Friday, December 29, 2006

Endorfir the Gray Elf - Part 1


Jump to details about Ancient Domains of Mystery
Play style: Random character, everything default.

Text in red is game mechanics.
Text in green is fiction from outside of the game.
Text in quotation marks is in-game text.

Intro (summary from the manual)

“For 6000 years, the world of Ancardia was left untouched by the incursions of Chaos, but finally the sinister forces of evil and darkness have found this young and teeming world. In a remote mountain complex, huge dungeons were formed by great magical powers. They seem to contain some kind of dimensional gate which allows terrors from unknown dimensions to enter the world of Ancardia and wreak havoc.”

“Finally Khelavaster, the great sage, uncovered an ancient prophecy foretelling the Coming of Chaos -- a dark and sinister time when the skill, power and valor of a single hero would determine the future of the world. The ancient scrolls of prophecy hinted at a remote mountain range -- the Drakalor Chain -- which was destined to be the final battle ground for an epic fight between Chaos and Order.”

“You were told to visit a small village by the name of "Terinyo" and talk to the village elder for he might have the latest information about the region. Steady yourself and be prepared to engage in a heroic struggle for the fate of your home world!”


Endorfir the Gray Elf





Gray Elves train in the following skills: Dodge, Listening, Literacy, and Stealth.

Fighters are trained in the following skills: Athletics, Archery,
Dodge, Find Weakness, Metallurgy, Stealth, Swimming, and Two Weapon Combat. He is also of basic skill with sword and shield.





Endorfir gets one extra talent because he is born in the Candle sign. He chooses Alert (+1 Perception) and Quick (+2 Speed).



Endorfir has very good strength (St), average learning (Le) and willpower (Wi) exceptional Dexterity (Dx) average or below average toughness (To) and charisman (Ch), he is of very good appearance (Ap), has average magical power (Ma) and exceptional perception (Pe). He is of neutral alignment (N=). He is hard to hit (defensive value of 19) but has little protection (protection value of 5). He can take a lot of damage (H: 18) but has low magical power (P: 3). He is in the wilderness (DrCh?) and is a little faster than normal (Sp: 104).



He has an elven chain mail made of mithril. It is very light and gives some protection (+5 protection value). His light cloak and small shield makes him harder to hit (+1/+2 defensive value). The leather boots give a boost to his melee and armor attacks. In his right hand he wields a long sword (1-8 damage).

Terinyo

“The weather is mild and comfortable. A slight wind is blowing. A road.” Endorfir starts on a mountain road. He follows the road and spots Terinyo, a tiny hamlet, in front of a forest.



He enters the hamlet.



In the hamlet there are some houses and people. He meets a baby water dragon that seems sad. He chats with it and it asks: “Hast ye seen me mommy?” Endorfir then meets a couple of farmers, a child and a fool. The fool is saying some mystical things and the child wants candy.

He then meets Rynt, the village elder, outside his house and talks to him. He wants Endorfir to rescue the village carpenter from the dungeons to the southeast. He continues his stroll through the hamlet.

He hears someone counting money and finds a shop. He enters the shop and gets greeted. “Welcome to Munxip’s Magnificient Munchies Mall.” The shop is filled with large food rations. They are quite expensive and heavy but he buys one. He now has only 4 gold pieces left. He leaves the shop. Munxip says: “Have a nice expedition, Endorfir.”

He meets a Druid that says “Aye, champion, yer time will come…” A tiny girl asks Endorfir to rescue her lost dog from a dungeon. He then meets Tywat Pare, the Sheriff. He asks Endorfir to kill Kranach, a raider gang leader.

Endorfir looks at his notes.



He then leaves Terinyo.



He goes southeast through a forest and finds an ancient stairway leading into the depths of the hills. 19 hours and 40 minutes has gone by since he started his journey. He enters the cave.



Village Dungeon Level 1
He finds a scroll labeled: ”IDNUM AIROLG TISNART CIS” Better not read it yet; you never know what foul magiks it can conjure. There’s a door in the room. He opens it and goes through a corridor and enters another room. He finds 33gp on the floor. He tries another door; it’s stuck but opens on the second attempt. In the next corridor he encounters a creature. He examines it.



The Large Bat attacks. Both miss with their attacks a couple of times. The third time Endorfir misses but blocks the Bat’s attack. He then hits and slays the Bat.



In the next room a Goblin attacks. Endorfir is faster and hits the goblin with full force and transforms him into a mangled heap. He finds a purple wand and a harp.

In the next room there’s a Kobold, but it doesn’t care about or sees Endorfir so he picks up a small shield from the floor. He equips it and it’s identified as a [+5, +0] small shield. It offers better defense than his other shield (Defensive Value (Dv) goes from 19 to 22). The air of this room is filled with a very rich flavor (a spoiler reveals that such a room is a good place to rest without getting hungry).

He then enters a new room with a hostile Kobold and Goblin. Endorfir waits in the door and kills each creature with one blow as they attack him. He finds studded leather armor and a short bow. He picks up the bow. A stair is leading downwards but Endorfir decides to explore the full first level of the dungeon.

