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Logs of the fortress manager


Diagasvesle

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Re: Logs of the fortress manager

Goblins? Bring them on! Chip the omni dwarf will flatten and grind their bones into the dust! Clotiw will suck them in and then unbirth them HAhahahaH!
 

thetwo

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Re: Logs of the fortress manager

It occurs to me that a proper succession game for this forum ought to include a few extra things modded in... adding things is easy enough in DF. Of course, you couldn't really do more then add creatures with (in)appropriate parts but still... replacing Giant Cave Spiders with tentacle monstrosities and expanding the areas where they appear would be a good start. :p
 

cross_grave

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Re: Logs of the fortress manager

Tch. I don't support that. DF gives me a feeling similiar to the one I get while reading Discworld novels. I don't need tentacles there - mainly because I don't want to see things that would inevitably follow them.
 

ShadowWolfSBI

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Re: Logs of the fortress manager

I agree with the no-tentacles thing. The stories that XSI had often told prior to this were more of the "humorous ways that the dwarves found to die" category, and this seems to be following that, albeit with fewer casualties. Better to keep things that way, rather than drag something in that doesn't need to be there.
 

Caulder

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Re: Logs of the fortress manager

I third the notion to leave it be.
 
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XSI

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Re: Logs of the fortress manager

I would say no changing it either, though we could try something like boatmurdered for a succession game, in other words, we take very small, short turns, and then see the chaos unfold as we all forget which lever kills all dwarves and which lever opens the front door, and completely ignore all safety measures. The reason there are less casualties here is mostly because..Well, it's a kinda safe place to settle, nearly nothing dangerous here. Besides that, there are already tentacle monsters in dwarf fort.

Anyway, new log being written right now, probably a short one.

Leaders log, page 14, 10 granite, year 236

A whole season of..Nothing at all. Digging, digging, more digging, and surprise, more digging. Not a single event of any kind over the last few months until the elves arriving today. So, I'm only writing a bit when something happens, right now, this is the most perfect little fort in the world. So I've decided to take advantage of it. Amongst the digging, there is a trade depot designated to be made out of pure gold. I've ordered a sarcophagus to be made of expensive billon for a private tomb(Which will be fully smoothed and partially engraved), and ordered the making of silver storage bins for everything. I'm also going to let the miners dig a huge trench where our entrance will be, and am hoping to buy dangerous animals for use in an arena which will eventually be made somewhere. Oh, and Beardy adopted another cat.

19 granite

So, I've traded the possessions from the thieves for everything the elves had...Mostly cloth. What am I supposed to do with cloth of all things? Guess it's time for replacement clothing. Also, we're almost done with the trench so we can finally start the farm. One of the masons spotted a kobold thief outside, and decided that he had no time for it. Since he just happened to be walking on top of a cliff, he just tossed the kobold off, one kobold less. At about the same time, a cat gave birth to more kittens.

3 slate

Migrants

More dwarves to work, great, lets see what we get, in this order.

First dwarf, a glassmaker, which I told to join the military or find a different job. He is now a crossbow user in training.
Second, a bowyer. Making crossbows I guess, for the rest, he's going to just haul stuff around.
A mason, finally someone useful, we can use construction workers.
A stonecrafter, guess that's ok, there is a lot of leftover stone to use anyway.
An engraver, guess we can use some art on the walls.
Jeweler, nothing special.
Naera Mithrilvisor, planter/gatherer. Interesting, going to keep my eye on this one.
A woodworker, useful I guess.
A peasant, promoted to mechanic/seige engineer. Because we didn't have a seige engineer yet.
Another jeweler
Some guy I've pointed to a weapon and told he's the gaurd captain, hope he's a fast learner.
2 Clothesmakers, probably heard of our new cloth.
A peasant promoted to miner.
Another mason
Yet another peasant, this one went to the marksdwarves.
Peasant that entered the gaurds(Cops)
Dyer, now a gaurd
Seige operator, taking up mechanics and seige engineering.
A weaver, why not.
Another peasant for the gaurds
A weaponsmith, better then the last few to come, but we already have 2 or 3. The more the merrier I guess.

