[Burichan] [Futaba] [Nice] [Pony]  -  [WT]  [Home] [Manage]

[Return] [Entire Thread] [Last 50 posts]
Posting mode: Reply
Name (optional)
Email (optional, will be displayed)
Subject    (optional, usually best left blank)
Message
File []
Embed (advanced)   Help
Password  (for deleting posts, automatically generated)
  • How to format text
  • Supported file types are: GIF, JPG, MP3, PNG, SWF
  • Maximum file size allowed is 10000 KB.
  • Images greater than 250x250 pixels will be thumbnailed.

File 144592550576.png - (1.15KB , 800x120 , title.png )
10969 No. 10969 ID: 7f4f29

Well, we did this before and it went... sort of okay. There's been some interest expressed, so here's another!
Last Time: >>6452

Would people be interested in a Dwarf Fort Succession Game?

Standard one-year turns I suppose, preferably with say a week-long limit on taking your turn, and trying to keep the waiting list short.

I'll go first unless someone else would prefer to.

I thought I'd give people a day or two to have a chance to give opinions on starting locations.

If left to my own choice I'll just embark in some wooded area in a temperate zone, with a river.

Any suggestions?
31 posts omitted. Last 50 shown. Expand all images
>>
No. 11007 ID: 1ae9c7
File 144749429480.png - (231.34KB , 712x591 , DF7.png )
11007

A zombie wolverine appears on the outskirts of the fortress territory. I decide to test out our newfound military and send them out into battle. Though they are barely trained and barely equipped, i have no doubt that our 20 strong warriors can defeat this foe.

The fight goes well, with one of our axedwarves cutting off the evil creature's head! I grow more confident in our abilities to fight off the undead hordes.
>>
No. 11008 ID: 1ae9c7
File 144749437651.png - (486.41KB , 888x846 , DF8.png )
11008

5 Zombie Chinchillas appear next to the fort entrance. Unfortunately the military is far from the territory! I call them back before anything bad happens. They obliterate them with their silver cudgels.
>>
No. 11009 ID: 1ae9c7
File 144749441840.png - (51.73KB , 421x487 , DF9.png )
11009

I noted dwarves constantly going outside to collect water, or drink. I soon checked my stocks and noticed that we had ran out of drink! The 200+ Dwarvern Wine that was present before had disappeared much quicker than I had anticipated. I restarted production immediately to solve the problem.

The L Llama above was also inside and starving. Note that when migrants come, make sure to put grazing animals outside. We wouldn't want them to die inside the fort and cause a crisis now would we?
>>
No. 11010 ID: 1ae9c7
File 144749454806.png - (255.22KB , 999x596 , DF10.png )
11010

Another construction! Sadly I was very busy with military matters to focus on much within the fort. They created an artifact hatch cover, which I then placed within the farm plot. Our dwarves will surely be happy to see such a hatch every day as they work mindlessly growing plump helmets.

Dwarven wagons appeared alongside a liason. Note the requests here.

The wagons left right after I spoke with the liason!!! We didn't get to trade at all.
>>
No. 11011 ID: 1ae9c7
File 144749464638.png - (335.19KB , 1002x846 , DF11.png )
11011

A huge TITAN appeared!

I prepared my miltary for this unusual beast. They prepared their 3 dimensional gear.. I am confident this survey corps will succeed. They dispatch this creature with ease. My military successes know no bounds.

I noted that this beast did not reanimate. Perhaps our fort is safe from the reanimation problems.
>>
No. 11012 ID: 1ae9c7
File 144749478144.png - (138.01KB , 629x735 , DF13.png )
11012

I dug down into the caverns! Exploration yay! I sent my military down to take a look, but it seems rather peaceful. It's quiet... too quiet.

I started my exploration immediately. There I encountered an Ant Queen Spearwoman who stood their ground and didn't bother anyone, and a troglodyte Skeleton. The Trog Skeleton's head was severed, and remained 'alive' in undeath.

