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Should the Orcs of Ghoshash Snazaga use the looted Fluidcaster?

Engineer a new magma forge near the surface
- 5 (38.5%)
Build some obsidian traps
- 2 (15.4%)
Build lava pump weapons on a tower/walls
- 3 (23.1%)
Make some minecart weapons
- 1 (7.7%)
Bah, who needs it?  We have axes, don't we?
- 2 (15.4%)

Total Members Voted: 13


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Author Topic: Ghoshash Snazaga, "Cleaver of Ignorance," a ¤MDF Orc Fort¤ tutorial (Ch 22)  (Read 105229 times)

Broken

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An Update! Bless the gods.

Can we have the save? Quite some time passed since the last one, and i want to check the kill lists.
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In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability

smakemupagus

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I do have a save zipped and ready to share, but it's from after the next chapter (20). 

If you aren't averse to time travel / minor spoilers here it is.
http://dffd.wimbli.com/file.php?id=7668

Destra

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Wow, I've not read up for awhile and just wow, I'm curious what is my kill list now? Have I gotten lucky and downed any forgotten beasts?
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smakemupagus

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Journal of Thrakha'zaguul.
Chapter 20: Brothers in Arms


Malachite, 258.

The fortress mobilizes, for our great war is brewing against the Powers of the Underworld.  More tomahawks are produced for civilian self defense.  At the caravanserai our corsairs sell massive quantities of looted tigers' junk armor, and import shipments of iron and orichalcum.  They import a few battle-picks which later will be distributed to a miner regiment. 

After the great battles of 257 and 258, very few of our warband are still mere recruits, but some of them still need some pieces to upgrade their armor.  The forgemasters craft greaves, boots, and gauntlets; the Factories mass produce steel mail and bronze shields; the Ancient Foundry crafts orichalcum runerobes for our elite warriors.

Galena, 258.

Another raptor siege.  These savages seem incapable of learning a simple lesson from their repeated massacres.  Our ranged warbands take the lead in this battle, while the melee hordes recuperate and spar for the time.  The warriors do eventually sally out once the raptors are in disarray to rescue some peasants who were trapped outside.

Timber, 258.

A dangerous water dragon is spotted from the wall by Ilena, on patrol, who keeps it at bay with poison arrows.  The monster is driven away by the sorcerers.

Spoiler:  waterdragon (click to show/hide)

Finally the home-clan caravan arrives, followed shortly after by a massive Dwarven siege.  The traders are safely inside.  We leave the back door open for the clan liason, but the unfortunate fool is caught and brutally executed by crossbowdwarves.  The enemy seem content to surround our fortress and camp in the hills.  We will need to drive them away by the end of winter so that the caravan can depart safely.  For the time: we shut both gates and deploy ranged squads to soften up the invaders.  Remembering a bloody lesson from the last dwarven invasions, we try to stay away from the elite sniper-dwarves.
Spoiler:  sorcerer battle (click to show/hide)
Spoiler:  archer battle (click to show/hide)

The traders are awed by the gold and damasc-titanium riches our artisans bring to barter.  Speaker Keita and her corsairs devise a huge trade for war-golems, turret guns, and metal, with plenty of baubles left over as gifts.
Spoiler:  riches and trade (click to show/hide)

Two of the dwarven squads decide to break their siege-camps and approach the open back door.  The combined forces of our ranged squads unload as the enemy enter a kill-zone near the northeast corner of the fort.  It is good that the masons have expanded the corner towers to provide firing positions on multiple levels.  Many dwarves are struck down but the sniper captain is raising havoc.  Sgt. Bolugd, master wielder of our rare mechanized crossbow, is struck first and stumbles from the tower in pain.  Bowmaster Ilena is hit next, and tries to stay on station, only to receive several more bolts.  Panicked and seemingly badly wounded, she flees to the rooftops and collapses .  With several of our legendary rangers quickly out of the battle, the situation seems grim, until finally Gwathlobal hexes the dwarven sniper.  As the dwarf gasps startled in pain, he is suddenly perforated by arrows, stumbles backwards into a weapon trap, and again forward where he passes out and becomes easy prey.
Spoiler:  the dwarven sniper (click to show/hide)

Squad captain Firehawk quickly brings the wounded Ilena to the med bay.  The shaman speak: she and Bolugd face several proceedures, but will live and be no worse for a few scars.

Spoiler:  the new hospital (click to show/hide)

The dwarves disperse and the only remaining task is for our gunners to make the rounds to drive away the remaining enemy golems, at the cost of our remaining supply of bullet spikes and some cannonballs.  It takes a few weeks for the cannons to be lugged around through the tunnel network to the outlying towers, but it is done safely.

