Dwarf Fortress: The RP (Dead)

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EvilJoe1

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Really sorry for not posting untill now, but I have heaps of overdue assinments, for year 10, and the hard drive I was using to store them was fried by my brother.

- Continue Shaft #2
- See if the diamonds can be polished, not cut, before we set off for trade.
- Pack some of the olivine, granite, copper, tin, lignite, bitumious coal, coal and anything else we intend to trade but only enough to show potential trading partners and wet their appetites..
- Get ready to leave for the trade mission, I will be going and so will most of the dwarves leaving only the bare minimum in the fortress, enough to keep Shaft #2 going, keep looking for some coal, the animal trainer, someone to tend the farms and some of the weapons, but not all of them and little armout, for them to defend themselves. I will also be giving them instructions to be vigilent of the 'Super Crocs', the felines, other dangers, to not leave the fortress unless necessary and then with at least two people, and to make sure the gates are closed at night.

Is that everything?

O, and do I know where Will's dwarves have settled? In theory they would have 'dropped in' on the way through to their new home.
 

Zacharine

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EvilJoe1 said:
Really sorry for not posting untill now, but I have heaps of overdue assinments, for year 10, and the hard drive I was using to store them was fried by my brother.

- Continue Shaft #2
- See if the diamonds can be polished, not cut, before we set off for trade.
- Pack some of the olivine, granite, copper, tin, lignite, bitumious coal, coal and anything else we intend to trade but only enough to show potential trading partners and wet their appetites..
- Get ready to leave for the trade mission, I will be going and so will most of the dwarves leaving only the bare minimum in the fortress, enough to keep Shaft #2 going, keep looking for some coal, the animal trainer, someone to tend the farms and some of the weapons, but not all of them and little armout, for them to defend themselves. I will also be giving them instructions to be vigilent of the 'Super Crocs', the felines, other dangers, to not leave the fortress unless necessary and then with at least two people, and to make sure the gates are closed at night.

Is that everything?

O, and do I know where Will's dwarves have settled? In theory they would have 'dropped in' on the way through to their new home.
The weather patterns out in the plains are vastly different from what you are used to back at mountainhome. The late-summer storms never came, and the wind changes direction as elves change their minds. Not that your clan spent much time outside, but there are certain things that every dwarf knows. One of these is the stories of the stars, the recountings of the gods as they are written upon the night sky. And as Brock the Deceiver gives way to Yamtaw the Ever-Steady, you judge the month of Limestone to be at hand, or as the humans call it, 'August'.

The chillier nights outside confirm this. Summer has certainly passed, and now would seem to be a good time to put those plans for a trading caravan to good use.

You choose five of your dwarves to go with you, knowing the journey to be increasingly challenging for a smaller group, specially with the felines prowling the area. You carefully select samples to bring with you. Only the whitest marble, the clearest olivine, the hardest granite make the selection, as do the purest samples of the ores and fuels you've found. Thinking the diamonds to be a good ace-in-the-hole should trade negotiations take a downward turn, you try your best to polish them. They do shine a bit more than before after your attentions, but results could have been better. However, no real gem master is at hand and with such small gems there is only so much that can be done without decades of experience.

You also load supplies; a little meat, a barrel of ale, some water, and mushrooms and berries. They should suffice quite comfortably for a one-way trip, but you are hesitant to increase weight of the wagon: you have no oxen or horses to draw it with you, and thus you must push it yourselves, just as you did on your way to Cold Rocks Hold. You must either gather supplies on the route or buy some from Axefell.

Every dwarf going with you takes a shield (both of the reinforced ones among them), you take a set of leather armor and give two more sets to those going with you. Four spears, two handaxes, and a crossbow with 20 bolts will act as your armament. Where the felines are concerned, you are certain you can handle them based on your previous encounter, and any goblins, bandits and other scum and beasts of the earth will not find you an easy target.

You give your final instructions to your animal trainer (now also temporary farmer), as you judge him to be the best one to leave in charge in your absence. And on the warming breeze of a new day, you set off.