Meanwhile above ground this happened: An ELK BIRD FEATHER reanimated in the garbage disposal. I made sure we would stop using this for anything, before something of strength reanimates. It seems our fort is not safe. I am considering relocating.
>>
No. 11013 ID: 1ae9c7
File 144749485726.png - (2.20KB , 187x83 , DF14.png )
11013

Had a little scuffle when an Elk Bird got itself killed on the very first trap I made. The bird reanimated twice before being put down. It managed to disable two dwarves, who were brought upstairs for Driblis to look at. Unfortunately, Driblis was on a break. The poor dwarves couldn't collect any water as winter had come.
>>
No. 11014 ID: 1ae9c7
File 144749494502.png - (64.36KB , 382x316 , DF15.png )
11014

A horde of Dark Gnome zombies approached my fort. I readied my military appropriately. They charged valiantly and repelled the horde, 9 in total, with few injuries. They added to the growing pile of dwarves waiting for medical attention, with no water or assistance. (Get to work Driblis!)
>>
No. 11015 ID: 1ae9c7
File 144749511606.png - (35.62KB , 398x188 , DF16.png )
11015

More Elk Birds fell into the trap (the other trap I planned to make remains unconstructed), passing through the doors I had set up to prevent them. My military repelled their reanimated corpses as they rose. More dwarves got hurt in the conflict and had to be allocated to the medical bay.

I soon noted a message from Driblis, he was horrified at something. A dwarf had rose from the dead somewhere upstairs and was causing havoc. I barely understand what happened. All I know is that my military seemed to stabilize the situation with a mass of silver cudgels before it got out of hand. A dwarf or two is dead, but I'm not sure who they are as their corpses are mangled and nobody has been reported missing.

One member is missing from the first cudgelsquad. I have stationed them around the medical bay until winter has ended. Hopefully we can get water soon and prevent further casualties.

Another dwarf, and the remannts of their limbs, rose from the dead and hurt more of my dwarves. I was able to put it down before it did too much damage however.

A troglodyte skeleton got through my doors and murdered a dwarf in the barracks. I thought I had locked these doors but it seems that was not the case. I have dispatched my military once more to take care of this. There seems to be one outbreak after another. At least three, maybe four dwarves have been killed now by this corpse, including a baby.

Driblis is suddenly possessed. It seems he has had enough of this crisis and has locked himself away. I will need to assign another dwarf as the doctor in the meantime. he has taken over a Mason Workshop.

Now that winter is ending, hordes of dwarves flood out the fort doors to grab as much water as they can. I check for undead, but am glad to find nothing more on the upper floors.
>>
No. 11016 ID: 1ae9c7
File 144749516425.png - (234.25KB , 962x608 , DF17.png )
11016

This is the state of the bottom floor. The barracks is a mess of body parts and blood but otherwise seems safe. The outside doors are now locked. A troglodyte corpse claws at them, trying to get through.
>>
No. 11017 ID: 1ae9c7
File 144749522563.png - (45.48KB , 289x386 , DF18.png )
11017

A few floors above: This is the 2nd bedroom and intended dining room I created. Due to the chaos that ensued, I was unable to continue my project. The dining room is empty, but the bedrooms can be used.
>>
No. 11019 ID: 1ae9c7
File 144749536644.png - (127.52KB , 673x394 , DF19.png )
11019

One floor above is the initial bedroom complex, and Driblis' offices. These were completely untouched during the chaos, and nothing of note happened here. As a result, Driblis remained quite safe during the events that unfolded.
>>
No. 11020 ID: 1ae9c7
File 144749551001.png - (139.91KB , 616x428 , DF20.png )
11020

This is the Forge, Workshop and Burial floor. I believe the burial grounds are currently a place of great danger and all troops should be stationed there immediately to prevent further damage. The more troops, the less damage we are likely to take. I highly recommend preventing further burials until a safer burial ground has been created.
>>
No. 11021 ID: 1ae9c7
File 144749574189.png - (198.51KB , 562x550 , DF21.png )
11021

This is the top floor of the fort. The central hallway is full of injured dwarves who have been injured in previous battles. Now that they have water, we should be able to stabilize them. I trust the next ruler knows what to do if they don't make it.

I had not mentioned in previous updates, but walls had been erected to make the fort more defensible. I left the stockpiles alone throughout my time managing the fort, except the refuse pile which no longer functions.

