Adventuring in 180, part 3:It's Nice to Have a Competent CompanionThe first half of Opal is spent just moving around in order to craft my detailed map. I engaged with some of the incidents, now that I have someone practically guaranteed to murder anything. Most were just animals, but some were a bit more notable:
A squad of goblins, broken by Necate before I could even take a proper screenshot. Demon boi can dash at really high speed, and by the time I caught up with him the surviving goblins had fled.
Two empty butchers that were in the process of killing a different squad of goblins (they foolishly attacked Necate and got killed).
Emboldened, I risk my entire project and go towards
OpenBook, whose north is guarded by two other empty butchers and where two other adventurers met their ends.
Well. Fuck. The two ‘dwarves’ closest to me are both empty butchers; of the goblins, the most southern one is listed as ‘a skinny master’; there is only one goblin master of goblins, and I’ve been looking to kill him for some time. The weirdo caught between the two goblin squads is a ‘sacred safety’, priest of that cult dedicated to fortresses which has never left OpenBook despite the fort being legally fallen and abandoned.
Now let’s just hope I survive this mess. Everybody here is listed as hostile to me.
What follows is a four-way slugfest between us, two groups of goblins from the tossers and the Disgusting Dungeons, and the zombies raised by the terrified Sacred Safety (I think). Everybody fights everybody else. Luckily for me, Necate first engages the two empty butchers; meanwhile, the goblins attack both each other and the two poor priests, who retaliate with zombies. And I do nothing of note because I’m
running away from the plague ghouls moving noticeably slower than everybody here.
Necate does have a good showing, as expected, but the empty butchers aren’t exactly pushovers either. The combat log is ungodly long.
Necate then runs off to kill the troll and beak dog (and a good dozen goblins, and the priest, and six other empty butchers; vanishing out of my sight didn’t save them). Me, I’m going to play with corpses:
I try to raise them as normal zombies, but none of them are valid targets. My only options are to raise them as intelligent undead, and I won’t do that. They already caused too much trouble. It’s good that I at least can read their names now:
Zuglar is the son of a queen; that’s about the only interesting thing about him. He killed two random humans in OpenBook, none of them my adventurer.
Ngom is a bit more interesting; related to three royals, two from the Inks of Morality and one from The Strapping Hame, she was kidnapped by goblins in 61 when she was merely 1 year old, and taken to BadDabbled. There, she grew up to be a huntress, then a bard. She moved to ClanWork with her teacher, and authored three books -- two songs, and an essay named “Against the Dwarf” concerning her own abduction. She would likely have been perfectly happy to live her life as an entertainer, except she was killed in 91 and raised in 99 by our old boy Morul HeatedDikes. She settled in OpenBook in 125 (undead really like doing that). There, she killed seven humans and goblins, including my two poor adventurers, Bomrek GalleyBridges and Monal, uh, MoistOpen.
Udda DearBent, human plague ghoul; she was a High Chef, a position I didn’t know existed, and was the mother of a LawGiver for our allies, the Confederations of Swimming; she was turned in 79 by Morul himself, and fought on his behalf for many sieges. Then she retired to OpenBook in 125, and lived peacefully until we arrived.
The Sacred Safety made me feel a bit sorry for him:
Atu FieldDawns, an otherwise unskilled human born in 117 and kidnapped in 119 by the tossers. He managed to escape in 124, and settled in PresentDoomed where his biological father already lived (I guess the Disgusting Dungeons are an improvement over the Taut Omen-Seductions). He married and lived a peaceful life, becoming a Sacred Safety in 150. He never killed or mistreated anyone; he just had the misfortune of visiting OpenBook at the same time we did, and got caught in our Melee a Quatre.
All of the above was pulled from Legends, of course. Another bunch of corpses is found a bit to the east:
I run though their names, so I’d have some Legends fodder:
And Legends fodder I find indeed: on the 24th of Obsidian 144, right before my adventurer Bomrek was killed, there's been a sort of loyalty cascade among empty butchers here. That entire pile of corpses is because of it: empty butcher killing empty butcher. Notably, Lorbam Dorenam over there is
Lorbam DiamondOpen, first queen of the Fountain of Quickness, Morul HeatedDikes' first lover, and mother to four of his five children.
Bomrek's killer, Ngom, was involved, which is how I have a timeline putting adventurer deaths at the very end. There's one participant in that murder-fest who's not an empty butcher: the very awesomely-named gloom hag
Zitha NecroCaverns the Gloom of Abysses. She may have initiated the whole mess by killing
Mirding TreatSearches the Earthen Gear, human empty butcher. Mirding didn't kill anyone (on the 24th, I mean) while all the other corpses created in this mess either killed another empty butcher, or the night hag. You can sort of build a hierarchy of who killed who, starting with the night hag killing Mirding and ending with Ngom coming to lay down the law.
I didn't find Bomrek, but I found the second adventurer; that one started from KnightThorns and went directly to OpenBook. He did confirm empty butchers can turn invisible, and are hostile to all living creatures, then immediately died. His was the only corpse I found with a bag of coins on him, so I knew right away he’s an adventurer.
Thus ends
16th of Opal 180; a good day for the living, a bad day for undead. I temporarily leave the location so I can sleep the night.
In the morning, Necate and I entered
OpenBook proper. I’m curious if any goblins have fled into the fort, and if Necate will start attacking the priests.
The first thing we see is, of course, another corpse.
There’s a pretty sharp delineation between the fort and its surroundings; fort territory is obviously deforested.
Cataloging corpses gets very tedious very fast, though, so off to the entrance it is. The ill-fated wagon of the first expedition is still parked in a corner of the central keep, and still loaded with slowly-rotting goods. This does mean I finally do something all my undead adventurers have been dreaming about in this entire session:
Booze! At last! (Too bad there’s no physical benefit to it; being undead does have some drawbacks).