(Uses walk mode to move automatically through explored corridors) He encounters an Orc. It doesn’t care about Endorfir. He examines the Orc.



He then sees a Kobold, but it doesn’t care about Endorfir. Level is now fully explored and he goes down the stairs.



VD Lvl: 2
In the room below he encounters a hostile Kobold. He examines it before he attacks.



Endorfir has now seen enough Kobolds to know some things about them. Both misses their attacks. Endorfir then hits and transforms the Kobold into a mangled heap. He finds the stairs down and six arrows. He equips the arrows to the missiles slot and equips the short bow as a missile weapon.

He is becoming hungry and eats a ration. In the next room there are a Skeleton and a Rat. Endorfin kills both and advances to experience level 2. He now gets to improve three of his skills. He chooses Athletics, Dodge and Stealth. There’s a Rat corpse and a scroll on the floor. A distance into the room there’s some frog legs, light boots and a Large ration. The light boots has the same characteristics as his leather boots but are 5 stones lighter so he drops his old leather boots.

He encounters a Large Bat. He shoots an arrow but misses. The Large Bat engages in close combat but Endorfir deflects the attack and then transforms it into a mangled heap. He then eats the Large Bat corpse. It tastes like chicken. He finds an onyx ring and picks up the arrow he fired earlier.

He kills a Kobold and finds a short bow. He tries to wield it notices that he can’t let go of his other short bow, now identified as a (+1, +0) short bow (cursed). It is a good bow and Endorfir might as well continue to use it.

When Endorfir enters the next room an Orc surprises him by throwing a crude knife but it misses. Endorfir targets the Orc and releases an arrow, killing the Orc right away! He picks up the arrow, the crude knife and an iron ration.

He spots a giant Rat in a corridor outside the room. He tries to shoot it but hits the wall, destroying the arrow. He kills the rat with his sword and finds a Large ration. He encounters a hostile Orc and Goblin and kills them both with arrows and advances to level 3 (29 Hp). He gets three skill improvements as usual. He chooses Archery two times to make his skill level Fair and then chooses Dodge. He also gets to choose one new talent. He chooses Affinity with swords (+2 to hit).

He encounters a Skeleton and hits with an arrow but do no damage. Maybe Skeletons are immune to arrows. He kills it with one blow from the sword instead. He then slays an Orc and a giant Rat. The level explored he goes down to the next level. He has now been exploring the dungeon for about seven hours (game time).

VD Lvl: 3
A giant Frog comes jumping down a corridor. Endorfir hits it with an arrow, severely injuring it. The second arrow misses but his sword hits and slays it. Endorfir moves into a dark room. He decides to leave the room until he finds a light source. He finds a watery potion. He enters a door into yet another dark room, or it might be the same one. Endorfir turns around to leave and feels something passing very closely beside his head. He goes a few steps down the corridor and an Orc comes out of the dark room behind him. Endorfir kills it with an arrow.

He tries to open a door but it is locked. “He shatters it with a mighty kick! By smashing it he activates a trap protecting the door. The door suddenly falls in his direction! He barely evades it by jumping backwards.” The room is empty.

In the next room he kills a goblin with his bow. His skill with bows have improved to level 1. In the next room he spots a Bugbear and a hostile wild cat. He retreats and checks out another room. He kills a Claw Bug and loses the arrow but finds 77gp. He kills another Claw Bug with an arrow and advances to level 4 (35 Hp).

He goes back to the room with the Wild Cat and kills it. “Suddenly the cat’s spirit rises from its lifeless body. Moaning pathetically, it plunges into the ground. Endorfir hears a faint echoing roar filled with hate and sorrow!” A fire Beetle attacks.



Endorfir tries to flee to shoot arrows at it but can’t outrun it. He hits the Beetle with his sword and slightly wound it. The Fire Beetle misses. He hits a gain slightly wounding the Beetle. He misses and then hits but do not manage to harm it. Endorfir blocks the attack from the Beetle. They fight for a while and finally Endorfir slays it.

Returning to the room the Bugbear now has become hostile. Endorfir fires his two remaining arrows but misses. He notices another Bugbear and rushes the first one with his sword. It picks up an arrow but Endorfir kills it with one mighty blow. He picks up the arrow and fires it at the second Bugbear, moderately injuring him. The Bugbear throws a couple of blows but Endorfir blocks them and then hits the Bugbear slaying it.

He encounters a Goblin Slavemaster. He kills it with his two last arrows, destroying both. He goes down the stairs.



VD Lvl: 4
He meets Jharod, the healer. Jharod offers to heal Endorfir or teach him something. Endorfir isn’t wounded so he chooses to learn something. But Endorfir has to prove that he is able to exert mercy before Jharod will teach anything. There’s a stair leading down in the room but he moves on.

In the next room he kills an Orc and a Bugbear and finds a scroll. He follows a Lizard Man through a corridor and kills it when it becomes hostile. Next up is a Large Kobold. It drops a tiny key. It’s a long corridor that ends with a door. Behind the door a Kobold fires an arrow but misses. Endorfir rushes into the room and kills the Kobold and equips the arrow. He becomes hungry and eats the frog legs. Slimy.

