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Messages - underdark

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It was the autumn of 254 in the fortress Isakbim.  Population 132.  A successful mining fortress, we had just hit and began production of candy arms and armor.  Having repelled a few sieges at this point, my military was 40 dwarves strong.  Until, that is the candy tube of death and despair was breached.  20+ demons poured forth.  Sending the entirety of the military to face them resulted in losing all 40 military dwarves and 15 civilians.  They killed one demon.  The emergency civil defense lever is pulled and the fortress living and main production areas are sealed off from the depths.  Ending pop: 73 dwarves (there was a birth during that event).  For another year they work fine, until a legendary +2 mason decides to throw a tantrum over the demons destroying a masterful door or something.  He decides that the best way to handle his tantrum is to destroy a draw bridge.  One of the very bridges keeping the demons from the fortress.  The demons pour forth, and destroy the fortress.  The mason?  He was the last to die, the demons took turns beating him for over a season before he died.  Thus ending Isakbim.

I suck at writing humor, but it should be noted that 2 military dwarves gave birth during the first demon engagement, the babies were promptly slaughtered after acting as ablative armor for the 2 sword-dwarves.

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DF Community Games & Stories / Re: Foundation of Arôlumum
« on: May 31, 2011, 06:53:20 pm »
Doctor's Notes 19 Malachite 251

Lafiel, our resident architect, and I were finalizing the design for the office/sleeping quarters:



I commended him for the efficient design and the fact that it is close to the larder and dining hall.  The meeting was going well until our woodsman burst in yelling that he saw movement to the south while he was culling trees for more wood.

I immediately order battle stations, and to prepare the magma delivery system.  That is... until Lafile informed me that we neither have a military to go to our non-existent battle stations, nor do we (yet!) have a way to delivery magma.

Cursing, I gathered what dorfs could find and led them to our entrance.  Our mechanic had already lay-ed 2 layers of stone-fall traps across the entrance.

Bravely we stood, ready to do our all to defend Arôlumum.

As the movement gets closer to our home, I decide I'm hungry and don't want to do battle on an empty stomach.  I tell the lads to hold firm: I have an idea (I never said it was an idea related to battle or defense, but I saw no need to inform them of that).

Down in the larder, I hear my fellows give a might roar and charge the front gates.  I silently raised the barrel I'm drinking out of to them as I hear the roar cut short.

With no further noise from the surface, I decide that enemy and my men had finished each other off and it is safe to return and claim victory.  I resurface expecting to see signs of battle and a massive graveyard.  I pass the trade depot only to be confronted with the one thing I wasn't expecting:

Migrants.


We appear to be joined by 5 new workers.  I quickly took a tally of what professions they had:

  • Male Animal Trainer/Caretaker
  • Male Presser/Metalsmith
  • Male Stonecrafter/Siege Engineer
  • Female Gem Cutter/Setter
  • Female Metalworker

The original 6 lads give me a look, and I simply reply "I guess we won't be needing the booze bombs then?"

They proceeded to run down to the larder to see what havoc I had wrecked while they were up here.  I'm pretty sure I heard Joost muttering about cat biscuits again, but I can't be sure.  I'll need to keep an eye on him.

Currently available dorfs for adoption:
  • Male Miner/Armorsmith
  • Male Carpenter/Mason/Wood Cutter
  • Female Mason/Mechanic
  • Male Grower/Brewer
  • Male Animal Trainer/Caretaker
  • Male Presser/Metalsmith
  • Male Stonecrafter/Siege Engineer
  • Female Gem Cutter/Setter
  • Female Metalworker

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DF Community Games & Stories / Re: Foundation of Arôlumum
« on: May 31, 2011, 05:44:11 pm »
Oops, math fixed.  I'll introduce your dorf in the next notes entry.

Remaining dorfs:
  • Male Miner/Armorsmith
  • Male Carpenter/Mason/Wood Cutter
  • Female Mason/Mechanic
  • Male Grower/Brewer

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DF Community Games & Stories / Re: Foundation of Arôlumum
« on: May 31, 2011, 05:14:36 pm »
I knew I forgot something.  Yes, this is open to dorfing!

Let me know at least the name of a dorf you want.  Other requests (profession, male/female, etc.) will be fulfilled if stated.

Dorfs currently available(5):
  • Male Miner/Armorsmith
  • Male Carpenter/Mason/Wood Cutter
  • Male Mason/Architect
  • Female Mason/Mechanic
  • Male Grower/Brewer

Doctor's Notes 6 Malachite 251

The dining hall has been mined out, and the crew is moving some furniture there:


I was just going to grab a quick drink when one my miners runs down to me from the upper levels.  I quickly recognize him as the miner that lost the maps of this area, so I begin to run away before he loses more stuff of mine when he tackles me to the ground and proceeds (while still on top of me) to yell, repeatedly, that his name is Joost.  He then scrambled away into the depths.

