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Author Topic: Murdercloisters: Where A Year May Well Be A Lifetime (Succession)  (Read 23841 times)

SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #30 on: August 07, 2010, 11:07:02 am »

After some much needed booze and a half day of bickering, shouting and table-mongering, the eight of us have agreed on our responsibilities and started the work that should have been done over a month ago.  We'll need to work exceptionally long hours to make this place presentable to the liaison.  A supply caravan should be arriving any day now.


I was heading over to bury a Dwarf named Creiydrim when I was accosted by a hideous prowler knocking over a few statues in the hall.  Fortunately the militia dwarf what's-his-name was there to convince it to die.

We've taken to calling this fort Murdercloisters, in honor of our fallen kin, and I suppose it's as fitting a name as any other.  We'll have to make stamps.  I've been elected manager, for good or ill.  In my first official tour of our production facilities I noticed the outpost leader has created our very first masterpiece.



It's a fitting tribute to our charming abode.


I sent the miner to dig deep and find some molten rock for us to use for smithing.  She's only had half a success.


I told her to go around the weird hot rock and wished her luck.  She looked at me like I had two heads and the other one told her to kill herself.

Mid-Autumn



The commander spotted the caravan's arrival while he was out hunting skeletal rabbits.  He escorted them to the gate, but there's been no sign of our outpost liaison, who should have been coming with them.  Apparently they haven't seen her either.

Spoiler (click to show/hide)

We traded a few stone crafts and the clothing of dead dwarves for some food and booze.  At the very least, the caravan will go home with a good enough bargain to lure some other poor fools here to their doom.  I briefly considered locking the gates, keeping the caravans here so that they couldn't spread word of their profit.  What is this place doing to me?

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SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #31 on: August 07, 2010, 11:18:22 am »

I will take a turn, if I can.  Dwarf me as a migrant please, mechanic if possible.

Sure thing, you're up at turn 9.
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SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #32 on: August 07, 2010, 11:45:15 am »

Winter

When the caravan was ready to leave, we opened the front gate.  A skoose immediately sauntered through.


When it noticed our militia commander chasing it with an axe, it turned around and sauntered through him instead.


Somehow, I repeat, somehow, he walked away from the fight.  Thankfully, the moose's luck fell at a different extreme.


I visited Etur in the hospital today.  He's a hero, and I think he deserves to have the wide room next door that's been waiting for a purpose.  I pray he lives long enough to receive it, but if morale is a factor in recovery, I'd say his chances are good.


Obsidian

We have constructed our first magma forges!  Praise our lovely miner.  I wonder if she's seeing anyone.  When I asked her, she started weeping and ran away, so I'm not too anxious to try again.


I have Deler constructing the smelters so we can make heaps of gold.  One can never have too much gold.  At his request, we're also producing bronze for some weapons and armor.  Areas have been designated for recreational and industrial purposes and we're starting to see a semblance of structure and order take root.  Who knows, maybe we'll make it in this armpit of a forest after all.



*   *   *

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SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #33 on: August 07, 2010, 11:51:01 am »

Alright eclipsetail, it's up to you now.  Good luck and have a fun time with it.  We have no water source right now, and the militia commander is dying of thirst, but there's a tunnel leading to a subterranean lake near the dining hall.  I didn't get a chance to finish it.

Save:  http://dffd.wimbli.com/file.php?id=2910
« Last Edit: August 07, 2010, 11:57:59 am by SethCreiyd »
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Robocorn

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #34 on: August 07, 2010, 02:45:52 pm »

I have a feeling I'm going to feel right at home here.

SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #35 on: August 07, 2010, 11:10:24 pm »

Yeah, I think you'll find it disturbingly familiar.
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eclipsetail

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #36 on: August 08, 2010, 07:29:21 am »

Ok I'll start soon.

Comrade

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #37 on: August 08, 2010, 11:57:56 am »

How long are the turns?
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eclipsetail

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #38 on: August 08, 2010, 12:26:57 pm »

Where is the water you said you were digging out?

EDIT:
Found it, but I don't see a farm.
Do we even have one?