He finds an ancient altar of black obsidian. He leaves it alone and encounters a Goblin Slavemaster. He easily deflects his blows and kills him and advances to level 5 (38 Hp). He finds a Clean Robe. He doesn’t try it on. He kills a Hobgoblin and advances to level 3 with swords. He goes down the stairs.

VD Lvl: 5
He finds some raw meat and a bubbly potion. A Bandit attacks but Endorfir slays him. He then kills a White Worm and a Goblin Slavemaster. He finds a huge iron hammer. It weights 200 stones so the drops his [+2, +0] small shield to not become burdened.

He kicks a locked door and avoids a sudden flash. But the door is still locked. He kicks it again but it wont budge. He tries again and it shatters revealing a corridor. It ends in a room with stairs down. The raw meat is beginning to rot, so Endorfir eats it, but he doesn’t like raw meat very much.

He encounters a Ratling Archer.



Endorfir targets it and kills it right away.



(The image above shows that a straight line of sight isn't required to target enemies in ADOM) “He became one with my missile, that’s for sure.” Endorfir thinks with a smile on his lips. He then encounters a Gnoll standing seven feet tall. He hits it with the arrow and severely injures it and then waits for it to come into range and slays it with the sword. A Raider Skeleton attacks but gets killed. He finds a glass amulet, some clothes and a chain mail weighing 400 stones. That’s a lot compared to Endorfir’s elven chain mail with a weight of 10s, so he leaves it.

He enters a room with an Orc. Endorfir notices a slurping sound. He kills the Orc with an arrow getting skill level 2 with bows. He is about to get his arrow when he notices a Swordsman. The Swordsman hasn’t detected Endorfir yet. He picks up the arrow and a hostile Ogre appears behind the Swordsman.



Endorfir backs away and zaps the purple wand at the Ogre. It’s a wand of Magic Missile with one charge left. The Ogre closes in but Endorfir has time to hit it with an arrow. Two hits from the sword finally kill it. The Swordsman has now become hostile and attacks.

Endorfir hits him and slightly wound him. A couple of blocks and deflections later Endorfir severely wounds the Swordsman and he suddenly seems to panic. He runs away and Endorfir chases him for a while but then returns to pick up the arrow and a sling. He later kills a Gnoll and finds the Swordsman and kills him. He finds a square key. He hears a slurping sound.

He moves to the stairs leading down and finds the room full of spider web. He kills the spider and manages to get stuck in some webs for a few seconds while retrieving the arrow. He picks up six rocks for the sling. He heads down the stairs.



VD Lvl 6
He finds 100gp beneath the stairs. He spots an army of Kobolds hanging out in a room down the corridor. They seem somewhat experienced.



Endorfir backs out into the corridor and begins defending. He is burdened and hungry when the battle begins. He transforms a few Kobolds to mangled heaps and tries to eat a ration when there’s a gap in the enemy line. But a Kobold is attacking Endorfir before he has time to finish eating the ration. He kills a couple more Kobolds and advances to level 6 (47 Hp). As a 6:th level fighter he now gains a +7% Protection Value bonus from some items. He chooses the talent Careful (DV +1).

He kills three more Kobolds and when no more seem to come down the corridor he swallows an iron ration. It tastes good. He kills a giant Rat, a Cave Lion and one last Kobold. He finds a leather girdle [+0, +0] in the corridor but the room is empty.

In the next room he finds a watery potion and stairs leading down. He checks out the last door in another room and encounters a Barbarian and a Black Hurthling. He kills them and picks up a hand crossbow, a crude knife and a dwarven sausage. There’s a corpse from an Orc here. Suddenly a Huge Bat attacks.



Endorfir kills it with one single blow. In the next room there’s a black obsidian altar. He drops some clothes on the altar as an experiment. “Suddenly several figures appear out of nowhere.”



It’s rats!



Endorfir slays them all. It seems that he angered some god, and the black altar is probably built to some chaotic god. He finds a loaf of bread and some copper bracers. He tries them on and they are bracers of protection [+0, +2] giving him better protection (Pv: 7)

There’s a locked door but the square key fits and he unlocks it. Endorfir is shocked when he finds a copy of himself on the other side of the door. It is a Doppelganger. Endorfir fires an arrow at the Doppelganger but it just deflects it and closes in for the attack. They both block each other’s attacks, but Endorfir gets the next hit and the Doppelganger gets seriously wounded and flees. An Ogre Zombie attacks. He kills it and next up is a Lizard Man getting killed. He then corners and kills the Doppelganger.

He kills some larger creatures and gets skill level 4 with swords. When the level is fully explored he moves to the stairs. Before going down Endorfir decides to read the scroll labeled “IDNUM…” After reading it he suddenly loses bits and pieces of his memory and the map becomes filled with blank holes. He reads another one labeled “IAZNAB”. “It’s suddenly hard to remember things.” What has happened? Am I losing my mind? Maybe it is not wise to read any more scrolls right now. He has now been in the cave for 25 hours.

VD Lvl 7
There’s an empty room without exits. He searches and finds a secret door. He walks through long corridors. “Suddenly an extremely bright light flares up! He closes his eyes just in time to avoid being blinded.” It was a light trap.