And that was all, details on Naera:

Naera Mithrilvisor
Likes: limonite, bismuth, opal, coral, giant cave spider silk, pale blue, bags and bracelets. Absolutely hates lizards.
Personality: Handles stress well, sincere, compromises, likes new things, and needs alcohol to work.
Worships the god of dance
 
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dogstile

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Re: Logs of the fortress manager

(just realised that you probably can't migrate in dwarfs with 10 skill, damn, if thats the case, just pick ambusher :D)


name: dogstile
profession: hunter
skills:
2 ambusher
2 hammerdwarf
2 armor user
2 wrestler
2 shield user

normally ambushers migrate with leather armor, a leather or steel cap and a crossbow with a few bolts, my dwarf should be able to provide for the fortress, if you want, make him carry 2 weapons so he can carry a hammer and a crossbow, for added SMASHYTIME!

my forts keep failing :(

edit: for those of you with the tentacle thing, look here

(oh, as it stands my dwarf, if he gets to close to legendary status with his crossbow, could you switch him into the military as a hammerdwarf? it doesn't bother me if you can't, but it would be nice)
 
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Kusanagi

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Re: Logs of the fortress manager

XD

Naturally, right after (well maybe not RIGHT after) we get rid of the Cave Spider silk, my second character comes along :p
 
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XSI

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Re: Logs of the fortress manager

XD

Naturally, right after (well maybe not RIGHT after) we get rid of the Cave Spider silk, my second character comes along :p
It was goblin sized cloth, so nobody could wear it anyway.

As for the next hunter, I can set him to use 2 weapons, but not 2 diferent weapons, so either 2 crossbows, or 2 hammers.

Leaders log, page 15, 3 felsite, year 236

That bowyer from last migration wave is acting wierd. He's not talking to anyone, and all he's doing is hauling wood to a workshop. Well, guess he is working, and for all I know it could be an artifact. So I've had the vault expanded to hold weapons as well. Besides that, a crafter gave birth to a son, and as dwarven as it gets, the first thing the baby does is crawl to the alcohol, and it drank down a whole barrel. This one has potential. There was also a sparring injury, nothing big, one of the recruits tried to grope Sin during the training(And was not even trying to hide it), and she smacked him around the barracks Another recruit didn't like this, and tried to stop her, she hit him as well. A third gaurd tried to stop her as well, and got moved to a bed. they're in bed now, and I estimate they will all stay for at least the rest of the season, maybe more.

7 felsite

Small update for the bowyer's result, I was right, an artifact crossbow is now being moved to the vault.
"Sashasmasos Konad Mothdast", Rushedtalk the Band of Onslaught. worth 2400, a simple, yet masturfully made crossbow with rings of wood, it looks kinda nice. To celebrate this, I've ordered some more coins to be minted, can't have too much of those. And Beardy apparently decided the best way to celebrate was to adopt a new kitten.

17 hematite

Been a while, but finally something happened. A goblin ambush, consisting of about 5 goblins. I'm willing to bet Sin alone can beat them up, but I'll just send in the entire squad to make it quick, and just as they walked out, they noticed a human caravan incoming. Maybe the humans will beat up the goblins, that should be helpful.

18 hematite

It was interesting to see a goblin ambush jump in front of a human caravan wagon, yell something I didn't understand(Probably something in goblin), and then just get run over by the wagons, and finished off by the caravan gaurds. End result of the attack:

8 dead goblins( a second group of 5 thought it was a good idea to say hi to the humans)
3 goblins ran away
1 cat lost(Iteb, one of Beardy's cats), I have ordered a small alcove to be dug out to bury Iteb, Beardy is digging it out himself to make sure it's perfect, and I've got Beardy a tomb of his own close by.
A lot of new iron things to melt down(Former goblin equipment)
A few iron shields we can use(Went straight to Sin and her squad)
And a few giant cave spider clothing for goblins. Well, we can sell the stuff.

25 hematite

Traded with the traders, and Beardy buried his cat. As he did this one of the kittens of Iteb came by and pushed it's head against poor Beardy. Beardy adopted the one kitten Iteb got before her untimely death and seems to never let the thing go, it's called "Olon". As for a bit brighter report, trading with the humans, I've got us a load of wood, alcohol, meat, plants to make alcohol from, and other assorted things, including a pair of mules which I hope will help us keep the butchers busy in a few years. We have also found 2 live goblins in our traps, I'll let Beardy decide how to take revenge after I tell him, for now he's busy with his hobby of making mechanisms, so I've ordered the goblins to be stored next to the war dogs to prevent
escape.(And, as with everything, 1000 memorial coins)

17 malachite

So, first test of the trench with pumps that should give us indoor farming. If this works, alcohol for everyone, if it doesn't..Well, lets hope I get to the "Oh shit" lever before everything is flooded. It works in 5 stages, first the floodgates open to let the water in. Then the flowing water powers a waterwheel, which will power a pump to pump the water up. This happens 3 times. Then the water goes into a reservoir to store it a bit after another floodgate opens. I've ordered wells to be made over it to get us water easier. Then, the last floodgate is opened to flood the new farming area. And finally, the first floodgate closes, which should stop the entire process.

