-12- [Machinemornings] (2.5) Goblins and Giant war beasts

Thus begins my 2nd turn as Machinemorning's overseer.

1st of Granite 256:
No casualties? But there's Erush Bardumastesh's corpse on the traps ...
There's vulture blood in the cistern deep underground ... I suppose it really really liked the smell of fish. And there's also goblin blood down there?

2nd:
So according to our last overseer, I should construct a Hospital as soon as possible. But we already have a hospital down by our clean water supply. I'm going to ask him to report there for a complete checkup to make sure he didn't receive too strong of a strong blow to the head. Although that hospital is a bit far underground.

16rd:
It seems we had a few ghosts roaming around the fortress, a furnace operator and a gem cutter. I have no idea of when or how they died, but ordered memorial slabs to be carved in their memory. And I realized that there's already a LOT of memorial slabs and coffins occupied. There's been a LOT more deaths than I thought.

17th:
It seems whoever designed the nobles quarters missed a few details. And you would have thought that Questionquality would have noticed that my office was in his living room.

25th:
43 new migrants, of which 20 are children. This brings up the total number of dwarves to 170, of which 65 are children.

5th of Slate:
Following the arrival of the migrants, I have done some cleaning in the job roster. It has come to my attention that one of my colleagues had created a 'Laborer' caste, containing a lot of the non-specialized dwarves, to do the quick/dirty jobs. Nice idea. I have added some dwarves to that job. Also, one of our War hammer soldier was actually a legendary blacksmith. I don't know if he became legendary after he was drafted or if it was an oversight but he's been removed from his squad and sent to the forges.

13th:
Our legendary Hammerdwarves seem to think that they don't need to practice with hammers anymore, they have been seen today leading a biting demonstration. Our military overseer GhostOfGod will have a talk with them later.

17th:
A lot of the smiting jobs I ordered to be done were never done. They just stayed there in the managing list but nothing more happened. It turns out someone had forgotten to permit all dwarves to work on one of the forges.

20th:
There seems to be a LOT of mushroom-trees in our growing area. I ordered half of them to be cut down.

2nd of Felsite:
A Forgotten Beast was spotted in the caverns.

8th:
With the cleanup of the noble's quarters, my new office is finished. It's right beside the dining hall.

13th:
Vucar Kataksibrek's was found in a cage in the cage depot, unconscious and starving to death. Unfortunately we didn't get him out in time.

15th:
An elven caravan has arrived. I also saw that I had missed a few spots of goblinite so I sent some dwarves to get it back inside.

20th:
This was a very eventful day. In the morning, a goblin snatcher was spotted right at the trade depot entrance. Unfortunately there was a child right beside him that he immediately kidnapped. All squads were immediately and urgently sent in pursuit of the kidnaper. Unfortunately the goblin successfully disappeared in the dessert with the child. The only thing they managed to find was a dirty sock.
As the squads were returning home, they fell face to face with a goblin ambush! Angered by the kidnaper's escape, the squads made very very quick gory work of the goblins. (And as predicted, a giant war jaguar is quite deadly.)

5th of Hematite:
We constructed a 2nd still since it seems one isn't enough anymore for our population.

9th:
Result of the elven trade:
Wood, lots and lots of wood. I don't know if we'll really ever need THAT much in short notice, but the stuff is practically free at this point.
Booze.
Cloth bins.
Berries for booze.
And giant animals. Seriously, where the hell do these elves get all of those giant animals?? We now have a giant dingo, a giant wombat, a giant wren, a giant bobcat and a giant desert scorpion!!!

And we had almost no chalk crafts!!! It was mostly phyllite.

To be continued a bit later. The turn isn't half finished but I won't be able to continue playing until Sunday.

13th:
The macon crew finished building a room over the main entrance (the One with the Depot)

20th:
The elves have departed right as new migrants arrived.

22nd:
Another snatcher was sighted at our gates! The idiot creature was found ALREADY in a cage. Still angry about the last kidnaper that barely escaped, the squads have asked if they could have some fun with this one right away. I believe this is a good time to inaugurate the arena in goblin blood!

5th of Malachite:
Everything is ready, all squads are in position in the arena and we have 3 goblins to dump in there. But for some reason the doors to the arena don't work. Someone placed some levers with notes and everything, but it seems no one ever connected them.