In the next room there’s a Dark Elven Archer. Endorfir engages the Dark Elf but has to retreat when a Large Kobold and a Mimic closes in. The Dark Elf begins to fire small bolts but misses. The Dark Elf engages in close combat and Endorfir gets skill level 2 with shields. After a longer fight with the Dark Elf it finally dies and Endorfir advances to level 7. The Mimic is wounded and flees and the Large Kobold dies from Endorfir's mighty blows.

He encounters a Harpy and engages in close combat. The Harpy stings and Andorfir falls asleep. It misses a few attacks and Endorfir wakes up. Both misses some attacks but finally Endorfir hits and kills the harpy. Down the corridor comes a man running with a hatchet over his head. He is wearing bloody clothes and an insane smile. It is the Carpenter gone mad.



The Carpenter chases Endorfir down a corridor. Endorfir doesn’t want to kill him and tries to lead him out of the dungeon. A Chaos Sister is blocking the path. Endorfir hits her and she turns to flee. She is very fast and disappears into the darkness in the distance. Arriving in the room with the stairs Endorfir finds both the wounded Chaos sister and Mimic. He kills the Chaos Sister and attacks the Mimic but the Mad Carptenter hits Endorfir (taking away 3 Hp) and is causing a bleeding wound. Endorfir heads for the stairs. He loses some blood (1 Hp) but then the bleeding stops. Endorfir rushes up the stairs.

VD Lvl 6
The map has blank spots but Endorfir thinks he remembers where the stairs up are located. He reaches the right room but a Gelatinous Cube blocks the way up. The Carpenter has disappeared. Endorfir gets trapped between a Large Kobold and the Gelatinous Cube but manages to kill the Kobold. He equips a crude knife, he doesn’t want to damage his sword if the cube is acidic, and attacks the Cube. He kills it with two hits. Now the Mad Carpenter attacks again and Endorfir has to flee through a long corridor to fool the Carpenter.

A Giant Rat blocks the path and while Endorfir kills it the Mad Carpeter manages to penetrate Endorfirs armor and wound him (47/55 Hp). A Goblin Berserker attacks and hits Endorfir causing a bleeding wound. Endorfir kills it and finds a dusty tome. He continues to move back to the stairs (46/55 Hp) but meets a Ghul. He avoids it and is now chased by the Mad Carpenter followed by the Ghul. A Pixie blocks the path, but Endorfir slays it and finds 244gp.

VD Lvl 5
He reaches the stairs without any fights. The Mad Carpenter is still following him.

VD Lvl 4
Jharod the Healer is in the room. He touches Yrrigs the Mad Carpenter and heals him from his insanity. Yrrigs bows to Endorfir and puts down some items before he leaves. It’s a hatchet, a potion and a huge manual. Talking to Jharod he now agrees to teach the skill of healing to Endorfir. He touches his forehead and Endorfir now has the healing skill at 14 points (mediocre). Endorfir heads for the exit.

On VD Lvl 1 he slays an Orc that drops a leather girdle. It’s a Girdle of Carrying allowing Endorfir to carry more stuff without becoming encumbered.

Back in the village the sheriff informs Endorfir that the Raider Leader no longer seems to be in these parts so Endorfir doesn’t have to look for him anymore. Endorfir walks to the Village Elder. He says: “You deserve our eternal gratitude.” He tells Endorfir that the shop will adjust the prices. He then says: “Now try to find the source of all this Chaos stuff.” He talks about some ancient dungeon in the western central part of the mountains. Endorfir then talks to the Carpenter, and he agrees to train Endorfir in the skill of bridge building. Endorfir buys a couple of melons at Munxip’s Mall and then starts walking to the puppy cave.

To be continued...

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Ancient Domains of Mystery


Genre:
Roguelike
World map: Yes
Permadeath: Yes
Races: 10
Classes: 20
Religion: One god for each alignment and race.
Spellcasting: Advanced
Persistent dungeons: Yes
Version: 1.1.1.
Latest version: ADOM Central
Graphics: ASCII
Mouse: No
Sound: No
Resource: Guidebook

Ancient Domains of Mystery is one of the deepest and most popular of modern roguelikes. It features a static world with many places to visit. It is also one of few roguelikes that includes many quests to get from NPC:s in the game. Alignment also plays a big role in ADOM, some quests and some of the various ways to win the game are only available to heros of a particular alignment.

Jump to the story about Endorfir the Gray Elf
Jump to the story about Pask the Human Farmer
Jump to the story about Grubb the Troll Druid

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Tuesday, December 19, 2006

Fortress Tinearths – Year 1065

Jump to details about Dwarf Fortress
Jump to First part

1065 Early Spring
With a hostile outside environment we decided to move the butchery and tannery inside. A Fisherdwarf gets a strange mood. She is possessed and claims a mason’s workshop. She collects two limestones and some logs and is getting some bones but they disappear because of the new year. (Refuse gets deleted to reduce clutter) She goes back to the workshop and waits for the bones. No one knows what kind of bones she wants. She is just repeating: “bones… yes… leather… skin… “ over and over again, being possessed.

