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Messages - Snaake

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16
Thanks again for helping me out!

So your issues with xbow dwarves might have something to do with this...miners, woodcutters, and (I believe) hunters won't use the same tool/weapon for combat and for their day jobs, and will either drop the weapon where they stand when they get drafted or go to a stockpile and switch out. I'm pretty sure that's still the case.

Ah ok. I read about the problems with wood cutters being also axedwarves but somehow didn't make the same connection with xbow military dwarves being hunters although it is the same case.

Remember that miners are a third case that has a civilian uniform which will conflict with military uniforms, and possibly other civilian uniforms too. Maybe. Not that it's a good idea to have a miner-hunter, miner-woodcutter, or woodcutter-hunter. There are 3 secret civilian uniforms, no more, no less!


Quote
(new issue with clothier mood)

There are plenty of these available and non-forbidden and accessible but he just sits there and doesn't go pick them up. Any ideas?)

EDIT: This was my fault, not a bug. I did not have plant cloth after all, there's just so much stuff there that I didn't notice my Plant processing labor had suspended. Apparently moody dwarves do not collect any of the needed items if even one of them is missing.

As others have noted, if you were missing the cloth they want for the base item, they won't gather anything. If it's not the base item they're missing, they'll gather down a list until they hit something that is missing, iirc. My first instinct was to ask if you were sure you had the right kind of cloth (usually plant cloth isn't the problem though, it's wool or especially silk), and my next guess for the source of the problems would've been bones. It could've been possible that all your bones were forbidden (dumped?), or iirc in the cryptic mood, forget which one that was, they say the same thing for bones and skulls.

17
DF Dwarf Mode Discussion / Re: Breaching the Aquifer
« on: November 01, 2015, 11:06:12 am »
Pumps are your friend. Winter may not be.

Pumps can be man-power-driven. Parts can be made out of wood (I think.) Make sure to have the pumps drain back into another tile of aquifer, or you'll flood yourself out and probably throw your remaining dwarves into the drink.

If you have to, make do in log cabins until the caravans come, then buy what you need (preferably raw materials like stone) from them and sell anything you need to. I've never successfully used any method but the pump method. It's easy to understand and scaleable, where the collapse method generally isn't (it's limited by how many soil layers you have above the aquifer, so if it's too deep, you're done.)

Never tried double slit.

Pumps can be your friend, but learning how to pierce aquifers using just cave-ins will serve you better, you won't need to use all your wagon wood on a pump (or bring extra) or man it. In my experience a cave-in is also far quicker in play, and requires less micromanaging. Pumps should only be necessary if the aquifer is immediately below the surface, no dry soil levels at all, which I think is only possible in swamps, if even then, and even then only rarely.

For a 1-2 thick aquifer, 1-2 layers of dry soil are required, or 3 if the aquifer is only 1 thick and you want to do the whole thing underground, and not under the open sky. For a basic open-sky pierce of an aquifer that's just 1z thick, you need 2 layers of dry soil: the pictures on the wiki at http://dwarffortresswiki.org/index.php/DF2014:Aquifer#Cave-In_Example are ok, although it has an extra, unnecessary dry soil layer above the aquifer (one of the brown ones). You can also avoid constructing the floor tiles in the last phase if you do the dig slightly differently. 2z of dry soil is preferable, since it lets you do the entire thing underground. Concentric ring cave-ins of thicker aquifers do require more levels of dry soil, however...

The "Single-pick challenge - Reawakened" thread included some aquifer pierce cave-in science. They were nearly alway done completely underground to be safe from aboveground undead wildlife and evil weather, and true to the name of the thread, people didn't bring any supplies beyond the 2 draft animals and 3 wood included with the wagon + a single pick. You would want to save the wood to be able to build a wall to block out even flyer access to your bunker, and to build workshops, so pumps were not reasonable, or even possible options. The science and explanations of the methods, complete with screenshots, start at around reply #173: at first people still thought in terms of concentric rings or using pumps, but by the time the aquifer pierce discussion petered out at reply #218ish or thereabouts, we'd figured out a way to pierce a 2-thick aquifer using only 2 layers of soil (similarly to before, just 1 would be enough if you didn't need the surface floor to act as a roof against wildlife&weather), without using any wood, all before the dwarves even get hungry (they can drink out of the aquifer and sleep on the soil floor)... and speculated on methods to have two alternating sites to repeat this method at, allowing piercing of arbitrarily thick aquifers, at least in soil. I don't think that theory has been tested, but if it works, 3+ thick aquifers may be piercable with just 1z of dry soil as well; if there's an upper limit, it would be starvation, and draft animal meat stews stave that off for quite a while. I'm not sure if testing 3+ thick aquifer pierces is that easy, mainly due to them not being nearly as common as 1-2 thick ones.