I would recommend expanding our fort south, into an area less cursed, where we may bury our dead and let them rest in peace.
>>
No. 11022 ID: bd4058

oi im interested, how do i sign in
>>
No. 11023 ID: 7f4f29

>>11022
Well, I think the current rotation is basically
1. Rand
2. ClockworkSeal
3. newfig (If you'd like)
4. Driblis
5. Colour

So theoretically it'd be your turn in about two weeks.
>>
No. 11024 ID: 85ce69
File 144764057756.png - (60.97KB , 1655x980 , everythingisgoingwell.png )
11024

Gonna be very brief here, pretty tired.
My year started with dealing with trash that Colour left behind, which was done with no casualties.

I immediately setup new burrows for the fort, "inside". Which came useful, since fog came about. Made contact with nobody, thankfully enough.
>>
No. 11026 ID: 85ce69
File 144764068296.png - (10.46KB , 1351x184 , RIP_COLOUR.png )
11026

Colour died for some reason, wounds, probably. Buried hastily to avoid reanimation.
>>
No. 11027 ID: 85ce69
File 144764074102.png - (15.42KB , 426x439 , thisisyournewhome.png )
11027

Since I didn't notice a dump/pit, I made my own. Should be used to dispose corpses quickly, since reanimation is a serious threat to the fortress ( as shown later ).
>>
No. 11028 ID: 85ce69
File 144764082798.png - (23.28KB , 532x585 , drawbrigde+magma_is_wonderful.png )
11028

New entrance in progress. The original was bit unsafe ( enough for zombies, since they cannot go through forbidden doors ), but would have been woefully weak against building destroyers, etc. The depot will be moved inside, to protect the traders from occasional undead ( or to trap them in )
>>
No. 11029 ID: 85ce69
File 144764088428.png - (7.56KB , 431x344 , fugge.png )
11029

However, getting water is bit troublesome if everyone is told to stay inside. Dug a well into the caverns, should be safe enough.
>>
No. 11030 ID: 85ce69
File 144764093356.png - (27.70KB , 1269x889 , FUCK.png )
11030

Well shit, an uninvited guest.
Thankfully, just sealing off the caverns did the trick, since I don't think the fortress is in good enough state to fight it yet.
>>
No. 11031 ID: 85ce69
File 144764096805.png - (18.64KB , 487x450 , chasing_elk_birds.png )
11031

Thankfully enough, it seems more content chasing down elk birds than us.
>>
No. 11032 ID: 85ce69
File 144764103844.png - (22.23KB , 1622x230 , spear.png )
11032

A fey mood occurred. A spear was made.
>>
No. 11033 ID: 85ce69
File 144764114615.png - (40.65KB , 823x654 , goodtiming.png )
11033

The new entrance was finished along with the depot, just in time for the first traders.

As you can probably see, the bridge is linked to a lever. Takes some time to work, so in case of danger, just pull it

Imported ton of food and weapons.
>>
No. 11034 ID: 85ce69
File 144764118468.png - (17.00KB , 783x445 , newwall.png )
11034

Since the new entrance is safer, the old entrance was closed off, and made a pasture.
>>
No. 11035 ID: 85ce69
File 144764121310.png - (79.20KB , 1663x976 , OHSHIT.png )
11035

UH OH UNFOLDING
>>
No. 11036 ID: 85ce69
File 144764137199.png - (9.79KB , 451x638 , panic_room.png )
11036

A new addition to the fort; panic room.
In case everything goes to the shitter ( inevitably will ), all civilians should be evacuated to this particular panic-burrow ( see burrows ). The area contains some food, beds, lever to bridge and lever to a cave-in trap ( blocked off by a wall for now. For safety. )
There is stockpile for picks as well, so in when UH OH strikes, dwarves do lot around the fort.
...They are not placing any picks in the stockpile, so please, work on that.
>>
No. 11037 ID: 85ce69
File 144764143637.png - (132.45KB , 1621x713 , eventuallyItwilldie.png )
11037

The forgotten beast seems to be pretty feisty, and the fights are taking toll on it. It will probably die, eventually, which is good thing.