To get some bones and some needed meat Äs is made Trapper again. He becomes very unhappy when he is once again relieved from duty. But he is the only skilled Marksdwarf and we need some bones. He picks up ONE iron bolt and goes to hunt. He wounds a Gazelle with his only bolt and then kills it with the crossbow. He gets into a short brawl with some other Gazelles and gets a slight wound to his upper body. He returns the kill and then picks up ONE iron bolt from a barrel when there’s 20 iron bolts grouped in another barrel. (Tried to move the single iron bolts to a new barrel but they are still separated)

The Fisherdwarf finally finds some Frogman bones, I don’t know from where. She then gets some Gazelle leather and then begins a mysterious construction. She constructs a Limestone Bed with an image in willow of an Ogre striking down a dwarf. The object menaces with spikes of Frogman bones. I made Äs Marksdwarf again.

All Carpenters help with planting seeds. We are also trying to gather lots of plants this year to get more seeds.

Mid-Spring
We are detailing the floor in the Upper Main Hall and making a great dining hall. We are also building a trade depot outside with a stone floor all around.

6:th Felsite Late Spring
Today Ilral excitedly told me that some immigrants had arrived. There were some nobles among them. I went out to greet them. The first one to reach me was an agile female dwarf wearing chain mail armor and holding an iron shield and a battle-axe.

“Greetings, I am Tirist Tholkol, the Sheriff. I am sent to enforce dwarven law here in Tinearths.” She said with a commanding voice.

“Greetings to you Sheriff. Anything particular I can help you with?” I asked.

“Yes, I demand that you arrange a prison suited to hold at least six prisoners. Then I would like a modest office, quarters, dining room and a chest, cabinet, weapon rack and armor stand.” She answered.




“Of course, I will see to it.” I answered and met the gaze from the next noble. She was clad in Cave Crocodile leather trousers and a silk tunic.

“Hello, I am Libash Emmörul, Manager. I am ordered to help you with organizing work in the fortress. If you want something produced just tell me the quantity and I will arrange the production. You can also tell me how skilled a worker should be in each of your workshops. I demand the same things as the Sheriff.”

“Certainly.” I said and looked at the third noble. He looked ordinary and was wearing silk clothes.

“Hi there... Vabôk, Broker. I’ll help ya ta keep track of ya import/export ratio an da value of all da goods. Jus show me some place to set up ma office, some place to crash and eat an the same furniture as the others twos and I’ll be happy as happy can be. Ya have any beer?”

19 migrants and 1 cat and 2 mules also arrived making a total population of 59 dwarves. After doing some calculations I ordered 6 small rooms and 3 noble quarters built. We also need 15 new beds, 3 cabinets, 3 chests, 3 armor stands, 3 weapon racks and 15 new doors. I told the manager what to produce.

The Broker came by and told me to make two moonstone items. I told the Craftsdwarf and he agreed.

Some of the immigrants were Swordsdwarves and Marksdwarves making a total of 5 Marksdwarves and 6 Swordsdwarves deployed in two squads. No new Trapper arrived though. I told Sigun, a competent Marksdwarf, to hunt. He didn’t like to be relieved from duty but he went to fetch a water skin. I gave 4 new Peasants the farming(field) job. We are mining a new and larger barracks.

Early Summer
A Carpenter gave birth to a child. The cave river is overflowing and I locked the doors to the cave bridge. No one was hurt. The Broker is now satisfied with his meager 2x1 rooms. Two farm plots are now fully sowed all the time.

A Kobold Thief tried to enter the fortress but got shot down by a Marksdwarf. The Manager and Sheriff are happy with their 2x3 rooms except their quarters. They think they’re meager and they want modest quarters. I tried to give one of them a better quality bed but that wasn’t enough. We are making some dark and light stone cabinets, the Manager likes marble and the Sheriff likes obsidian. We could detail the floors and walls in their quarters but that takes a lot of time.

Mid-Summer
One Ogre comes very close to the fortress. I am dispatching both squads. One of the Marksdwarves didn’t bring any bolts but the other one shoots turtle bone bolts with little effect. The first Swordsdwarf engage the Ogre but gets stunned. The Ogre hits him again throwing him back with wounds to the upper body and one arm. The Swordsdwarf gets up and knocks down the Ogre with the help from the Marksdwarf without ammo. They kill the Ogre before the other soldiers arrive. A second Ogre comes close but dies in a rain of bolts. The Swordsdwarves engage the third Ogre, and it gets thrown away several yards from a mighty blow and dies.

We are making silk rope in the clothes maker’s workshop for the Sheriff’s prison. These will be used to tie up prisoners with. A lot of the Peasants get promoted to Farmers.

Late Summer
We got some calves. We are mining a small prison in new barracks. A Marksdwarf gave birth to a boy. Sigun became novice ambusher and Trapper. We have no more free barrels to brew with. I am allowing cooking with Plump Helmet although it destroys the seeds. We've got over 200 units of Plump Helmet. I also ordered some new barrels.

Early Autumn
The Sheriff is satisfied with his new Obsidian cabinet and the Manager is satisfied with a +Limestone cabinet+. (+ means finely crafted) The dwarven caravan arrives.