18 malachite

Oops. Luckily, nothing happened because the entire thing jammed at the first pump. A small mistake, but I've send the siege engineer to deal with it, and then we're going to have to pump the first pump manually for a while.
I'm taking the time to meet with the merchant leader, which has been following me around everywhere, just as the last one did. This time I locked my door every night though, so I only noticed him waiting in front of my door, exactly the same position as he was the night before, with a big grin as he greeted me. These humans scare me sometimes. I've ordered some extra carp meat for Kharak, and extra wood. After that, I just had to go get a drink, and he followed me around all the time.

10 galena

The water levels dropped enough to let us try the trench system again, so I've ordered someone to pull the lever.

16 galena

It's a slow process, but it's at the floodgate before the reservoir, so lets open it, and see what happens.
As I was overseeing the waterflow, that human suddenly jumped in front of me, nearly giving me a hearth attack. But I asked him what he wanted. I had already found the list of goods he wanted from me in my office(More instruments), so I was curious as to why he was still around. His response, was that he stayed, for about one and a half month, just to say "Goodbye" to me. I don't understand these humans.

25 galena

Succes! we can now make farms here..Well, after the thin layer of water evaporates. Clothiw got a new baby boy, which started drinking right from the still she was working at. After a bit of congratulating her, I've decided to use the leather and cloth to make new clothing, to replace the old rags we're wearing now. The old goblin equipment is being melted down as well, which should provide us with the iron to finally give Sin and her squad a nice armour.

9 limestone

So now we're farming, and I just heard the miners struck not just one cluster of gems, but 2 located next to eachother. I've never seen that before, and probably will never again once we mine out the gems. Our new entrance is, for wagons, done. But the fortifications are still not done. I've had our old entrance dug out a bit, and made a drawbridge over it so we can completely block it off if we need to, and to top off this great day, the dwarven caravan arrived to take all our junk..Err precious crafts.
 

Diagasvesle

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Re: Logs of the fortress manager

Wah, Poor Beardy.... Can Clotiw's baby boy be named Dimmy?
 
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XSI

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Re: Logs of the fortress manager

Sure, and Beardy (Treebeard) can decide the fate of the trapped goblins.

Nothing is too extravagant, if you want them to be dropped into a large pit, then I'll order the goblins to be tossed into a huge pit. Want them to be ripped apart by war dogs? I'll make a small arena and put them in with some war dogs. Want them to be taught how to swim until they are legendary swimmers, and then drowned? Will do. Dropped into magma? Sure.

Pick one, or make up something nice :)
 

cross_grave

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Re: Logs of the fortress manager

I have a suggestion: boil them. That's what I'd pick, but perhaps Treebeard likes different kinds of torture... This is merely a suggestion.
 

Treebeard

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Re: Logs of the fortress manager

I don't think they can be boiled.

However, I would like them to be taught how to swim till legendary, then dropped into a pit and made to fight anything else caught, right up until they die. Iteb must be avenged in the most dwarven way possible!
 

cross_grave

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Re: Logs of the fortress manager

Ha... Not a bad plan. By practicing swimming, they'll develop muscles. They're going to be good gladiators.
 
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Re: Logs of the fortress manager

Just a note, they CAN be boiled. It would only have to wait for the magma pipe to be found and the proper room to be made.

Besides that, there are 2 of them, so you can choose 2 ways to kill them, one for each.

Also, starting small update.
 
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Re: Logs of the fortress manager

Leaders log, page 16, 16 limestone, year 236

Spoke to the dwarven traders today, and ordered the usual, carp meat, wood, some beer... Dwarves are so much better then those humans, to be honest, humans scare the crap out of me sometimes. Anyway, I've traded some of our stones, and the goblin's giant cave spider clothing for pretty much the entire caravan(Including anvils for new forges), and as we need bins and to lose all the low quality stone laying around, I gave them a 200% profit. I've been looking for a nice way to use our existing water system to expand the farms, and believe to have found a way. Simply install another floodgate to a different room.