When I post the log I won't be posting the time like sandstone and all.
I'll just put them here with a story.
« Last Edit: August 08, 2010, 01:07:33 pm by eclipsetail »
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eclipsetail

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #39 on: August 08, 2010, 01:45:56 pm »

EDIT: I decided to just do about 1/2 seasons, if that's okay.
http://dffd.wimbli.com/file.php?id=2917

{I suck at making good screenshots. Bear with me.}
Spoiler (click to show/hide)
Soon after starting out, just as a well is being built, the weaver dies.

Spoiler (click to show/hide)
Now that migrants have arrived, I'll be taking role of a mason.

Spoiler (click to show/hide)
Just in time for these migrants, the farm is completed!

Spoiler (click to show/hide)
The metalcrafter withdraws from society, takes some bars, and makes and artifact!
Spoiler (click to show/hide)

Spoiler (click to show/hide)
An elven caravan arrives, along with a diplomat.
Spoiler (click to show/hide)
A skeleton was bothering the elf, so I sent the recruit to kill it.
After the diplomat is free, I agree we won't cut down more than 100 trees before they come again.





« Last Edit: August 08, 2010, 01:59:08 pm by eclipsetail »
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SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #40 on: August 08, 2010, 02:48:34 pm »

How long are the turns?

A year's game time, or as long as you can.  I updated the OP.

EDIT: I decided to just do about 1/2 seasons, if that's okay.

That's okay, glad to have you aboard.  Robocorn is on deck and we have a shiny new migrant attractor.

« Last Edit: August 08, 2010, 03:09:15 pm by SethCreiyd »
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Robocorn

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #41 on: August 09, 2010, 01:28:15 am »

Somebody grafik modded the raws and I can't make heads or tails of anything.

Can I mod everything back so I don't have to deal with downloading stuff?

SethCreiyd

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #42 on: August 09, 2010, 02:02:07 am »

The mod doesn't change the default files, so just copying the raws over should do the trick.
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Robocorn

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #43 on: August 10, 2010, 09:26:10 pm »

Chronicles of Robocorn Arbanudib
It was today on the 28th of Hematite that I was chosen by the current expedition leader, Charred GP, to recount in my journal the things that would be going on in our Murdercloisters. I was delighted to have the honor until he mentioned it would be in addition to my gem cutting duties.

While I was surveying some sapphires I was told that the site would be used to house a training ground for  newly implemented fighting force to keep us from harm, I was more than a little disappointed to see the sapphires ground into the wall, never to be used.

The humans came later on, Carred GP is going to hate me for not dating any of these entries, but he's not even paying me anything so he can go take a bath in the magma sea. The bastard hasn't even made me a jewelers shop so I can start working.


I'm not letting any other dwarfs hear about this great Idea I have, but it's really hard to withdraw from society when you live in such close quarters, everyone's eying me, trying to steal my idea. None of them could pull it off in their wildest dreams

Almost as if in response to my genius idea, Charred GP had a fellow Jeweler Morul construct a jeweler's workshop. Not so fast Morul! you'll never finish my idea before I do. I swept in and claimed the shop for myself so those treacherous cretins couldn't carve my ultimate opus. With a week of work I carved with undwarven precision, working with my maximum strength and  grinding each facet of the star sapphire to the perfect angle at which it would shine out the most mesmerizing light you've ever seen. After that sleepless week I emerged and declare it known.
"Releasedunite the Hill of Danger was complete!"
The perfect Star sapphire, an object of the greatest beauty so no image was worthy of marring it's perfection, other than it's own, I carved it's own image within it so the grand six pointed star of the stone itself seemed to illuminate through the stone itself.

Err, while I was out doing that some humans came and the liaison talked and a bunch of stuff happened that wasn't interesting at all in comparison to Releasedunite the Hill of Danger

At some point a skeletal rabbit got into the fort and terrorized a bunch of the planters, I laughed when i heard this but Carred got wind of this and chastised me. He said that is was a particularly terrifying rabbit and I had to stifle a laugh again. I swear that guy get's crazier everyday. I think the guy gets crazier everyday. I shouldn't be too surprised.

To be continued

cappstv

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Re: Murdercloisters the Haunted Mirkwood Fortress (Succession)
« Reply #44 on: August 10, 2010, 09:35:07 pm »

i find the name Releasedunite the Hill of Danger strangely hilarious
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The French were adept of the "Losing is Fun" philosophy long before Dwarf Fortress.
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