Six Frogmen attack from the cave river. The Swordsdwarf squad leader is sleeping. I gave another Swordsdwarf the command. The Frogmen climb the bridge and try to enter through the doors. Two die from stone-falling traps and one loses consciousness. The Manager is on the bridge and gets attacked by three Frogmen. They throw her down, she gets up, but they throw her down again. She begins grappling with one Frogman and gets injured in her right arm. A Farmer attacks another Frogman and wounds it. A Marksdwarf kills the Frogman lying unconscious underneath a stone-fall trap. The Manager has a hard time fighting two Frogmen but a Farmer helps her. The two Frogmen are almost incapacitated when a third joins in. The Marksdwarves arrive and begin to spray bolts. The Manager breaks loose and runs away. The Farmer continues bravely to fight the Frogman as it gets hit by bolts in its back and dies. The cave river is colored red.

Six more Frogmen attack from the cave river only seconds later. The first Frogman on the bridge gets hit by a bolt and faints. A Swordsdwarf engages the second Frogman. Another Swordsdwarf is about to kill the unconscious Frogman but get jumped by a third. The soldier hacks the Frogman’s both legs off but gets jumped by a fourth. The first Swordsdwarf has now killed his adversary and aids in killing the last Frogmen. No one received any serious wounds except for the Manager who goes to bed to heal. The cave river gets even redder. The Mechanics reload the stone-fall traps.

We find Sigun the Trapper mauled outside. (Hippos?) He lost his right leg.

Mid-Autumn
We are trading stone arts for 5 meat, plump helmet, cow cheese and 6 pieces of leather. With the Broker it is now possible to see the value of items.



A Metalsmith is taken by fey mood but he goes to bed instead of claiming a workshop. It seems we don’t have the right kind of workshop. We are building a few new kinds of workshops but there is nothing he likes. Probably he wants a metalsmith’s forge but we are out of anvils. He is going to be depressed.

Migrants arrive. 11 Dwarves, 3 are children, a mule and a puppy. Total population is now 71 dwarves. A new Trapper tries his luck.

Late Autumn
Making some charcoal and copper and silver bars in the smelter. It is always a good idea to have at least one piece of all materials or products available in case someone gets in the mood to construct an artifact.

Early Winter
The Metalsmith wanting a metalsmith’s forge is stricken by melancholy. He later drowned himself. We killed three Kobold Thieves. They all sneaked past the traps in the Entrance Hall. One managed to get to the goods storeroom but was killed. We now have a lot of Hippo meat, The new Trapper is effective. We are making some more barrels and brewing more wine.

Mid-Winter
There’s a deep rumbling from the cavern. This is a sign that there will be a cave-in sooner or later. We are searching for possible places and build support pillars.

Late Winter
Three Harpies strikes down a Miner, the Trapper and a puppy. The squads are dispatched. The Harpies strike down a mule just before the first Swordsdwarf gets to them. He gets injured and flees with a Harpy chasing him. The two squads kill them all.



8th Obsidian - Late Winter
An Ogre comes running into camp. He chases a Mason but a dog interferes. The Mason gets away but the dog is incapacitated before a couple of Swordsdwarves gets there and kill the Ogre. The squads get ordered to seek out two more Ogres. Three Swordsdwarves attack.



After recovering from the initial stun they slash at the Ogres, sending one of them away 5-6 yards. They win the fight and no one gets wounded.



Sigun the incapacitated Trapper went berserk in his bed and was killed.

A Hippo is on a rampage. It kills a Farmer out cutting wood. Then it attacks One-Eye and badly mauls her left hand, leaving her unconscious out in the bush, her severed left hand beside her in the grass. The Hippo, now known as “Rendmiles”, runs over to the other side of the river.



One-Eye wakes up for a short moment and looks at her hand lying in the grass. "Well, you can't have two of eveythings." She thinks and loses consciousness again.

The layout of Fortress Tinearths at the end of Year 1065.




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Thursday, December 14, 2006

Fortress Tinearths – Year 1064

Jump to details about Dwarf Fortress
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Early Spring

This year begins with the crazy Trapper starving to death. There’s only one empty coffin left, which makes 17 stiffs. We are now opening up that river cave I promised Nil. 18 dwarves and 4 cow calves and a mule arrive. Among them 3 Swordsdwarves, 2 Jewellers, 1 Trapperdwarf and 1 Metal Smith. That makes a total population of 28 dwarves. We were careless and had a cave-in in the new river cave but no one was wounded. There are some plants already growing in the river cave to collect.

Mid-Spring
We are now mining a second farm plot room. With five Miners it’s really fast. A Swordsdwarf suffocated because of a lung wound from sparring in the barracks. Ilral the Mason got a head wound from something and is now resting in bed.

Late Spring
Üshrir the Jeweller is taken by a fey mood. In a trance he goes to the jeweller’s workshop and claims it. He then gets some bones and gems and starts a mysterious construction.

Early Summer
The Jeweler created Notlithast, a Aventurine ring and he became a legendary jeweler.



We lost the new Trapper to two Ogres. One of the Ogres got a bolt stuck in the lower body. The other Ogre gets close to fortress entrance and one of the two new Swordsdwarves kills it, and later finds the second wounded Ogre and after a short fight leaves it unconscious in the river to drown. We are now mining a second housing block.