The first day, you keep following the river downstream, before coming to a small downward slope that changes to river into a small series of rapids. You never quite see them, but there are felines following based from all the meowing you hear duting the day. Half a day further downstream, you find a part shallow and rocky enough to bring the wagon accross. Your journey slowly takes you further away from the river to southeast, and the woodlands that surround the river. You see no signs of civilization, but do meet a large rock formation that has sheltered goblins a year, if not longer ago. The signs and traces are old, and that is enough for you now. There is nothing of value there, whatever the goblins left behind has been picked clean by wildlife and passage of time.

On the third evening since you left, when the river is leagues behind you, you are awakened from deep slumber.

A shout from your guard for the night calls "To arms! To arms! By Armok, to arms!".

You feel lucky you fell asleep with your armor on. The chaves it caused and sweat that has gathered underneath it during your sleep are welcome alternatives to facing whatever is coming at you, unarmored. You throw off the spare shirt that had somehow gotten on your face, grab your shield and handaxe, and jump out of the wagon, barely awake but ready to defend your life none the less.

Oh, as for Will's dwarves: your settlement is chosen to be fairly well hidden. You had no idea they had left Mountainhome. When they rode trought the plains, there were no great outward signs of dwarven settlement near your home (mainly just some woods cut down, but even then not from a large area), they had no previous idea where precisely you settled to, and your scouts for the area were out only for a day.

With this in mind, convince me why you should know where they are/where they went by, and I'll allow it.
 

EvilJoe1

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Um, Im a bit confussed. What am I ment to tell you? How ill combat the threat, ill need to know what the threat is before I decide. Or am I ment to rollplay the combat?
 

Zacharine

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EvilJoe1 said:
Um, Im a bit confussed. What am I ment to tell you? How ill combat the threat, ill need to know what the threat is before I decide. Or am I ment to rollplay the combat?
Ahh, sorry for lack of clarity.

We'll roleplay this micro-style. So, you tell me your objectives for the next few "rounds"/up to a minute in the combat, I'll tell what happened, repeat until combat over.

Such as "I fight cautiously, avoiding engaging myself, and instead try to keep my dwarves somewhat organized and jump to help if someone needs it" or something akin to it.

Since this is far easier on the planning side for me, I can respond fairly fast when online. I think it ought to work. And if it doesn't or it feels too clumsy, we can try something else.
 

Zacharine

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EvilJoe1 said:
I still need to know what is happening; different enimes call for different tactics.
That is just it: You don't know yet. You've been asleep, and just suddenly woke up from your guard yelling from the top of his lungs. You have not further knowledge just yet.
 

EvilJoe1

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O, sorry, I read your post as if I had just gotten outside, and was wondering what I saw.

I'll post my response soon.
 

STE3L

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May 7, 2010
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sorry for the late responce, i to have been quite boged down with work thats well over due... =\

to do:
1. do i have anyone with me skilled in cuting the jem stones?
2. i would like to asine someone to lern from the mason. one to gain a second person well skilled in this area, and two to speed up the repears in his room.
3. i would like to get a guard up sooner, as i wish to begin looking in the lower levels soon, and perhaps create a gravity fed dranige leading into the lower levels
 

Zacharine

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STE3L said:
sorry for the late responce, i to have been quite boged down with work thats well over due... =\

to do:
1. do i have anyone with me skilled in cuting the jem stones?
Skilled? Not as such. Everyone of you knows the absolute basics of everything (as does every adult dwarf alive), and your people have different talents and pasts of their own. There are no professional gem cutters with you, but quite conceivably a former apprentice or a part-time assistant to one could be among you.

2. i would like to asine someone to lern from the mason. one to gain a second person well skilled in this area, and two to speed up the repears in his room.
So you wish to send someone to train under him, while 'on the job' so to speak: hands-on training while working? Done.

3. i would like to get a guard up sooner, as i wish to begin looking in the lower levels soon, and perhaps create a gravity fed dranige leading into the lower levels
I'll have to ask a bit more instructions on this one: if you send scouts down the caverns, how many do you send? General equipment armor- and weapon wise (you have a few sets of leather armor, wooden shields for everyone, some actual weapons and plenty of stuff that aren't exactly weapons but can act as one: shovels, picks, smithy hammers etc.), and is there any other equipment you wish to give them? In general terms is enough, but specifics work as well.

And lastly, what instructions do you give them: how deep to go/when to come back, stay out in the open/explore diligently etc.
 

