pulled the lever that seems to have allowed them to enter the fortress. about 12 dwarves died to the Goblins getting the migrants in, so we've got 52 people in our fortress now.

Can't seem to get the system closed again but the goblins appear to have vanished anyway. . . .

Also, a dwarf has claimed the magma forge. . . . A silver chain with chestnut and spikes. . . . .

Forgotten beast on the loose! Obi Fiso Vulo the rattlesnake with mandibles and one eye. Also a troglodyte is running around.

Looks like we're going to get a baron now too!

Spring has arrived!

By the end of the year we've lost a few people to thirst, lots of people to troglodytes, and to goblins. It seems that when I locked a door to the caves that the troglodytes were going through the people in the magma-forge decided to die of thirst, which is odd, as I checked the routes and the doors didn't seem to be blocking their paths at all. . . .

The military is in tatters sadly, but I've built more coffins, a lair for the mayor, and I've just started digging out the new baronness' rooms!

Save can be found here. It should be uploaded in a minute or two.
 

Ronin Storm

Administrator
Staff member
Right, this one sneaked in via post edit. Best to post on your post if you do an edit hours later, just for reference.

Ghostwolf next?
 

Ghostwolf67

Well-Known Member
OK got the save going now yeah didnt see the edit but was primed and rdy. i'll not let (too many) dwarfs down. :)

EDIT: quick question where is the lever for the drawbridge? i've been searchin but i cant find it at all.
ALSO EDIT: Xar did you fix the dying of thirst problem?
 

BiG D

Administrator
Staff member
The lever is in the dining room if I recall. I wouldn't use it if the goblins are still out there, though :p
 

Ghostwolf67

Well-Known Member
1st of Granite- After getting completely lost in the mines last time I was called upon to lead, I arrive at the fortress to be greeted by lots of grazing animals and a large pit of corpses. “The walls aren’t mighty enough” I whisper to the nearest cow. I get to finding someone who can make me a wall. I ask a boy where I can find a competent mason. He points at the corpse pile. “Ah… I see.” I am introduced to the giant staircase that delves deep into the earth from whence we harness our magma. I spit down it.

2nd of Granite- I am awoken late at night by the spit hitting the bottom. The ale selection for my breakfast isn’t great due to dwindling beer reserves need to get on that sharpish. I poke the brewer with a stick only to find he is paralysed with extensive motor nerve damage. I make two more masons but find our legendary miner is in the masons workshop insanely yelling about plant cloth and body parts. We have both these things. With his impending insane rampage on the way I think about reforming the military. It seems that our carpenters, woodcutters and miners are all warriors without peer… and also too valuable to sacrifice in combat. Go Go meatshield army!

14th of Granite- Mere days into my management and trolls spill forth from the caverns! I haven’t had time to equip the militia with anything similar to armour and weapons so they break out the pots and pans and go to war.
 

Ronin Storm

Administrator
Staff member
14th of Granite- Mere days into my management and trolls spill forth from the caverns! I haven’t had time to equip the militia with anything similar to armour and weapons so they break out the pots and pans and go to war.

Seriously, caverns are our bane. Gandalf would have something to say on the subject.

Troll doom?
 

Xarlaxas

Active Member
The dying of thirst problem seems to be solved by unlocking the door to the cavern of troglodytes and trolls, even though those doors don't seem to actually block the way to the magma furnace. -_-
 

Ghostwolf67

Well-Known Member
26th of Granite- The trolls are gone. Dont ask me where they went but thats hardly important as long as they stay there. The Cyclops Daze Evetiquo arrives. I discreetly pull up the drawbridge and hope he thinks we're out. Our awesome mechanic is caught outside however and now the chase begins. We make bets.

2nd of Slate- The legendary miner decides that now is the time to go on his mad rampage. 4 of our militia are killed trying to bring him down.

Scrath that make that 5 one of the new guys just bled to death
 

Ghostwolf67

Well-Known Member
14th of Felsite- The cyclops disappears. I'm getting this odd feeling that all our enemies are ganging up together for a serious seige on the fort. This does however mean that the awesome mechanic makes it back. I am forced to payup.