Mid-Summer
One Ogre comes chasing after a Carpenter. The two Swordsdwarves intercept it at the bridge. The Ogre stuns Tun and starts wrestle him. Ingish the second Swordsdwarf tries to attack the ogre but also gets stunned by the Ogre’s powerful blow. The Ogre breaks Tuns swordsarm and he drops his obsidian short sword. Ingish starts to slash at the Ogre cutting off his upper left arm. The Ogre falls down and looses consciousness. Ingish kills it while Tun crawls towards the fortress, but he faints. A new Metal Smith recovers Tun and carries him inside. (The small red number two in the second image is the Ogre's left arm.)



A second Ogre is roaming and chases a Farmer all the way to the entrance. The global order “Soldiers can go outside” makes all civilian dwarves retreat inside. The Ogre follows through the main doors but gets a stone in the head from a trap. It faints. When Ingish the Swordsdwarf is trying to catch up with the Ogre he harasses some Hippos instead and gets seriously wounded in the sword arm. Etur the one-eyed Carpenter is close by and kills the Ogre with his axe before it wakes up. Both Swordsdwarf goes to heal their wounds in bed.

We got a lot of raw turtle, made one of the Fisherdwarves to focus on fish cleaning. We are building a new dining hall in the Lower Main Hall (other side of cave river). Setting a stockpile close by to only receive prepared meals, and setting the stockpile close to kitchen not to take prepared meals, results in prepared meals being hauled to the new dining hall. To the right is the new Forge Hall being mined.



Late summer
We are building one more mason’s workshop to make a lot of stone blocks to later build a caravan road. We are building the first wood furnace to make charcoal. We are building one more kitchen to make tallow of animal fat to be able to use it for cooking.

Three Frogmen crawled out of the well. Both Swordsdwarves are still wounded and resting in bed. The blue Craftsdwarf to the right is the squad leader Tosid the Wrestler. Made his squad active, it’s the old crew with the one-eyed Carpenter and everybody else carrying axes. Made the Wrestler fight unarmed to keep him from getting a weapon and attacking right away instead.



Tosid throws down the closest Frogman and wrists his left arm until he is stunned. The blue Axedwarf to the left lying down by the doors (brown background) is the one-eyed Carpenter unconscious as usual. The gray recruit to the left of him is a peasant training to become woodcutter, so he’s already wielding an axe. The upper Frogman chases after the Jeweler (green) and the third frogman chases after the Mechanic (red)(confused yet? ;).



Ilral the Mason attacks the upper Frogman even though he hasn’t had time to get his sword. He throws the Frogman to the ground and begins to wrestle it. Both Ilral and Tosid the Wrestler slowly breaks the bones of their adversaries. The recruit is having a hard time to engage the third Frogman and tries to catch up with it. Just when Tosid’s Frogman faints a fourth turns up and wounds Tosid in the leg. Ilral has killed his adversary and is moving down to help Tosid. The third Frogman chasing the Mechanic gets a stone in the head when he tries to leave the fortress. It gets unconscious and the recruit takes it out of its misery.



Tosid the Wrestler is fighting a losing battle. The Frogman throws him back and wounds him in the lower body. Ilral joins in and knocks the Frogman down, but getting injured in the upper body. Two against one they now kill the last Frogman. Awhile later the one-eyed Carpenter awakes and looks around surprised at the bloody mess with his one good eye.

Late Summer
Eshtan the Peasant is practicing as a Carpenter. He is a dabbling Carpenter and very slow, but one-eye isn’t much faster because he’s unconscious half of the time. The planting goes well. There are two Farmers; one of them was a Peasant now promoted to Farmer. There’s also one Peasant planting seeds. We have 47 plants and 71 seeds meaning that it’s a good idea to open up the second farm plot section above. A Peasant got promoted to Carpenter.

Early Autumn
The Mechanics are switching some stone-fall traps to Ogre bone crossbow traps at the entrance. They reload automatic and faster. We are building the metalsmith’s workshop. There’s going to be a flood and the Metal Smith that is carrying our anvil to the building site decides to take a break and drops the anvil on the bridge!!!



It washes away with the flood! The rumor travels fast around the fortress. “We lost the one and only anvil.” “This fortress must be cursed!” "We are surely doomed.."

The making of charcoal in the newly built Forge Hall is canceled. Without a metalsmith workshop there’s no need for charcoal (except making metal bars). The dwarven caravan arrives. We traded stone arts for 15 meats and 25 Plump Helmets.

We desperately need an anvil! But the mule caravan will never bring one. We are building a caravan road to make it possible to receive bigger caravans with wagons.



By mistake we destroyed the trade depot while the caravan was still there, and when they leaved they refused to bring their stuff. I don’t know what kind of diplomatic complications this will result in.

Late Autumn
10 immigrants arrive, one of them a child. There’s a new Carpenter and Marksdwarf. Äs the Marksdwarf gets the hunting job; we’ll see how long he survives. We now have a population of 37. Ilral the Mason gets a strange mood and withdraws from society. She claims a mason’s workshop and fetches a limestone and some acacia logs and begins a mysterious construction. She constructs a limestone coffin and becomes a legendary Mason.