Or REALLY BAD ONE.
>>
No. 11038 ID: 85ce69
File 144764156491.png - (24.93KB , 613x442 , newbarracks.png )
11038

New barracks, more closer to the surface ( where main threats will be from, most likely. )
Also has an archery range.
>>
No. 11039 ID: 85ce69
File 144764159119.png - (25.41KB , 1189x272 , baron.png )
11039

We got a baron.
>>
No. 11040 ID: 85ce69
File 144764165790.png - (29.68KB , 1184x413 , huskproblem.png )
11040

As the caravan was leaving, they happened to stroll through an accursed mist.
At least we now know what it does.

Husks are very serious business.

Thankfully they eventually wandered off the map.
>>
No. 11041 ID: 85ce69
File 144764175811.png - (12.35KB , 492x404 , execution_pit.png )
11041

An execution-shaft. Although, the remains will probably re-animate, so that should be thought about when dropping down prisoners.
>>
No. 11042 ID: 85ce69
File 144764182077.png - (12.41KB , 467x306 , shittt.png )
11042

A possession occurred, we could not manage to fulfill his needs.
>>
No. 11043 ID: 85ce69
File 144764185171.png - (11.52KB , 1094x226 , bigger_problem_than_before.png )
11043

The Forgotten Beast died.

And it returned.

We should stay away from the caverns.
>>
No. 11044 ID: 85ce69
File 144764196267.png - (50.58KB , 789x471 , mulezombie_aftermath.png )
11044

A zombie mule appeared and killed two dwarves.
As it turns out, animals that die in cages are subject to re-animation.
Pretty obvious.

What wasn't obvious was that they become uncaged when that happens.
So do not just forget animals in stockpiles.
>>
No. 11045 ID: 85ce69
File 144764198994.png - (24.49KB , 899x98 , are_you_fucking_serious.png )
11045

Are you serious?
>>
No. 11046 ID: 85ce69
File 144764201204.png - (31.52KB , 930x98 , are_you_fucking_serious2.png )
11046

Are you fucking serious?
>>
No. 11047 ID: 85ce69
File 144764211677.png - (456.10KB , 1223x871 , are_you_fucking_serious3.png )
11047

So, products of butchering can animate, as well.
And in this case, the resulting undead can be totally unkillable.
I would have tried to figure out to deal with it, but spring arrived, and along with that, end of my turn.

I highly recommend against butchering animals. In fact, it is probably safer just to pit them in magma.
>>
No. 11048 ID: 85ce69
File 144764221774.png - (357.01KB , 1212x810 , horriblehorriblehorrible.png )
11048

So, that was my year.
Whatever happens next... is up to ClockworkSeal.

http://puu.sh/lnaIy/32082994c5.zip
>>
No. 11049 ID: 85ce69
File 144764233423.png - (15.61KB , 589x305 , holyuck.png )
11049

JESUS
>>
No. 11050 ID: 85ce69
File 144764236384.png - (13.16KB , 1137x171 , more_hopeless_than_that.png )
11050

>>11049
CHRIST
>>
No. 11051 ID: 89941a

I think it might've been better if you fellas hadn't embarked in a completely evil area where flaps of skin and hair reanimate, ahaha. But hey, that's half the Fun, isn't it?
>>
No. 11052 ID: 7f4f29

>>11051
Hey, Colour requested it. I'm not sure Seal can pull it off, but we'll see.
>>
No. 11091 ID: 7f4f29

So uh, looks like Seal might not be doing his turn. Newfig, you around?
>>
No. 11124 ID: 7f4f29

Ha. Guess not. Well, fun while it lasted anyway.
>>
No. 11249 ID: 4dc2d2

Is this still going on or could we start a new one?
>>
No. 11253 ID: 52d0bb

Looks like the last post is just under a year old, so its probably dead. Probably best to start a fresh thread and see if anyone's interested.

I would be if enough people get in on it.
>>
No. 11292 ID: b5f367

I'm all good with doing another one.
>>
No. 11293 ID: 52d0bb

>>11292
Sign up down at >>11254
[Return] [Entire Thread] [Last 50 posts]

Delete post []
Password  
Report post
Reason