22nd of Felsite- Suddenly the mystery of where all our enemies keep going is revealed. They are being murdered by the 18 goblins who are waiting in ambush outside the walls. The first elven caravan arrived and i thought 'yay wood for rocks' and then they revealed the goblins who killed them all. Understandably the militia are all very unhappy that everyone of their friends keep dying in horrific combat. The good side to that is they arent alive long enough for it to become a problem.

4th of Heamatite- We're stuck in the fortress now with gobliny death dancing about outside. Good news is thusly, there are no idlers; all 67 dorfs are pulling their weight and also one elf made it through the meat grinder and so we were able to trade lots of rocks for wood, barrels, seeds and other stuffs we cant get. Lots of drink and industry is taking place in this fort. I'll wait until the military has trained to improved potential before i open the gates. Hopefully we can take the fight to these gobbos then.

24th of Malachite- Summer progresses in the fort. Expanded the farm area alot so we can harvest more indoor crops. A few injured dorfs from before my time died of infection sadly. With no wood=ash=soap more will probably follow suit. The goblins outside are standing over the copse pile someone made outside. The dead dont seem to like that idea much and have started haunting the fortress relentlessly. Trying to build memorials to them ASAP. A recruit builds a malachite mechanism. The elf goes mad from being cooped up but honeslty cant do anything more for him its either madness in here or death out there and opening the door really isnt an option.

13th of Galena- With the oppressive heat of summer dwindling into autumn our drawbridge lowers and releases forth a might 30 dwarves onto unsuspecting goblins. Half of the gobbos flee while the rest are killed in a fullisade of drink and industry!

We got a human diplomat which i have no idea what to do with. I give him to the Baroness i guess. He brings a human caravan with which i can trade. We get 10 more dorfs. Thats all for tonight will finish and post tomorrow evening
 

Traxata

Junior Administrator
14th of Felsite- The cyclops disappears. I'm getting this odd feeling that all our enemies are ganging up together for a serious seige on the fort. This does however mean that the awesome mechanic makes it back. I am forced to payup.

22nd of Felsite- Suddenly the mystery of where all our enemies keep going is revealed. They are being murdered by the 18 goblins who are waiting in ambush outside the walls. The first elven caravan arrived and i thought 'yay wood for rocks' and then they revealed the goblins who killed them all. Understandably the militia are all very unhappy that everyone of their friends keep dying in horrific combat. The good side to that is they arent alive long enough for it to become a problem.

4th of Heamatite- We're stuck in the fortress now with gobliny death dancing about outside. Good news is thusly, there are no idlers; all 67 dorfs are pulling their weight and also one elf made it through the meat grinder and so we were able to trade lots of rocks for wood, barrels, seeds and other stuffs we cant get. Lots of drink and industry is taking place in this fort. I'll wait until the military has trained to improved potential before i open the gates. Hopefully we can take the fight to these gobbos then.

24th of Malachite- Summer progresses in the fort. Expanded the farm area alot so we can harvest more indoor crops. A few injured dorfs from before my time died of infection sadly. With no wood=ash=soap more will probably follow suit. The goblins outside are standing over the copse pile someone made outside. The dead dont seem to like that idea much and have started haunting the fortress relentlessly. Trying to build memorials to them ASAP. A recruit builds a malachite mechanism. The elf goes mad from being cooped up but honeslty cant do anything more for him its either madness in here or death out there and opening the door really isnt an option.

13th of Galena- With the oppressive heat of summer dwindling into autumn our drawbridge lowers and releases forth a might 30 dwarves onto unsuspecting goblins. Half of the gobbos flee while the rest are killed in a fullisade of drink and industry!

We got a human diplomat which i have no idea what to do with. I give him to the Baroness i guess. He brings a human caravan with which i can trade. We get 10 more dorfs. Thats all for tonight will finish and post tomorrow evening
If you let him die .... the goblins eventually piss off and you can steal all his stuff and sell it to his replacements :D
 

Belegon

In Cryo Sleep
Love all these dwarf fortress logs, thanks to you, i've downloaded the game and found something else to neglect my kids for!

Damn you!/Love you!
 