Notices that the barracks is full of sleeping civilians. Time to place all doors and beds in the new housing block. Two peasants are drafted as Marksdwarves. Aban, one of them, becomes a Marksdwarf after training for a while.

Mid-Winter
Both Swordsdwarfs are now healed, as am I. A puppy has grown to become a dog. Booked an odd cow for slaughter. A short while later it has been struck down. It gave 9 chunks, 9 meat, 9 bones, 6 fat, 1 skin and 1 skull.

Late Winter
A Frogman climbs the cave bridge and hits a Fisherdwarf in the head, stunning him. Nil the Miner flees. Five more Frogmen are swimming down the river towards the bridge. Both Swordsdwarfs and both Marksdwarfs are activated and sent to the bridge. Momuz the dog attacks and wounds the Frogman in the upper body, stunning it.

The five Frogmen close in on the bridge. The Swordsdwarf squad leader is sleeping and the Marksdwarf squad leader is too far away to be able to save the Fisherdwarf and dog. The Miners Nil and Dumat are close by and they are formed as squad “The Gloved Rams” and are ordered out on the bridge with their picks.



The dog forces the Frogman back and bites it in the head. It gets stunned, winded and feels pain, drops into the water, leaving some Frogman chunks on the bridge. The cave river is colored red. The second Frogman has climbed the bridge and jumps the stunned Fisherdwarf and wounds him in the arm. Both Miners and the dog reach the Frogman and rip him to pieces. The other Frogmen have retreated. Both Miners complain about being drafted and gets relieved.

Just got some calves, orders them to be placed in the cage. Äs the new Trapper comes up to me, looking unhappy. He hands me a notebook with the words: “Do whatever you want, but I ain’t hunting no more.” After reading the notebook I recruit him to the Marksdwarf squad to keep him inside for a while, I know how depressed Trappers can become.

This is what Äs the Trapper wrote:

Äs Zonlolum Trapper (a detailed study of a Trappers life in the bush):

Walked close to a flock of Hippos, they didn’t mind, I did though, they looked dangerous. Met my pet Dodók the foal. He likes to follow me around. Walked past a marsh infested with flies. Saw a couple of monarch butterflies. Traveled past the road construction. (Passed a flock of Warthogs) I saw Etur the Carpenter felling a tree on the other side of the river. He kept awake. Dodók returned home. I did the same. Came real close to a Warthog and hit it in the left front leg with a bolt. (Äs seems almost blind, must have to do with low ambush skill) Hit it with a second bolt and it lost consciousness. Killed it with a couple more bolts.

Returned the kill to the refuse stockpile. Don’t want to butcher. Asks a Peasant close by doing nothing to butcher the Gazelle. He gets the butchery and tanning job. Went out to hunt again.

Went inside to drink some wine. Heard that the Warthog gave 5 chunks, 5 meat, 4 fat, 5 bones and 1 skin. Went out to hunt again with Dodók. Found a flock of Gazelles. Had to kill four to get one, wasted a lot of iron bolts (with global refuse order: “Gather refuse from outside” free dwarves will return the other kills). 17 bolts left. Returned the kill. Heard that the warthog leather was tanned and that they now are making a leather water skin for me to bring water on my hunting trips.

Early Winter
I returned to the last hunting ground and shot a wounded Gazelle and returned it. Dodók has grown to become a horse. Went north this time. (Passed real close to some gazelles without noticing them) I turned around, reached the road construction site and greeted a couple of Masons carrying stone blocks. I like the new fine road. I got hungry and went inside to eat. It was crowded in the Upper Main Hall, dwarves running around doing all kind of chores. Passed on the turtle stew in the first dining hall, and went over the cave river to the second dining hall to feast on some dwarven wine biscuits instead. I really like the taste of dwarven wine. I am a little upset with being relieved from duty. I liked it as a Marksdwarf. I don’t mind being outside though, at least not for a short time. I finished my meal to the sound of a Mason cutting stone blocks close by.

I then went to the brewery and drank some dwarven wine. A Farmer was brewing in one of the stills. I went out to hunt again. Met Kogan on the bridge, he looked completely healed now. I got tired, and went to sleep in the wilderness.

Mid-Winter
Woke up and went inside. Got my new water skin and began to fill it at the well. I got thirsty and went to drink some wine. That was a fine drink! Then I went back to the well to finish filling the water skin. Went out and shot a Gazelle, returned the kill and hunted some more. Got one more. Returned it. Killed two more. Only 1 bolt left.

Late Winter
I had a hard time finding prey. Suddenly I got more than I wanted. Three Ogres rushed at me. Fired my last iron bolt and ran as fast as I could.



Two of them almost caught me at a river crossing but Dodók my horse turned up and attacked one of them. They had me surrounded but now I got the chance to run over the crossing.



He fought both Ogres for a while before they killed him. He fought them both bravely and gave me time to run away. My poor horse...



I returned home to get more bolts but I got sleepy and slept outside. Now I am unhappy because I lost Dodók. I am getting used to tradegy. I don’t want to be a Trapper any more… I want my brave horse BACK!!!



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