I'm still trying to figure out if we had a cave-in and no one told me...

I'm going to need a stronger drink than I planned.

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DF Community Games & Stories / Re: Foundation of Arôlumum
« on: May 29, 2011, 03:00:18 pm »
Doctor's Notes 18 Felsite 251

The workshop/storage area is now complete.  Work has begun on the necessities of fortress life.


I feel the unmistakable need to party...  It is time to begin construction of a great meeting/dining/party hall!  Togas for everybody!

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DF Community Games & Stories / Re: Foundation of Arôlumum
« on: May 29, 2011, 02:41:09 pm »
Doctor's Notes 8 Slate 251

I've got the miners digging out a space for storage and work areas.  We've found that the sandy clay loam is perfectly suited to growing crops, and I have thus designated a couple of farm areas and a seed repository.


We've moved most of the goods from the wagon.  The miners have hollowed out a space for us to store more.  We can now look into setting-up a trade depot for the eventual caravan.

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DF Community Games & Stories / Foundation of Arôlumum
« on: May 29, 2011, 02:22:33 pm »
This is my first community fortress.  Comments and suggestions welcome.

This will be a (mostly) first-person dungeon fortress from the perspective of the expedition leader: 'Doc' igammorul.

Doctor's Notes of 1 Granite 251

Blast those miners!  They took one look at the maps from cartographer's guild, took them and ran off yelling incoherently about something (probably rock related, but I could swear I heard them mention cat biscuits at some point).  Normally, I would applaud such initiative amongst my staff, but then they lost those very same maps somewhere along the line.  Thankfully, we've already arrived at our new home, so we don't need them to find the place (Knowing our dwarfish sense of direction, we'd end up in the frozen south with a broken wagon or something), but I wanted them framed for my office.  Cat biscuits indeed.

While they're running off digging holes in the volcano, I've got the rest of us unloading the wagon in front of what will become the entrance to Arôlumum, the place under the dark!  I've checked with the wagon's bill of lading, everything's accounted for:



I just love turtle!

To replace those maps I wanted for my office, I drew a quick sketch of my team, the Post of Tundras, founding Arôlumum:


Current Fortress Stats


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DF Community Games & Stories / Re: Nist Akath. Blood and Bones.
« on: March 21, 2010, 03:29:18 pm »
A grand and glorious epic!

It took me several minutes to stop laughing when the Captain slaughtered the Soulsmith without taking a scratch.

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DF Community Games & Stories / Re: Nist Akath. Blood and Bones.
« on: March 19, 2010, 10:26:09 pm »
What I'm wondering is this:  By dying the day resets and everybody but Captain Ironblood loses their memory of the previous day; are gods exempt from this?

Not so much the day. It resets to the moment they last woke. In most cases, this is the morning of the same day. In Ironblood's case... he's been too busy for sleep, dammit.

Or in other words, Ironblood doesn't sleep, he waits.

Ok, but are gods excempt from the memory wipe?

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DF Community Games & Stories / Re: Nist Akath. Blood and Bones.
« on: March 19, 2010, 04:53:42 pm »
What I'm wondering is this:  By dying the day resets and everybody but Captain Ironblood loses their memory of the previous day; are gods exempt from this?

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DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: December 24, 2009, 09:53:54 am »
So, has Nist Akath fallen?

Any news at all would be appreciated.  I've sent many migrants to check on things, but I have yet to hear anything from any of them since they left...

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DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: November 22, 2009, 08:41:09 pm »
Could the cap'n give us an update on the update?

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DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: November 01, 2009, 09:29:34 pm »
I play TF2 on dialup.

Oh Shi-! How does THAT work?

Also, Nist Akath is starting to have an update schedule similar to Dwarf Fortress! The only difference is DF will never be complete.

The secret is running the phone line through a teleporter.

I just shout at it till it does what i want.

I find sentencing some other, random, appliance to some un-plugged time and a good hammering keeps those appliances in line and not ignoring my mandates.

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DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: September 28, 2009, 09:54:19 pm »
actually he's just busy constructing an underground bunker for shelter in the imminent alien takeover. killer dust storm

Fixed that for you!  (Yes, there were really dust storms)

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DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: September 04, 2009, 12:35:18 pm »
Quote from: Strife26
Bloat XXX: Cabinetskill - all improvised weaponry should have their own skill. This may have interesting effects when the legendary cabinetdwarf tries to switch over to a 'real' weapon like an axe.

Wouldn't that be more properly called Macgyverskill?

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