Moving on. Walking through the fort answers both my questions: there are no hostile goblins, and the sacred safeties are fine with Necate (and vice-versa). So I’m leaving, because I’ve explored OpenBook before.
The mapping project is resumed, with the occasional incident engaging in the way. The very first one I run into turns out to be a goblin camp, with a familiar individual:
The master is dead; who knows who will replace him.
Another incident is a fierce battle between a bunch of empty butchers; at least two of them had started as soldiers of Eman, three were humans, and there are likely many more that I missed in the plentiful combat log that followed:
Necate gets himself involved as usual. Soon everyone is dead, and Necate has been injured. Nothing fast travel won't fix.
One of these corpses belongs to Apup, that human empty butcher who stole Necate’s artifact silver sword. Apup still had said sword, so now MatchClutch the Random Princess is lost somewhere in that corpse pile.
One tile further, two more empty butchers attack us. They die very quickly.
Buqui TaughtGrips is the human necromancer responsible for (trying to) steal a certain artifact cat bone pickaxe from HopeWork. She was the one who sent that human empty butcher to corrupt a spear-dwarf and steal the artifact. She was also present during the reclaim attempt in 125, and turned a dwarf into an empty butcher (it didn't last, the newly-turned dwarf was killed by a zombie corpse of one of his fellows).
Moving towards the old tower, the route meanders near the labyrinth to engage an incident. A night hag meets her end:
A goblin squad was loitering within sight of her, for some reason. One of them was killed and the rest scattered.
Dwarf Fortress started crashing a lot at this point. I must have gone through Momuz’s death six or seven times, without any hints in the logs either. Eventually, I decided to disable DFHack completely, by restoring the old SDL.dll that it replaces. The crashes seem to have stopped, but the look of the map has changed notably:
And for the better, I dare say. Now I’m starting to regret that I made 2/3rds of the world map with the TWBT look; but I don’t quite regret it enough to start all over again.
Back to the game; that squad of goblins is stupid enough to follow me. I call their bluff:
Two very stable incidents are sitting in the south-west of the tower. They’ve been in the same spot all the way back in 144, when a human hero has started exploring the north-east of the world:
… for crying out loud.
The first incident is a deserted tent, but the second is a camp with 11 goblin children, all of whom were turned into plague ghouls who-knows-when. What the hell.
Now, children they may be, but when they see living flesh they still charge right ahead. This is giving me Cataclysm: Dark Days Ahead flashbacks. This batch of undead has been exterminated as well; as expected, without any complication on our end.
I’m going to blame
Morul HeatedDikes, on account of him knowing the eleventh secret. And I turn out to be right -- all of these children were turned by Morul personally. This dude had
issues. The children have been gathered from all over the place, and at various times, across about 20 years. Mind you, it didn’t necessarily
have to be Morul, he’s taught his secret to his students, and all empty butchers seem to inherently know this secret. There were many others who could have turned a bunch of children; but it was Morul who did so.
During this mess, I find out I’ve lost my ax somewhere in the past few days; luckily, I can still hit zombie necromancer children with the shield’s edge, and inflict notable damage. There were two fights where I was attacked and might have lost my ax; the nearest was the mess with the night hag, so I returned to the site. I find a crappy copper knife, but no trace of a masterwork steel ax.
So I make my way back to the riverside where I remember engaging all those plague ghouls. Except I misremembered, and I dropped in the middle of the goblin camp where Necate killed master Damsto instead. I found an iron ax on one of the corpses, which will have to do for now.
Then I go engage this gaggle of idiots, whom I presume to be goblins because they keep following me. I am right.
The funny part is that I can talk to at least one of them, even while Necate is killing him. He has no leadership dialog option either; I’m beginning to wonder if it’s a goblin thing.
Now that I switched from DfHack to pure DF, there’s something else I want to try: visiting
LoveCracks the Deep of Stumps, the cave which used to crash the game if I got too close to it. Visiting the vault may be worthwhile too, even if I don’t think it’s going to change (also, I don’t need that slab anymore because Thocit got killed by a badass ax-dwarf).
The cave should be directly west of my current location. Fingers crossed.
No problemo! I’m not playing adventure mode with DfHack anymore.
Definitely still held by goblins; the question is, where are said goblins? I can hear them, but I can’t see them.
After walking around and finding nothing, I just get fed up and leave. My next target is the vault. Technically speaking, I know exactly where it is; it’s just not marked properly as revealed.
Well, at least it’s consistent. I can walk right up to the vault, and still not get a message.
I kinda guessed I was going to die if I went inside, which is why the entire doomed expedition described below was intended to be reverted from the start.
===== Apocrypha: Briefly walking inside the Vault. =====
The first thing I do is raise the corpse of my old human adventurer as a death slayer. He’s immediately killed by a Murderous Pawn. The Murderous Pawn in turn is killed by Necate; it leaves behind a pile of ashes, so no new undead doing my bidding. At this point, I was still doing pretty well, actually. But then I go inside the room nearest to me, and I get some serious wounds; I drop my ax and shield from pain, and the menu to get them back is involuntarily hilarious:
(At this point, I still had no idea what Lagongobte is; I just knew I picked it up from a corpse in OpenBook. It didn’t quite occur to me yet that I could go to inventory, select its letter, and hit Enter and v for a full description. From Legends, I learn it’s an artifact copper breastplate crafted in FountainTorment by the aptly-named Atu HellFuture).
While trying to pick my stuff back up, another Murderous Pawn sneaks up on me; good ole Necate does kill it, but I’m already too injured; I suffocate soon after.