Moonstone, 258.

We place and train our new golems in the Old Quarry.  Turrets are stationed in an overlooking sniper nest carved from a nearby stone column.

Obsidian, 258.

The traders depart safely, and with them our gifts to the home-clan.  Our raiders strike at the dwarves in retaliation.  While ransacking a mountain stronghold for weapons and steel, they discover a very strange device:  a Fluidcaster, a mechanism capable of filling flasks and tram-carts with magma or water.

Granite, 259.

Brothers Ashaash and Yagduum have arrived!  With them they bring three other legendary warriors, reliable veterans of their own clanguard.  Ashaash speaks: all right-thinking orcs from the clan council are here with us.  You need send no more gold or trinkets.  From now on, Ghoshash Snazaga pays its debts in blood!  The warriors of the homeland report to the armory for gear.
Spoiler: brothers in arms (click to show/hide)

The brothers also brought the "great clanmother," who has been unmasked as a drow infiltrator.  She seems harmless enough, so for the time we allow her to hang out at the bar.
« Last Edit: May 16, 2013, 11:06:03 pm by smakemupagus »
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smakemupagus

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Wow, I've not read up for awhile and just wow, I'm curious what is my kill list now? Have I gotten lucky and downed any forgotten beasts?

30 notable and 34 other.

Lots of tiger and raptor-men, a few dwarves and elves, lots of wild animals and war animals, and an amethyst golem.
But no Forgotten beasts :)

Meph

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The brothers also brought the "great clanmother," who has been unmasked as a drowen infiltrator.
Drown infiltrator?
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smakemupagus

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Heh.  I typed dwarven, and then was like, wait she's a drow, so replaced it with "drowen" without remembering that that's not a word.

Later versions of Orc Fortress restrict babysnatched kids from growing up to become Great Clanfather, but it was pretty common in version 1.0 :) 

Unfortunately they can only be pastured, and not assigned rooms or make mandates or whatever.

Stuebi

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Hey, probably a bit very late to get a spot, but i just discovered this and loved the read (and ofc playing Masterwork myself a lot!)!

Would it be possible to get a Military Orc, preferably melee with my stamp on it? If Name-changes are possible id go with "Gasaad Grinbasher" in honor of a big Berserker i role-played for a pretty long time. (If the name doesn't work i would be fine with an existing one as well)

P.S. Dunno if you have some Spear wielders, but it would be kinda funny because i'm Swiss. *g*
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English isnt my mother language, so feel free to correct me if I make a mistake in my post.

smakemupagus

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Sure, in fact our spear-orcs are all currently crushing some heads with polehammers, so you will fit in nicely :)

smakemupagus

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One of our most decorated spearorcs has been assigned a title, 'The Relieved Confict of Scourging,' to reward his polehammering of the beast Kusut.  Let our enemies learn to tremble at the name of Gasaad Grinbasher.

Spoiler: Grinbasher (click to show/hide)

smakemupagus

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Greetings to the citadel <<GHOSHASH SNAZAGA>>!!

smakemupagus

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Journal of Thrakha'zaguul.
Chapter 21: Fluidcaster

Felsite, 259.

One of our most decorated spearorcs has been assigned a title, 'The Relieved Confict of Scourging,' to reward his polehammering of the vile beast Kusut.  Let our enemies learn to tremble at the name of Gasaad Grinbasher.

Our warrior elites speak: we need a year to train the rookie fighters, and equip the Old Clan noble fighters, before our coming invasion of the Underworld.  We have a total of 75 regular warriors.  The smiths make great batches of steel armor, and the old bronze and lamellar gear are handed down to civilian tomahawk and battle-pick militia squads. Raptormen and Tigermen help with our training.  They send us an great swarm of their pitiful soldiers to use as a shooting gallery.

Hematite, 259.

Our warriors wounded in the great Dwarven battle of 258 are all out of the hospital.  Ilena is finally back on patrol, not badly damaged, wearing a new plaster cast. 

Malachite, 259

The forgemasters speak:  Our great magma forge is over a hundred layers deep, at the very gates of hell.  It takes weeks for haulers to move supplies up and down.  Maybe the forge will be a battlefield in our coming Great War, if the first line of gates somehow do not hold.  Would it not be better to have new forges at the surface? 