I keep telling myself (and others, in posts like this) that I really should write up the methods in that thread on the wiki. Although to be honest I'd like to repeat the tests for them on DF2015/2016 if it's delayed until then, or at least 0.40 before I do so (the experiments were done with 0.34)... and a good starting point would probably be to first add a minimalist version of the example already provided. Then a similar visual example of the concentric rings, then the methods from the thread... One of these days!


Regarding your current situation: Build a wooden palisade with optional moat and/or possibly cabins to live in until the caravans, or since you do seem to have dry soil, dig into the soil layers for rooms safe from the biting cold outside. Trade for stone and weapons-grade metals/ores. Brave the aquifer once more to gain access to stone, ores, caverns and magma.


edit: I made the picture series for the minimalist version of the example already provided, although I did add some Surface Fun to demonstrate why you might want to do the whole thing underground. It's getting late though, and I don't remember my DF wiki password, so I'll post it there tomorrow, hopefully. I also want to do a bit of arranging/cleanup on the aquifer article while I'm at it, and then the concentric rings should probably get a picture series too.

18
Some of these were already answered, but anyhoo:

1. Set your own uniforms, or equip the individual dwarves using e.g. generic metal breastplates. Don't mess with individual items unless you're trying to get them to equip a specific artifact, decorated weapon/armor piece, etc.

2. Yea this just happens. If the mass of hauling after a cleanowned command is a problem, disable the hauling/dumping labor in question either on dwarves who should be doing something else, or even periodically for your hauler peasants when you need them for something else.

3. On the flip side, lots of people do have trouble getting the military to train and to any decent skill levels without asking the forums for a bunch of help. Skill learning (and rust rates) can be adjusted, some mods do this (masterwork at least used to) to have separate e.g. guildsmen and military castes for dwarves, you can also mod it yourself in the RAWs with http://dwarffortresswiki.org/index.php/DF2014:Creature_token#SKILL_LEARN_RATE and the tokens listed immediately afterwards: for more advice, look up some mods or ask in the modding sub-forum.

4. Yea, dwarves are berserkers, they usually won't retreat despite commands if they're within sight of an enemy.

5. Maybe something was pushed by the flow to block the floodgate tile? Might also be invisible, flows used to make some of the items they pushed invisible, possibly only viewable/able to be located through the stocks screen.

6.-7. ??

8. One farm plot can only farm 1 plant per season, regardless of season. There IS a way to deselect, it might be a different button, or by choosing "none" or "lie fallow" for that season... can't remember what the exact mechanic/wording is, but it's there.

9. Simultaneous promotion from baron to duke sounds like a bug, nobles of other places immigrating to your fort may or may not be one.

10. Not sure what's happening, but note that traps (including pressure plates) block caravan pathing.

11. ?? ...but once the bookkeeper has achieved max. accuracy, I thought it still just stayed that way (haven't played 0.40, it's been that way for ages but afaik it is/was scheduled to change at some point, so accuracy would decay). And yea, food includes lots of other stuff besides prepared meals. Also, for example, you plant a rock nut to produce X amount of quarry bushes, depending on the dwarf's grower skill. Each quarry bush, when processed, produces 1 rock nut and 5 quarry bush leaves. A single animal being slaughtered will give anything from a few to a few dozen (or hundreds/thousands in case of stuff like sperm whales or their giant versions) meat products. Cooking to prepared meals will not change the total food count, however: a biscuit of 1 rock nut (paste/cake/oil) and 5 quarry bush leaves will give a stack of 1+5 = 6 biscuits.

12.-13. ?? or not sure. Could be you've misunderstood the o-r menu somehow, it's entirely possible it's not quite intuitive :P
14. Yup, sounds like it's unintended behaviour, despite not necessarily being strictly a bug.
15. ??

16. That's your logic, the game does the milking at the farmer's workshop, definitely intended behaviour and not a bug. Even in reality, if you had a lot of milk cows, you would drive the cows to be milked at one spot instead of making dozens of trips to the pasture to milk individual bucketfuls from each cow.