STE3L

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hmm. store the jems away for the mean time. as fot the scouts, give them the armor and some of the less combersom weapons. and tell them to go down untill thay meat a fork in the tunnle or if that find something that seems trubble. also, send them dow with as menny torches as thay can carry, with the intent of lighting up the lower caves.
 

Zacharine

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STE3L said:
You send out a squad of three dwarves, armored to the teeth and armed with handaxes and shields. Every last torch is given to them, and as the backbag looks pitifully under-filled, you order more crafted from the reserves of plantfibers you brought with you, and wood. They select one of the three passages leading further down, while the other two are patrolled by your puny militia.

With your mason waterproofing his room, and a apprentice selected for him to help him out and learn the trade, and three dwarves on a small expedition, fully half of your workforce is occupied.

The other half is doing what they did the day before: digging mineshafts, tending the farm and crafting the stone into basic furniture. With a rotating militia guard-shift added, everyone is working full-time.

The sard gemstones, for the moment uncut, as stored in a seperate coffer within your stores. Perhaps later you shall decide what to do with them, but as you have no trading partners or professional gem craftsdwarves you see it the wisest to let them remain untouched.

Your scouting team return the same evening. The tunnels below your home are fairly extensive, and include several larger, dozen dwarves high caverns, with sloping floors, slippery surfaces and dozens of smaller ducts and tunnels leading even further down. But they made a discovery that, as per your orders, made them return: they saw spider webs. Big, strong enough to hinder a dwarf if caught, and easily identified to belong to a known pest: the giant cave spider. Your scouts do not know if there is an actual nest down there, or the number or size of these creatures; generally they tend to range from the size of a dwarven child to almost twice the size and mass of a full-grown dwarf. Of course, the bigger they are the more food they need, and so far the caverns have not held many rats, large lizards or the like.

Of course, one of your scouts is quick to point out that it might be because the spiders are eating them all.

On the flipside, your diggers found a vein of solid hematite ore near one of your shafts: the Iron Shaft, as the diggers dubbed it, goas a long way to securing your access to raw iron. Fuel however, is still a problem: You are unable to melt iron with just burning wood. Enormous amounts of carefully mixed wood and charcoal might do it, but the workload and wood consumption would be staggering. The vein of Lignite you found is small and also requires processing before acting as suitable fuel: there are perhaps 15 to 25 buckets worth of lignite brickets after processing for fuel, that means at most you can easily smelt and then craft a dozen bars of iron from the hematite ore.

It is now the evening of the day you sent your scouts out: the lower tunnels are lit with torches fairly far out, but the torches will burn out in a day, two at the most. The likely presence of giant spiders is somewhat troubling, but you may have in a few weeks proper metal armor or insidious trap spikes and the like available. But only if you truly focus on establishing a smithy and a forge, and then work them all day, while mining the entire lignite-deposit clean.
 

EvilJoe1

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Aug 13, 2009
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I search, cautiously, for the other dwarves staying out of areas that could hide anything or anyone.
 

Zacharine

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EvilJoe1 said:
I search, cautiously, for the other dwarves staying out of areas that could hide anything or anyone.
You see two of your companions equipping their shields right next to the wagon. They are already armed, and as they tighten the last strap on their shields, they look at you for instructions.

Before you can say anything however, a dull ring pierces the air, and you grow somewhat worried: that was metal striking against metal. Sounnds of battle are coming from a very short way off, from behind a series of boulders that are just tall enough to block your vision. The foggyness of sleep slowly lifts up from you, and you remember your guard-post for the night was on top of thouse boulders.

A quick look around shows no enemies in plain sight around the wagon, though as it is nighttime and the ground is somewhat uneven, you cannot be entirely sure.
 

EvilJoe1

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The dwarves and I move toward the sounds of battle, looking for enemies as we go. When we get to the boulders send one dwarf up the boulders, telling him to be very, very careful, to see what is going on over the other side.

Edit: May I ask what weapons the dwarves and I have, and if it is not to much trouble for you to post what weapons any dwarves we find along the way have.
 

Zacharine

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EvilJoe1 said:
The dwarves and I move toward the sounds of battle, looking for enemies as we go. When we get to the boulders send one dwarf up the boulders, telling him to be very, very careful, to see what is going on over the other side.