6 sandstone

I was interrupted while listening to the trader's leader, apparently, one of the masons managed to somehow lock himself in the water system for the farms. How he did this is a mystery, but I've had someone pull a lever to open an entire array of floodgates just to let him out again. He's lucky I heard of him before he starved to death, if the system activated with him in it, he would have probably drowned. On my way back to the office, I noticed Beardy got a new cat again, "Sibrek" he called it. The traders this time wanted nothing we could produce, but we make more then enough to buy them out anyway, so I've bought him a drink and he went on his way again.

19 timber

First action all month and it turns out to be a peasant, of all dwarves which could do something, and of all things he would do, it was to make something out of wood! We are dwarves, not some treehugging elves, real dwarves make their artifacts out of stone!(Or at least make sure you can use it as a weapon, or alcohol container) Well, he claimed a crafting workshop, so I'll check on him in the next few days to see what happens. As a little note, the leatherworks and clothesmakers are making clothes to replace our old rags.

24 timber

We now have "Idith Limul", also known as "The Systems of Gold" That sounds impressive, but then you notice that it's a wooden drinking cup. with a value of 4800 bucks, it is masterfully made and has hanging wood rings on it. (This is going into the vault) Engraved in the wood is a picture of the founding of our capital, far south of here. Speaking of engravements, I've looked around and noticed a simple pattern in the local engraved walls. All of them are either normal objects, or a picture of me, raising various objects. Most found are pictures of me, raising a quiver. I have no idea what this is about, but I guess they must like me. The dwarves Sin hit into the hospital..Are still hurt, and unable to leave their beds. Winter in a few days though, a boring month, so they won't miss anything.

19 moonstone

So much for the first boring month, Frank Redshirt was caught out in the open by a group of goblins during a hunt, and promptly surrounded and killed in a brutal way, although not before doing some serious damage to a wrestler(In the form of breaking and mangling one of the legs, it is highly doubtful that goblin will ever walk again). I've told all military to meet at the entrance to defend the fort, though this one group could probably be taken out by Sin alone, which got herself promoted to Axe Lord(Lady?) in the last few months. I've assigned a tomb to Frank, which is right next to where his hunting dog is getting buried(Also dead, as it was out with Frank while hunting), but we can't bring his remains back here when there are still goblins out there, and goblins never come alone.

20 moonstone

Without informing me, a gaurd took out the marksdwarves and started hunting goblins. The end result was fairly conclusive, out of the 9 goblins, 6 died, 2 were caged, and the last one managed to limp away with heavy injuries. He will most likely never reach where he came from. In the end, we lost 3 dwarves.

Frank Redshirt, hunter
Iton Rigothtunom, marksdwarf
Zulban Alathan, the gaurd that started the chase outside

I will tell the engravers to engrave a few walls, and hopefully, they will record this battle for history. All our fallen will be placed into tombs by tomorrow, and Ensign Redshirt, Frank's family will be allowed to decide the fate on the 2 new prisoners.

4 opal

More goblins. This time they've shown themselves when Sin noticed a kitten flying full speed against a wall, thrown by one of those savages. Unsurprisingly, she got pissed at them and now there are goblin bits everywhere. I haven't counted myself, but the other axedwarves claim there were at least 3 severed hands, 5 legs, 2 heads, 7 torso's up to 12 other chunks and countless limbs. They had some more giant cave spider silk things, so these paid for us buying out the next caravan, and smelting a few more iron bars.
 

Treebeard

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Re: Logs of the fortress manager

Have them both trained in swimming, then have them fight until you find the magma pipe. Then, the most damaged is to be sacrificed to the magma god, while the other continues to fight for his freedom!
 

Caulder

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Re: Logs of the fortress manager

Have them both trained in swimming, then have them fight until you find the magma pipe. Then, the most damaged is to be sacrificed to the magma god, while the other continues to fight for his freedom!
How deliciously evil! I second the notion!
 
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Re: Logs of the fortress manager

Very well, there are also 2 new prisoners, for Phoenix to decide what to do with.

As a side note, construction on a few tombs has started, Burrito is getting a tomb completely in his favourite colour, and the rest will have furniture of their favourite materials. Unnamed dwarves get a normal package of just stone tombs with the few needed things.