17. ??

18. Dwarves just aren't the smartest tool in the shed. Give the wheelbarrow storage stockpile wheelbarrows of it's own, for added irony?

19. Retaining the cursor location is a feature, not a bug. Scrolling not working anymore would be a bug.

20. I would double-check that you have workflow set up correctly. To get more specific advice, you should probably post your exact workflow listings (and the raw materials available), or a save. Maybe in a workflow advice thread rather than here. That would also be where you should report bugs in workflow, I think.

19
I'd just like to add a quick note that since you added a link to make the first stockpile give to the second, it shouldn't matter whether you disabled stone in the first stockpile or not. #4 makes #2 unnecessary afaik, in other words.

Wheelbarrows limiting the amount of hauling jobs that stockpile can generate is a good point. You mentioned that you built some wheelbarrows, did they already get delivered to the destination stockpile?

20
I usually embark in very deep soil, and the aquifer (which is there because I want one) is usually 3 levels down (allowing roof puncture free farming). My thickest aquifer was 8 in conglomerate (don't remember but there might have been two levels of sand as the two top levels), but I've seen a neighboring ocean biome that yielded wet walls all the way down into the first cavern (but the walls weren't crying anyway). Someone reported burying through 17 layers.

An aquifer right below the surface would be an interesting change, but I doubt you'd be able to do much with a single pick challenge, since the jobs rewrite seems to make it impossible to speed dig through wet layers (automatically cancelling the job, manually redesignate the tile, walk away a bit, return to a now water filled dig tile to cancel again permanently. Even if you were to single step to designate the next tile as soon as the previous one was done, you seem to still get the walk away behavior [in fact, I've designated the next tile while channeling away floors while the miner is still working on the previous tile, and have had it still walk away and return, so the next tile job allocation seems to happen prior to the finish of the previous one, somehow]).

The speed-digging used to require at the very least mining 7; 8-9 or 10+ were preferred, and a decent-statted dwarf too. So yea, hard to do without soil above, and you also don't have anything to cave into the aquifer even if you could drain an upper aquifer layer into a lower one. If the aquifer is right below the surface, I think the double-slit method or a winter freeze in a cold climate is really your only choice, but you'll need quite a bit of wood (or a channel elsewhere to absorb the water/lead it away?) to channel the pumped water away from were your dwarves are digging and pumping.

Evil oceans. I've seen loads of them but never found a suitable one for embarking that wouldn't result in instant death.
If the body of water is large enough, you should be able to find an Evil Ocean with a normal shoreline, or at least only a few tiles of Evil land.
Yeah but usually all aquifer'd up or something

Ocean and lake shores IIRC very frequently, if not nearly always or always, have aquifers. If this is an issue, disable aquifers, there *is* an init option for that. Endless free water though (can be desalinated with a pump). Although you can get that from the ocean too, even if building a pump to draw on that can be a bit trickier (and may affect fps, depending on if it causes wandering 6/7 tiles in the ocean...).

21
DF Dwarf Mode Discussion / Re: Who lives solely off of fruit now?
« on: October 27, 2015, 07:47:56 pm »
My impression of elk birds was that they're quite micro management intensive because of being both egg layers and grazers, so they tend to starve to death on top of their eggs? If I'm wrong on that account, yes, I'll happily switch.
Turkeys are bigger and produce more eggs than geese, I believe.
I started using 3 kinds of birds on embark, but have cut back to two to curb food over production. My fortresses are limited to a pop of 60/80, though.

If you're going for elk birds, you might as well start farming cave crocs.

Regarding turkeys vs. geese, yes turkeys are a bit larger, average full size 5000 vs 4500, but they take 2 years to reach that size, unlike geese, or blue peafowl which also reach a full size of 4000 in 1 year. Geese do only lay 3-8 eggs vs. turkeys laying 10-14, with peafowl at 6-8. http://dwarffortresswiki.org/index.php/DF2014:Domestic_animal#Comparison_of_domestic_poultry

Personally, I prefer the domestic poultry that reach full size at 1 year, since *all* the domestic poultry reach adulthood i.e. mating age at 1 year anyway, even if they (chickens, ducks and turkeys) take 2 years to reach full size: both numbers being 1 year is massively convenient due to the fact that the animal is an adult is then enough for me to tell that they're ready to be processed into delicious *goose fat roasts* at my convenience (and geese live for 10-24 years to turkeys' 7-10, which allows for a longer "shelf time" if I want it, without worrying about deaths from old age). No need to fiddle around with stressing about getting the oldest birds to the butcher first by sorting them by age or size or marking them in Dwarf Therapist (which can show size iirc) or anything like that.