8th:
I was made aware that a goblin kidnaper made off with a dwarven child. WHAT?
Then someone was found dead in his quarters, drained of blood. WHAT?
BY ARMOK'S BEARD! PROBLEMS EVERYWHERE!
Squads! out of the arena on the double and get back up top!
I'm gonna have to lock down every bedroom and assign everyone to a dorm so we can find the vampire.

13th:
The main gate's bridge raises north, outside. This leaves us with a big hole in our walls for enemy archers. I have ordered it corrected so that it raises south to be flush with the wall.

17th:
We have to many animals in here so its time for some cleaning. Most of the Cavy boars are to be butchered, all dogs are to be trained for war. (Player note: I wish I could sort this animal screen by animal race)

3rd of Galena:
Eshtan Dodokuz, a child, has started a mysterious construction in a craftdwarf's workshop.

7th:
Eshtan Dodokuz has crafted Tinothkamut! a sphalerite mug.

9th:
Work in the forges is always slow because the forges are so far down. I have started digging out rooms down there so our metal industry workers can live down there.

18th:
A human caravan and a human diplomat have arrived.

19th:
A troll was sighted in the caverns. It seems bets are being placed to see if one of the forgotten beast will kill it.

21st:
Goblins have ambushed the human caravan! The vile creatures were waiting in the pit we had dugged around the depot entrance's fortification! The squads are quickly dispatched to the Depot. Chaos soon erupts around the trading hub. The caravan barely arrived and the merchants are running in fright in the fort along with everyone who was busy bringing our trade goods. The human warriors were already knee deep in goblin blood when our first warrior dwarf arrives, and he quickly dispatched a goblin in a few strikes. Just when I was considering closing off the inner gates to protect the fort, it seems that the last goblin was killed. There were no casualties on our side. Just to be safe I stationed the squads right outside of the depot's entrance.

META: As I was inspecting the dwarfs for injuries, I noticed that GhostOfGod had lost his nickname. (I knew exactly which dwarf he was supposed to be because of my last post).
He is named Stakud Inethirtir Kodunol Lashed "The Blotted Soul of Prophets". That's probably a nickname he got somewhere because he got some notable kills.
On a side note, his information page says he took joy in slaughter lately. And it seems he was the one to get the killing blow on the minotaur in 255 (last turn)

23rd:
Correction, we found the corpse of 1 human merchant outside.

24th:
A snatcher was found right outside the depot's gate. Right beside our whole military might that was assembled there. He was murdered with extreme prejudice.

11th of Limestone:
I have been informed that the underground lake that we drained for our underground cistern is now mostly dry. This could be a great cause to worry or a big false alarm. If WE actually drained it dry then that means we use or drink (shudder) more water than I though. If it's dry because of the change of season (In autumn?) then the water will just come back. It could also mean that the lake flows away elsewhere but we can clearly see the whole lake and no such river exists.

8th of Sandstone:
Because of the ambush, the humans never really settled to trade correctly. And now they left. AND I was really looking forward to buying every metal armor they had.

12th:
Another goblin snatcher was found in the depot. He may or may not have been hiding in the miasma produced by the other goblin corpses that have mysteriously not been removed yet. He was pursued far outside by a lone war hammer dwarf. Unfortunately the goblin was very good at dodging and he eventually countered in a very brutal manner. Now I hope someone will quickly get out poor victim to the hospital.

19th:
Another day, another (dead) goblin snatcher.
Also, we're running out of silver. Time to mine out more Galena.

25th:
Some migrants have arrived.

27th:
The vampire has struck again! This time the victim is a child. Enough is enough! Time to read through each and every dwarf's description file for any unusual fact.

After careful reading, I have found one worthy suspect. I have marked her as a [ vampire? ] in DwarfTherapist the files.
It's still not enough to just kill her outright though.

7th of Timber:
Another vampire victim. Things are escalating. We have to take action. I will lock our prime suspect in a room and see if she gets thirsty or hungry. If she does, then I have no idea of how we will find the vampire. And I fear for our lives if there is more than one.

17th:
We are under siege! Dozens of goblins with war jabberers, Rutherers and cave crawlers. Sounding the civilian alarm and closing the bridges.

18th:
Stupid squads! NOOOOO!
It all happened too fast, way too fast.
I sent the squads right at the entrance to protect the civilians that were outside. Once everyone was safe I ordered them to move in too so I could close the gates. But they saw the enemy coming. Our courageous idiots engaged them.