Leaders log, page 17, 9 opal, year 236

Turns out, another goblin fell into a cage trap, I'll have this one up for a vote of the important people on what to do with him. We're making burial chambers, one for each dwarf, with the important people getting a slightly larger tomb, and we will try to fill it with their favourite things. We could use another miner, so here's hoping one arrived next migration.

13 obsidian

Nothing happened so far, besides another goblin walking into a cage trap. Again, this one is up for voting to everybody, I'll have to call a meeting soon, but the new meeting hall isn't anywhere near finished yet. Besides that, I've ordered a pig tail clothing industry to be set up, and we're making some extra things. I hope the migrants will come soon, we could use some more dwarves.

(Added later that day)

I've just heard one of the axedwarves has died from his injuries, this one was not Sin's fault, but a recruit. They were sparring, and the recruit made a wrong move, impaling the axedwarf on his spear. It was a lost case, with a lung pierced he had trouble breathing, and didn't make it through his first night. I had a tomb ready for him, so at least he will be buried with dignity. He had only one son, rest in peace, Tulon Ushilsakzul. I should probably also note I'm ordering a full set of furniture to be made out of solid gold, just for me.


11 granite, year 237

The elven caravan. These guys tend to have next to nothing from what I've seen, so I've only ordered the giant cave spider silk from the goblins to be moved to the depot, and the absolute lowest quality stone. Lets see what they have, if they finally arrive that is.

20 granite

The elves are sitting around, claiming to unload their goods, but they seem to enjoy our alcohol a bit more then they enjoy working. No problem though, I'm working on a bridge that will help our defence, and I guess they would be done when I'm done. A stoneworker stopped talking to his friends today, so I've made the vault ready for a new artifact, finally a real dwarven artifact, made of stone.

I've also heard a hunter tell of goblins nearby, probably out to steal from the elves. And later this day, I've had it confirmed, when Beardy's cat Sibrek, the only kitten Iteb had, walked into the fortress with an arrow sticking out of its lower body. Another of Beardy's cats, Atir, did not make it back alive, and Sibrek died just as it touched Beardy...

During the battle, I've completed trading with the elves, just half the goblin silk was needed to buy out their entire caravan, filled with nothing but cloth. I've given them a gift of some extra mugs we had laying around(Low quality), and a nice profit margin to encourage them to come here with more.

During the battle, our stoneworker made "Fesh Nalish", "The Wing of Forever", valued at 2400 bucks, it is a dark gray stone crown, with the image of a tree engraved in it. I expected something with less trees involved, but this is going into the vault anyway, it's a step in the right direction.

During the battle we even had migrants showing up, I'll list them here.

The dungeon master, lord of exotic pets and master metalworker.(Strangely, he arrived naked, with only a cloak)
2 herbalisst, which are both taking up farming.
4 peasants, now guards.
Dogstile, A hunter, the events directly after his arrival shows he has potential.
Metalcrafter, useful, as Shrike has been a little overworked lately.
A thresher.
A mason
A peasant, now a miner.
A wood burner.
Mechanic/siege engineer
A jeweler
Another weaponsmith
A leatherworker
Clothesmaker..
A soap maker, useless, so he's under Sin's command now.
Lye maker, training as marksdwarf.
Another herbalist, going to be a cook.

Also migrated there were
2 children
1 dog
1 horse
1 donkey
2 mules
1 cat

The goblins tried to attack the migrants, but they didn't think about the hunter Dogstile, which shot 2 of them, in a kind of sadistic way through all their limbs, but not killing them outright. I like this one, he knows how to deal with goblins. In the end, he got 4 kills, counting the ones he gave wounds like that.

In the end, the battle resulted in

7 cats dead
1 hunting dog wounded(It got 2 kills)
16 goblins dead
1 goblin thief ripped apart by dogs(Tried to sneak in during the attack)
1 migrant guard dead
1 migrant lightly injured
Minor scratches to Sin and her squad.
1 goblin ran away with nearly all bodyparts mangled, and chased by a dog.
Free bags from the goblins, quivers from their bowmen(And some ammo), and a lot of giant cave spider silk.
And half the mountainside smeared in goblin blood.

That was some day, now, for the new hunter..
Dogstile
Likes: Mica, gold, gems, the colour green, clouds, crossbows, cats, and tentacle demons "For their corrupt intentions". Also hates lizards.
Personality: Calm, handles stress, rarely discouraged, sincere, and rarely discouraged. Procrastinates a lot when without alcohol.
Worships the goddess of metal, and has a hunting dog.
 
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