And meh, excessive food tends to be a larger problem than lack of it, once you've got the basics set up.

22
...
Is it even possible to get an aquifer in the first layer below ground?
...
Regarding aquifers just below the surface, I recall someone saying they had that once in a swamp. I haven't played that often with aquifers: I find them easy enough to pierce, but I haven't played much in general recently (after I learned to pierce), and the pierce area messes with my fort aesthetics, even though endless water is nice.
...

I just realized we may have been talking across each other here. When I talked about 1, 2 or 3+ "deep" aquifers, I originally meant how thick they are, since it doesn't really matter that much how many non-aquifer soil levels you have above the aquifer, as long as you have at least 1 (although 2+ lets you do the whole pierce underground for safety). Aquifers are usually 1-2 levels thick AFAIK, although 3-4 is possible, and maybe even more, if you have 2 aquifer layers that merge with each other. How soon you encounter the first aquifer level varies with soil thickness but also other factors I think; like I wrote above, I've read of someone getting an aquifer right below the surface (wooden surface fort time, anyone?), but usually there's 1-3 levels of soil first. More is also possible if your soil layer is deep enough as a whole.

Just dying for (to?) those undead giant sperm whales, eh? ;)
Glacier forts have always been my favorite. Once you get magma and enough beds, wood becomes a non-issue. You can get what you need for steel from the caverns, even if you don't have coal handy.

23
I even resorted to purchasing Rope Reed from the hippies, but the merchants kept getting eaten by Giant Armadillos (lol irony), making that an unreliable source at best.
I'm glad to see that DF is exactly the same as it was when I stopped playing a few months ago.

A few months? That quote would've been valid a few years ago...

In fact, the dfwiki pages for 23a (the oldest ones that exist) already have articles on rope reed, elven merchants and giant armadillos, and from the release notes I managed to verify that at least elven merchants, probably all 3, have existed in the game since the first version to be published (21a, in 2006).

WarTraders... war traders never change...

24
@Snaake:
The bottom of a glacier is weird, so when you channel the bottom tile you don't get a ramp, but a hole, so to get down you need a stair. If you're unlucky, you'll get an ice boulder at the bottom of the hole, in which case you'll have to try again (since the boulder blocks the building of the stair).

Is it even possible to get an aquifer in the first layer below ground?

What about if you dig up/down stairs through the glacier, or dig down stairs instead of constructing them once you reach the bottom of the glacier?

Regarding aquifers just below the surface, I recall someone saying they had that once in a swamp. I haven't played that often with aquifers: I find them easy enough to pierce, but I haven't played much in general recently (after I learned to pierce), and the pierce area messes with my fort aesthetics, even though endless water is nice.

And my experience with oceans/shores the last time I tried them was that it did feel like I got less fps. And the main theory there is that it's due to flowing water; the large volume of fluid just sits there like lakes or cavern lakes, not even draining off one end of the map and in through the other like everything from brooks to major rivers does. The waves may not have traditional depth values, but their movement is calculated somehow, since I've also read about dwarves being pushed/pulled around by the surf, and I think I saw this myself back in my last ocean embark. It's not a "small continuous change" and "largely pre-programmed" in my opinion, it looked to me like the flow pattern was random and calculated separately each time. If it's a flow, even if it's not the normal 2/7 etc. kind (as PatrikLundell said, you don't see depth numbers, but it can flood areas inland that it can reach), it will use up CPU cycles whether you're looking at it right then and there or not, much like dwarven water reactors will impact fps when they're on, even if you're not looking at the z-level they're at. Maybe try embarking on a cold-climate ocean or lake shore which freezes part of the year to see the difference? On a related note, waterfalls also impact fps, which you can easily test by building a raising bridge above the waterfall, so you have the ability to shut it off.