Edit: May I ask what weapons the dwarves and I have, and if it is not to much trouble for you to post what weapons any dwarves we find along the way have.
Oh, sure, full armament loadout:
You: Leather armor, iron reinforced shield and handaxe

The two dwarves next to you: Shields, no armor, spears.

Your guard had a set of leather armor, shield, handaxe and the crossbow+bolts.

The rest had shields+spears, with one set of armor.

Now, onwards:

You stalk closer to the sounds of battle, hearing distincly dwarven grunts of excercion, and strange battlecries spoken in a language you've never heard before.

You send on of the dwarves to the top of the boulders, you see him peering beyond for just a second, before he tightens the grip on his spear and with mighty cry of "Armok!" he swiftly jumps on the other side. You hear a pained cry, but it does not come from a dwarven mouth.
 

EvilJoe1

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Me and the remaining dwarf will go around the boulder as quietly as possible, if at all possible try and get behind the enemy before folding their flank onto their main force. Also tell the dwarves with the spears to harass the enemy, try and rock their sheilds(strike one side then the other in succession to make the enemy open their body to attack), if they have any, and to work together. And tell the dwarves with axes to keep the enemy in the effective range of the spears.

P.S.

Thank you for the list of weapons. O, and if your wondering where my plan came from; I do medieval reenactment, so I fight with spears, swords, axes and what not. Its fun. And this will be my last post for today, I have school tomarrow so yea, feel sorry for me.
 

Zacharine

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EvilJoe1 said:
You come accross a desperate sight: the rest of your dwarves, three of them, are pressed very hard by a group of ragtag humans. On a quick glance, the humans have no armor, mostly metal knives and some stone axes and clubs.

There's also a dozen of them still standing, and several lying on the ground, hacked to pieces. The humans still standing are almost foaming at the mouth, and seem to ignore any wounds that do not deal horrendous damage. They've surrounded the three dwarves, and you can see several wounds on most of them. But they are up and fighting, and for the moment handling themselves, if only barely.

You try to impose order into the battle, but it is impossible with little training as a unit for your dwarves, and the general chaos of melee keeping them from having any room to maneuver or organize themselves.

You charge from the side, double-teaming a few humans. That allows your dwarves to hunker down behind their shields, and even the numbers a bit.

Your dwarves are in formation the shape of an L, with an upturned J representing the enemy humans. Main contact is along the long side of the L and J, with a human flanking attempt coming to behind your line. You have yourself, and the one unarmored spear-dwarf still unengaged, and could rush straight into the human flanking attempt by taking a few running steps forward. You could also easily outflank the human main line, if the rabble could be called such, just as easily by turning around and circling around the end of your own line.

There are 9 humans standing. The flanking attempt consists of three of them, leaving your main line outnumbered 2:1.

What shall you do, and how will you personally fight? Will you take risks, and push the enemy hard? Or will you protect and direct the others, helping where necessary. Or will you spearhead an attack, but do so carefully? Or something else entirely?
 

STE3L

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hmmm, what flamable materials do i have?

order the mining halfed, and the manpower diverted into a smithy and the creation of make-shift weppons, mainly spears. i would like to draw plans for some spike traps, much like these (link: http://franchisemedia.ign.com/images/01/23/12325_Basic_Spike_Trap_1_normal.jpg)exsept there would be a wood floor over the trap, and ropes and pullys conected to the "counter wates" (the stones with the \/ arrows) to propel the spikes upward. and finaly i would like an aprentice smithy as well, as so that if the master is indisposed or worse, the aprentice can pick up the slack untill a more permanent replacement.

i loth bugs and aracniads.
 

Zacharine

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STE3L said:
Flammable materials: wood. Wooden objects. Some cloth. The clothes on your back. A little mined lignite (Lignite [http://en.wikipedia.org/wiki/Lignite]) and some on shaft walls (needs digging out), although in this RPG we consider it somewhat self-flammable and dangerous when dried, and almost useless as a fuel when still wet.

At least, that is what your dwarves know. No one has tried to burn wet or moist lignite in several generations: you all know it is useless to try and heat a forge with unprocessed lignite.

Is that all you want to do on that evening? As in, do you want to run this forwards on 'normal operations' except with the changes you ordered, because that isn't too much instructions. If you are fine with just this, then we'll keep rolling.