Raiders have brought back a secret plan from their many attacks on the Dwarven mountainhomes.  It allows us to build a Fluidcaster, a strange furnace that produces molten rock by burning coal.  Workers can fill flasks, or even tankercarts with water or magma.  Our tinkerers are commanded to build a rail network that fills a new set of magma pipes.

Miners begin delving the new space for topside magma forges.  A big room; a series of magma channels connected to a central reservoir.  Our Goblin stonecutter's shanty makes a dozen of magma-safe Floodgates.  We will use these to make sure the magma doesn't spread out too much at once and cool before the pipes are full.  We buy some shipments of mechanisms from the caravanserai, and dig out a control room filled with levers for the floodgates.

Galena, 259. 

We finished quarters for the Old Clan nobles.  They can have these trappings of status, as long as they join the warbands to fight and die alongside our own soldiers.  Lord Bagraqu's quarters are paved with dozens of grates he mandated for production.

More tigermen arrive for arrow and blade practice.  Automatons interupt the end of our training, along with a squad of metal-men combined with assimilated dwarves.  A few of our less agile warriors get a little bit shot, but victory is swift.
Spoiler: Swordmasters (click to show/hide)

A third battle in the month: raptormen come from the south and east. We try to fall back to fight at the gates of the keep, but some of the inexperienced and wounded orcs lag behind, and are caught by the enemy grizzly cavalry.  Two of the young lords from the homeclan fall, before Avenger Talata's squad arrives to turn the enemy back.  Most of the loot is junk.  We do pick up a couple bayonetted muskets from the automaton scrap heap, and the raptors brought us some decent steel helms.

Limestone, 259.

Huscarl Dohon wants a welded mithril chest in his dining room.  We cannot smelt this alloy ourselves, so we launch some raids against the Dwarves to acquire it. 

Scribe Keita orders the station to produce 30 tanker-loads of magma.  With the routes set, the clanmates handle the filling and transit of routes automatically.
Spoiler: Fluidcaster routes (click to show/hide)

Timber, 259.

The Humans arrive and lay siege.  They are sturdy, and make for more suitable training than the fragile armies of the lesser races.  Avenger Talata leads our warbands to sally out against antmen in the Crystal cavern.  Huscarl Dohon, Mavj, Lady Krat, and the other Black Elders dominate in both battles; they are now adept at both sword and bow.

Obsidian, 259.

A Dwarven siege: much smaller than the the great armies we have fought and crushed in the past.  This one is just three squads and two group of golems.  A master javelin-dwarf with welded mithril javelins claims a kill; it could have been worse without the new orichalcum runerobes our archers wear.

The bonecrafters send a great wave of peasants out of the citadel to gather up the fallen dwarves and their golems: for a special project.  The heaps of tigers and lizards corpses are left for the crows.

Granite, 260.

We open up the first floodgate in the magmapipes, and workers beging to install the workstations on the shop floor.  The mechanists and tinkerers sort out a stone auto-stockpiler to support the new forge.  Haulers are dispatched to begin moving the metal bar and ore piles up from the depths.
Spoiler: Stockpiling routes (click to show/hide)

Felsite, 260.

Tigermen attack, only three squads, with no pets.  We meet them in the open and destroy them to the last cat. 

Hematite, 260.

The New Quarry waterworks runs into a problem: it hits a magma flow that can not be solidified into obsidian.  Masons brick up the floor to close off access from the magma sea.

Malachite, 260.

Trak'Ruhn has been possessed!  The whole fort mobilizes and workers scramble to get him some spun silk cloth and cut aquamarines.  Whatever silken terror he is crafting appearently needs to waste three bars of orichalcum, as well.

A human invasion, with their general, is turned back from the walls.  There was a royal rifleguard, but he only has 5 bullets.  The rest are routed easily.
Spoiler: New forges operational (click to show/hide)

Galena, 260.

The new magma forge is finally stable at above 4 feet of magma, and so becomes operational.  Our bonecrafters have finished their special project as well.  Now any visitors will feel a proper welcome to Ghoshash Snazaga.

Broken

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The new entrance is awesome.

I really want to see the final battle agains hell.
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In a hole in the ground there lived a dwarf. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a dwarf fortress, and that means magma.
Dwarf fortress: Tales of terror and inevitability

Ruhn

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Trak'Ruhn: "Gah!  I tired of watch you fools make junk, me new idea will be masterpiece.  Now GET THESE SUPPLY!"

smakemupagus

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Journal of Thrakha'zaguul.
Chapter 22: Descent

Limestone, 260

The time has come.  Our warbands are strong, and the lords of the Old Clans stand united at our side.  The strength of the elves, dwarves, and our other ancient foes upon the surface world has been broken.  Only one task worthy of our warriors remains: to rout the Devils of the deepest Underworld hells.