Ghostwolf67

Well-Known Member
1st of limestone- They say misfortune comes in 3's. 3 lots of 3 however is pushing it. Goblins that is. We lose 4 dorfs and are now around 70 though we have considerable injuries within the milita. Number count says we have 30 on paper but in reality we can only put forward around 20. They still kick goblin ass however.

20th of Limestone- Its taken me since i got here, lots of blood, sweat, tears and at least the sacrifice of a small platoon of recruits but i've finally built a wall so we cant get shot from above by goblin archers. Now i can get started on an outercourtyard so we can still go outside when under attack.

15th of Sandstone- Begin construction of a secondary ramped entrance out to the southern hills. Aiming for this to be a secret entrance. So shh or the goblins will hear you. Also begun extending and updating the the hospital. Its about time the militia got medical benefits, they've earned it.

22nd of Timber- Bad omen the month of Timber. A month named after wood just aint right in the dwarf calender if you ask me. Sounds like elf mischief. Gobblins attack. Lashers this time. The hospital I just extended is now full. We lose a miner who was outside for some stupid reason. I pin 3 dwarves to the hospital, The chief medical dwarf, a surgeon/bone setter and a suturer/wound dresser. Hopefully if i can get enough supplies i'll fix some of the dwarves before winters end.

12th of Moonstone- Goblins ambush right outside the front gate and are in before we can even pull up the drawbridge. They are a horde of lashers and the militia are cut to ribbons. We fight them off but take some many injuries we have half our fighting forces left. Will need to use the winter migrants to bolster our defences.

24th of Opal- "The Forgotten Beast Smunstu Ostbosda has come. An enormous scaly elephant. It has a pair of knobbly ears and it belches and croaks. Its cream scales are jagged and overlapping. Beware its deadly blood." I stare at the book keeper who recites the passage from an ancient tome. "So it a giant, armoured, poisonous, loud elephant and our ancestors just forgot it was there?" The book keeper shrugs. I look at the militia captain who shakes his head nervously.
 

Ghostwolf67

Well-Known Member
And so Spring has arrvied at last. And honestly thank Amok.

The Good.

- We have a large walled area outside. It has upper floors and fortifications being built on it as we speak.

- We have a larger and much improved hospital with its own well and 3 med dwarves in attendance. Its fuly stocked apart form plaster which i cant find at all and soap which isnt essential enough to waste wood on.

- We have kennels and an army of war dogs.

- We have enough weapons and armour to kit out 4 squads of militia.

- All noble roles are filled and their requirements met. Aside from needing to change over mayor when it changes hands thats all sorted for now.

- I almost got finished on a secondary entrance. All it needs it the stairwell up and some above protection.

The Bad.

- Our militia is decimated. Mainly the marksdwarves. After 11 incidents of ambush by goblins, 3 trolls, one cyclops and a particularly insane legendary miner i'm surprised we arent all dead. Bare that in mind when you see the graveyard.

- We havent been smelting/making an awful lot. There are a very select few ores left that are readily available. I stopped making armour and weapons after i could kit out 30 dwarves in all metal with weapons. Also for some reason the mayors mandates all involve making bronze things so complete that for her before she goes ape shit.

- Our food and drink stocks arent going up. We're not in trouble per se but we certainly arent making a net gain in that department.

The Ugly.

- Theres an un-speakable horror lurking in the caverns thats a cross between a crocodile, an elephant and the devil. Do not go in there. I'm not even kidding. I walled it up but i'm not sure thats good enough.

- There are goblins right outside the front gate. A speargobbo and 4 hammergobbos. Just FYI.

-> Save. <-

And so after a brutal year long siege i shake the hand of the milita commander, silently i wish him a quick and painless death. With the fort surrounded I must delve into the doom caves. I take a deep breath, blow out my torch and delve into the dark.
 

Xarlaxas

Active Member
Don't forget that there is actually *another* unspeakable horror in the caverns, so you'll have to be extra careful!
 

Ghostwolf67

Well-Known Member
I guess that makes this next one mine. Oh my.

You'll do fine. As i say we're all self contained and safe-ish for the moment that i left. Getting the migrants in will be the hard part.

Don't forget that there is actually *another* unspeakable horror in the caverns, so you'll have to be extra careful!

Fingers crossed they kill each other. Or they might create even worse spawn!
 
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