Finally, yes there's always something magma-safe if you have water, but manufacturing obsidian before you have anything magma-safe to begin with can feel tricky and at least dangerous for a newer player (I know it's not hard, just channel a trench from the side of the magma tube and dump some water into it with buckets from 2z up). For making glass, you can first use a regular workshop to make the first blocks if you have even a bit of wood to spare for charcoal and something fire-safe, like any stone or even ash. Also, just regular floor construction and subsequent removal can (used to be able to, at least) yield sand from other soil, magma flows shouldn't be necessary.

25
DF Dwarf Mode Discussion / Re: my first artifact!
« on: October 22, 2015, 09:01:03 pm »
How about a completely undecorated copper artifact mace? OF WHICH I HAD TWO!

Even more useful than the bone pick. Copper is a decent material for blunt weapons due to its density. No decorations helps keep the fortress value down, which will delay megabeast attacks, noble appointments etc.

26
I embarked in an evil biome once.  A flock of undead ravens spawned on the edge of the map an instant after I unpaused the first time, and slaughtered my entire expedition before I was able to dig out even 40 tiles.

Sometimes you get unlucky, but you should just get underground ASAP. Bring a stone block and a pick on embark, then you don't even need to dig a 10-tile tunnel before you can order the mouth of it walled. Technically you only need 1 dwarf to survive, although at least 2 (the miner and the builder) is likely, and to be honest designating a meeting area as soon as you have a 3-5 tiles or so dug underground should let you save the whole expedition + pack animals. You may want to bring a couple extra blocks or logs for a butcher's workshop and then a kitchen after that (dump the skin, bones etc. in a pit and maybe floor it over - I don't know if reanimated remains can climb). Then it's down to the caverns ASAP, or if you have an aquifer, you have a bit more time since you won't die of thirst, and if you have meat from the pack animals, that'll last a while.

Getting through the aquifer may seem daunting with just a pick, but it's not actually hard if you know ho: the Single Pick Challenge thread a couple of years ago worked on a method for aquifer pierces using just 1 pick and soil cave-ins. This was my final version of the method, although you should probably read up on the few preceding pages too, if not from the start of the thread. I don't remember if there were any real improvements to that afterwards, but there are some limitations even to this: it does require at least 1 level of soil above the aquifer, 2 if you want to do the whole process safely underground, and the aquifer has to be 2 deep for the exact method in the linked post, but apparently there were a couple of posts on 1-deep, and 3+ deep aquifers right afterwards too.

I have never tried to play a glacier, I guess it would be pretty cool, never played in a swamp/wetlands either.  can anyone tell me what they're like?

I did that, it's easier than it seems. Just tunnel into the caverns and you're laffin. Just remember that you have to construct a stair at the bottom of the ice sheet.

Why is the constructed stair necessary?


Sunberries and Unicorn bone are my primary reasons for seeking out Good-aligned, but Giant Eagles & Turtles are fun as well.  When I want to make above ground contructions, I prefer serious Hills or a Mountain.  Building into and around an existing vertical structure is much easier than needing to do the whole thing yourself.

I wanted to check off a Biome from my to-do list.  My latest Fortress straddles 2 Deserts, 1 red and 1 yellow.  No sign of Giant Scorpions thus far, but I did discover a Magma Pipe in the first Cavern layer :D  I am now sending my Miners out in all directions in an attempt to find some magma safe stone :-\  I will laugh (cry) if there is nothing magma safe in a Desert.

You're in a desert, make some green glass blocks.


And to reply to the original question, I, too, prefer elevation differences, and gorges are also cool. I once built my cavern entrance so that dwarves and the caravan (I dug a ramp down the edge of one of the gorge faces) had to pass through the waterfall to get in. Automatic decontamination shower + happy mist. Waterfalls do have some effect on fps, too, even if it's not as bad as waves on coasts. I also built a bridge across the gorge halfway up from the river to the top, so I could dig in to the cliff face on other side as well (was cooler than just digging underneath the river for that access). Tropical forests, swamps or sometimes savannas are nice for animals.

27
DF Dwarf Mode Discussion / Re: Optimum layout ideas
« on: October 14, 2015, 06:58:52 pm »
If that logic holds true then ramps will always be better than stairs, because even if you make the middle stair of a 3X3 a wall then the least possible number of dodging locations will be 8 (3 on the z-level above and below one of the corners as well as the two orthogonal stairs on the same level) and the most will be 14 in one of the middle points.
Instead of dodging though, don't dwarves just lay on the ground now? Meaning the required pathing wouldn't matter so much as they'd simply lay down and crawl past each other?