Our battle plan is simple enough.  We have glimpsed our enemies through the carven breach in the bluestone pillar: great demons of flame, sand, and ash.  They are undoubtedly powerful and deadly at close range, but yet seem vulnerable enough to our weapons.  Ranged firepower will be key.  Huscarl Dohon, Mavj, Krat, and the other Black Elders will shoulder the greatest burden in this fight, since they can look after themselves in melee as well as at range.  Trak'ruhn, Grinbasher, and the rest of the light infantry will defend the ranged fighters: Firehawk, Ilena, gunner Shrishak, sniper Bolugd, cannoneers Higgs and Gamerlord. 

Our heavy infantry is divided into two legions:  the Ghoshash clan warriors under Warlord Brokenmind, and the Old-clan nobles under brother Ashaash.  If all goes by plan they will rest until the critical time when our assault reaches the floor of the underworld cavern.  At which point they will be called upon to either defend our beachhead in victory, or perhaps to buy time with their deaths while we seal the fortress against a devastating defeat.  Only time will tell. 

Talata, the famous Beast-slayer, and his Avenger squadron are reserved to hunt down any individual demons that break through our defenses.  Scribe Keita and other masons will be in the line of deadly fire, and so are given tomahawk sidearms, shields, and quality light armor to defend themselves.

In the past years, we have prepared several defenses in the Deep Caverns.  Archer nests are carved into stone-columns throughout the cavern.  At the breach point in the Old Quarry: a handful of turrets and prototype golems that we have scrounged, and a pack of direwolves.  At the New Quarry Gate: a pack of war bears.  In the tunnel connecting these two cavern gates to the fortress proper: a corridor of fireproof repeating spike trapss, and landmines.  The open magma caldera that feeds the Deep Forge has been entirely floored over with masonry.  In the worst case: there is an extra fall-back gate that can seal off the Forge along with all cavern entrances.


All ranged squads report to the West Cavern tower, and miners pierce the adamant spire.  The demons choose not to immediately test themselves against our prepared defenses, so we stand down the active order.  Two rangers from each squad stay are scheduled to stay on point until further notice.

Sandstone, 260.

Masons are building an elf-bone stairway down the hollow pillar.  Keita follows with a party of engravers, carving the histories of Ghoshash Shazaga upon the adamant stairway to Hell.  In the case that these are the last days of Ghoshash Snazaga, our tale will endure. 

Spoiler: descent (click to show/hide)

The clanmates report that they can see a few discernable shapes in the shadows below, but otherwise our enemies are strangely passive.  Once our explorers breach a strange layer of viscous semi-molten rock: they toss a cave beetle down into the pit, in hope of revealing the abyss below. 

Spoiler: reconnaissance (click to show/hide)

In fact it was a fatal mistake.  The beetle attracts the attention of a large group of Ash Devils, who snap into action and quickly fly up the passage.  The demons kill the beetle-wrangler and a mason, and storm our defenses at the top of the Hellgate.  The attack quickly destroys most of our  defending golems, but surprisingly the war-trained dire wolves are agile enough to tie up the devils in a frantic battle.  The gunners and archers on station then put this wave of Devils down pretty quickly.


The Black Elders lead a counter offence: escorting the masons down to build a fighting platform suspended in the void of the Underworld.  Warrior Tugbuur is the first fighting Orc to enter the underworld proper, holding position with both bow and blade, keeping enemies at bay while masons add a block at a time to the Bone Tower.  Our snipers engage a band of Ceratopsid Devils, much tougher than ash-devils, but so far seeming less interested in flying up to attack us.

Spoiler: foothold (click to show/hide)

Timber, 260.

The Elders fight off big waves of various Demons, but our fighting platform has fortifications, and is now large enough to move down some turrets into position.  The Elders need a drink break; hopefully the other ranged squads can hold down the position for a time.

Once the enemy are pushed back, it is time to touch our stairway to the surface of the cavern below.  The warriors can see heaps of broken wings, webs, ash, and ice on the ground below.  Miners and masons run out under cover from a large fraction of the warband to attempt to secure a perimeter.  A wave of demons converges: there are too many, and there is simply not enough dakka to put them all down.  Huscarl Dohon and Sargeant Srishak charge down the final stair, scattering the last of the Ash Demons with cold steel and fixed bayonet.  These are the first Orcs to set foot upon the alien slade.  Even at the moment of their great victory, death is but a moment away.  Srishak is burned fatally by a demon fireball, although he stands his ground returning musket fire to the last moment.  The rest of the orcs fall back to the tower safely while the swarm of Red Devils is broken, each exploding in a blast of supernatural flame.