In a heartbeat most of the military was outside engaged on the enemy and the gates were wide open. The squads finally started going back in when these enemies were dead, but more were coming. 2 idiots stayed outside anyway to greet them. They died. What followed was pure confusion in the depot. Some enemies made it in the depot before I could even order the gates closed. Lots of fighting ensued. When the gates were finally closed, a lot of the military had fallen and some invaders were running loose in the fort.

25th:
I think the fort is now clean of inside trouble. But we suffered some heavy losses. We lost 70% of our military. (7 dwarves) (META: GhostOfGod is one of the 3 survivors.) We lost 9 civilians. Including the count consort. And most of the poultry was eaten by a cave crawler.

3rd of Moonstone:
There are still a lot of enemies outside besieging us. Fortunately none of them can fly.

4th:
Solon Stuliteb Akir Zon has bestowed the name Taronthimshur upon a silver war hammer.

5th:
We had an artifact floor hatch lying around. I placed it strategically to protect the upper fort.

META: we're now protected from any flying building destroyers. (Although with the way the fort is constructed, the barracks are still vulnerable.)

1st of Opal:
Someone threw a tantrum today. I consulted out resident therapist, and it seems we have quite a few dwarves 'in the red zone' so to speak. I decided to start renovating the dining hall. Sprinkled with a few new silver statues. I also added a cage filled to the brim with war dogs and a lever labeled 'E.C.R.' for Emergency Canine Release. I believe the resulting effect is self-explanatory.

23rd:
We have 3 ghosts currently in the fort. All 3 of them are hunting the bedrooms.

12th of Obsidian:
Another forgotten beast has appeared in the caves. Nula, the towering eyeless eight-legged blue salamander.

19th:
The dining hall's renovations are almost finished and I want to add that I added 3 lead chains to the wall for disciplinary purposes. Just in case that we need to chain someone to shame them in result of a crime.

25th:
It seems that the besieging army left. Or is hiding behind a chalk dune. I will keep the fort locked up and let the next overseer decide if he wants to risk opening them or not.

1st of Granite 257:
One more year, one more overseer switch. The depot is still a mess. It's full of stuff that we traded but never hauled to a proper stockpiles, dead goblins, dead goblin's gear, dead merchant, dead merchant's stuff and miasma.
There's a cavy corpse in the new dining hall. No idea how that got there.
There appears to be rotten sweetbread in the kitchen.
And I'm sure there's a few more oddities that I missed, caused by the chaos of the siege.

And there's the vampire. I completely forgot I had locked the prime suspect in a room because of the siege. I just checked on her and she seems to be fine. She didn't die or hunger or thirst and no more vampire victim have appeared. I'm no expert in vampires but I believe she's the real deal. Be careful with her. Her room is right in front of the arena gates.

Save file
Have fun and good luck!

Posted Sep 21, 2012, 9:31 PM UTC · edited

611
egrutt•

Nice work...

2
GhostofGodThe Candy Hammerer•

Ho shit I did not notice that we had a hospital underground...whoops.

Edit: don't know why I replied instead of doing a new comment...

2
egrutt•

Yeah it was down in the corner next to the fishery.... can't wait to see the fort again after question...... did my maze get dug out? Did you like my attempt to turn the level into a giant engraving?

2
GhostofGodThe Candy Hammerer•

Not at all, in fact I actively ignored it since the only purpose it was serving was to delay the miners from doing anything useful.

2
GhostofGodThe Candy Hammerer•

Fuck yeah I survived!

2
questionqualityResident Record Keeper•

With the army gone, it seems I'll have to dust off my old notes on military training. I'll get right at it tonight.
EDIT: The first month is done. I took my time to look around, and it didn't move that fast once I unpaused. I'll try to get back to you guys tomorrow..

1
egrutt•

Or at least survive till the warmonger GhostofGod gets back in power.

2
DiamondShadeOP•

One thing I would have done but I got caught by the time is take our 3 military dwarves left and place them each into his own squad paired with a recruit so that they can train the recruits instead of each other.

1
questionqualityResident Record Keeper•

Are you sure that's faster?

1
DiamondShadeOP•

Now that you make me question it ... no I'm not sure about that. I guess I just assumed that the game worked like that, where a highly skilled dwarf trains a recruit faster than 2 recruits improvising.

1
questionqualityResident Record Keeper•

Yeah. I'm quite sure it does if the skilled dwarf is also a skilled teacher, and the unskilled dwarf is a skilled student. I'm not quite as sure when neither have classroom-related skills, though. I might test it (with a very small sample, though)

1