I only considered the horizontal directions, in fact assumed that e.g. if the dwarf moving out of the way is going down, then it will move down diagonally (compared to it's straightest path) in order to move aside. Going up would be the same as going backwards 1 tile and moving only horizontally to move out of the way wouldn't be as efficient as moving diagonally down.

I think they only pass through the same tile if there is no other path, i.e. on 1-wide corridors etc? And that takes more time than moving aside.

Also, note that my reasoning was only for the ramps/central stairwell comparison, the rest of the fort layout also matters a lot. I've read about decent fps in all-stairs forts: not just a central stairwell, but at least all corridors if not all rooms are in the same locations on as many of the floors as possible, and they're all just stairs stacked on top of each other. IIRC the consensus on that was that it helps reduce pathing load from trying to figure out convoluted (compared to a straight line in 3d space) to a room, where the dwarf has to go e.g. go west, south, up, east, north, west, north again, and east again. On the other hand, having a huge open space of just stairs everywhere also opens up the "possibility space" for pathing solutions a lot, which adds to pathing load.

28
(The simple solution of course is just to have the pit have just one large beast, as originally suggested, and not a writhing mass of teeth and claws – this single creature is then fairly easy to lure away, e.g. to attack a sacrifical puppy or door, once the offending bard or diplomat is disposed of.)
No, the simple solution is to have a turkey pit instead of a snake pit with nest boxes. That achieves the writhing mass quota but with beaks instead of teeth. Bonus points for modding the turkeys.
Wait, I thought we were trying to find humane ways to kill bad performers, hence the pit drops with monsters or magma, if you just want to dump something into a horrible mass of rending and tearing pain, train your military as wrestlers and sic them on them... or dump them into a daycare center if you're feeling really sadistic.

Both of the above return to the same problem as the tamed and war-trained cave dragon: tame creatures and militia dwarves will not attack diplomats/performers/other peaceful visitors, at least not on their own and in the case of the militia, without possibly causing loyalty cascades.

29
As long as the troll is confined within that one square, I don't think it matters whether or not he is chained. Maybe it does help to prevent climbing, i dont know. Along with all the usual problems faced when chaining hostile enemies.

It wouldn't matter. As long as the walls are smoothed as the design suggests, they won't be able to climb anything, and will just be confined to the 1x1.

It looks like an aboveground structure, though, and walls made from blocks are climbable. They're more difficult than rough walls, or "rough block" walls, but unlike natural walls that are then smoothed they are possible to climb.

Smoothed natural walls and built walls look the same, at least in Phoebus (which both users who posted screenshots seem to be using). It's only once you engrave smoothed walls that they look different.

30
No, seriously, now I want to set up my Duke's throne room with a floor grate that will drop unsuspecting diplomats into a pit containing his pet cave dragon. It's a damned shame you can't have war animals attack "friendly" diplomats. Oh well, it's not like the elves or humans ever pay me a visit and setting the pit up so that the cave dragon would be able to maul the diplomats while making sure they never fell directly on him would be a lot of trouble anyways.

Or just wait for the pet dragon to lose its training. Feeding offending visitors to semi-starved not-trained-at-all subterrenean monsters sounds very dwarfy!

Frankly, I don't know why you'd need to tame&train the cave dragon in the first place, if this is what you want to do with it.  ;)

Now I started thinking about snake pits with a nest box in them, so once you get a breeding pair, you don't need to empty the pit (I think that some/most snakes don't breed in the game without slight raw modding, though). Or jabberers, or rutherers, or frankly any other default-hostile creatures, which may lay eggs or not, and which don't need to breed. Which are in fairly good supply in the caverns. Of course, collecting the bodies and/or belongings of the deceased diplomats may be an issue, but I'm sure some sufficiently dwarfy solutions can be invented to that. This is the forum that realized merman bones were really valuable, and despite them being both sentient and non-hostile, proceeded to capture and breed them, air-drown the offspring and craft their bones into trinkets. The offspring may also have been dropped from great heights in order to enable bone collection.

(The simple solution of course is just to have the pit have just one large beast, as originally suggested, and not a writhing mass of teeth and claws – this single creature is then fairly easy to lure away, e.g. to attack a sacrifical puppy or door, once the offending bard or diplomat is disposed of.)

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