On the surface: an automaton army with cavalry.  They are led by their Prototype, who happens to be an elven rifledancer.  The enemy has a vast number of sharpshooters, and with no safe way to secure the Underworld gate we are currently in no position to destroy them.  I order the clanmates to close both the main gate and the back door.  For the first time in many new-moons, our ranged squadrons abandon their orders to patrol the surface citadel, keeping our heads down out of cannon range for now and trusting to our barbed wire traps to slowly take their toll on the enemy army.


During a lull in the waves of demons we unforbid Srishak's corpse and brave craftsorc Gradbul runs out to grab it.  Another legendary gunner, Thashum is promoted to sergeant in his place.

A wave of Horned Phantoms gains the tower, causing several casualties.  They are powerful enough to toss a mace-orc and a mason from the tower crashing to the ground below, where ash-demons and Red Devils circle like carrion hawks, and tear the orcs apart.  One brute attempts this type of attack on Ilena, goring her with a black horn and body-checking her into a fortification so hard she gets embedded in it.  Although stunned, she is saved by her armor, and amazing to see: stumbles up to the safety of the upper citadel under her own power. 

A second wave of Horned Phantoms: this time only one gets through, but it terrorizes the peasants who have almost completed the security wall at the base of Foothold Citadel.  Two dead and two critically wounded.  While the entire warband focuses on this monster, a formation of Flash Banshees strafes the tower, tossing fireballs everywhere.  Quick thinking by the warband:  slow down the demon assault by locking some hatches below the fighting platform, so the Flash Banshees must content themselves with terrorizing the peasants and sabrecats. 

Moonstone, 260.

The warbands are allowed a quick reload and refresh break.  Unfortunately, they all leave the fighting platform at once, instead of some from each squad following the scheduled order to remain on station.  Some Demons gain the tower in the interval and finish off a wounded squaddie and a mason.  Many soldiers are ordered back, including the reserve infantry.  Our slade turret had been thrown out of the tower, but survived the fall not too badly damaged.  A peasant goes to recover it.  The citadel is now very close to being enclosed.  Gunner Agrat gets his fifth demon kill and becomes a master.

Ilena was dianosed with a terrible compound fracture in her left arm, but at least she is in the hospital being cared for.  Firehawk is also wounded by a Shade Brute, although he was saved by new gunner-sergeant Thashum's quick work with a bayonet.  At this point, the Gunners and the Black Elders are the squads most effective against the devils, and so they are ordered to stay on station indefinitely.  The archers are much less effective, now that Ilena and Firehawk are both confined to the hospital.  Other squads rotate in and out of duty stations. 

Two big groups of Flash Banshees and Red Devils assault the tower this month.  They are both destroyed at range, crashing as firey ruins into the abyss.

As soon as we complete the roof and lock the door, the waves of demons stop, and we can give most of the warbands a longer rest.  Mechanics race to the depths to add a bridge for more permanent security.  Miners delve a simple cavern into the slade below, with room for a simple dorm, eating space, food and ammo storage.  Now our tired warriors can recover a few steps from their battle station instead of passing out from exhaustion inside the adamant spire, or in the deep cavern tunnelways.

Opal, 260.

After a bit of rest the warbands head up to the surface citadel battlements to clear out the sqaudrons of remaining Automatons.  In the Underworld, a wandering forgotten Beast duels with a detachment of Red Ghosts.


The forces of Hell gather for one last furious wave, strong Horned Phantoms and Shade Brutes, but the temporary brass door slows them down long enough.  Our gunners and cannoneers blast the devils to pieces while a tinkerer works furiously to finish installing the gate mechanism.  Finally the lower Hellgate bridge slams shut.


Obsidian, 260.

The year ends.  A remnant of the dwarven armies closes in on the upper surface citadel.  It may be they hoped to catch us in a unprepared state, but for this: they are at least one month too late.  With Foothold Citadel now fully operational, our warbands can easily come back up to the surface world, and already several dwarven squadrons have been broken.  After 10 glorious and bloody years, there remain a few acres of hell outside our perimeter for future generations to conquer, and maybe too just a few enemies in the wider world yet uncrushed. 

And so this record ends,
GHOSHASH SNAZAGA VICTORIOUS
« Last Edit: June 10, 2013, 03:48:14 am by smakemupagus »
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