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Following the successful raid of the lich’s tomb you’ve begun to direct the goblins in doing a bit more than scavenging and fighting amongst themselves. The results have not been good it’s like trying to corral a pack of feral cats. The biggest change is the discordant attempts at music that now fill the air – many instruments have suffered at the hands of the goblins.


Since you have been giving the goblins scraps of fabric and jars and ink, the caravan has been getting decorated while you were in the tomb. Great flags and banners now display the tribe’s insignia a single jagged goblin fang. Overall the moral of the tribe seems to be much increased since you’ve first met them, with your great victory at the gathering and two successful scavenging trips the goblins of the Bonetooth tribe now consider you to be their chieftain.


Despite the losses in the tomb there doesn’t seem to have been a change in the amount of goblins running about. When asked about it the shaman informs you that the tribe’s growth is limited by their low food production. It seems that you’ll need to spend time teaching the goblins if you want them to actually be able to accomplish anything more than looting.


In any event there is still much work to be done, so you -


> Go to the crab lake
> Train yourself (in what)
> Train goblins (in what)
> Meet another tribe (which)
> Try to hatch spiders
> Other


Welcome back to Afterlife Quest!

Twitter: https://twitter.com/ApophisquestsTG
Askfm: http://ask.fm/ApophisTG
Pastebins: http://pastebin.com/u/ApophisTG


New goblin info – updated whenever
http://pastebin.com/0j5G4DWi
>>
>>41748185
Train the goblins in discipline. Shape them into something more akin to a military regiment by having them learn formations and the importance of keeping them together, and not succumbing to fear. Also teach them not to attack one another as part of this, because it weakens the tribe.
>>
>>41748354


These last two raids have only proven to you that the goblins are far too soft and untrained to form a real fighting force. You set about forming the goblins into squads of twenty with a big goblin leading them and begin training. Unfortunately most of the goblins don’t learn much more than stay in their squad and to follow orders.


Five of the squads vastly prefer to use ranged weapons and take up practicing with tiny crossbows.

Another squad takes to running about patching up those who get shot by said crossbows.

One lone squad decides to take up logistics, gathering and distributing supplies to the others, you try to show them how to communicate non-verbally over distance such as with flags and smoke singles but they don’t really understand.

The remaining three squads take up various bits of weapons and armor and you drill them in hand to hand combat, hopefully some of it will sink in.


After your training session you feel that the tribe’s caravan lacks the production capability to field any sort of army – they need more food, arms and armor production, and vastly better support capabilities.
> Go to the crab lake
> Train yourself (in what)
> Train goblin squads (which one(s))
> Build some needed facilities (what kind)
> Meet another tribe (which)
> Try to hatch spiders
> Other
>>
>>41748737
>> Build some needed facilities (what kind)
Warehouses to hold loot
Ranches to hold crabs
>>
>>41748737
If cages have yet to be made for the eggs, construct them.
Once they get made, attempt to hatch twelve eggs, with yourself and the big goblins and the shaman present. If the shaman states he wouldnt want a personal mount, make it just eleven eggs.

Well need to go to the lake to build more facilities i think.
>>
>>41748877
We probably want to build everything mobile, goblin society seems to be semi-nomadic, changing territory as their ranking rises or falls during the gatherings.
>>
>>41748877
>>41748944


The tribes remain mobile to avoid the cleaners that can sweep about at any time, building more permanent structures can be done but will take more time, from the existence of the tomb and ruins you know that the black stone that is beneath all the garbage is ignored by the cleaners.


You could move into the tombs or ruins if you want to though.
>>
I guess we are going to stay put for a while and try to tame spiders.

2d20+8 to see if they like you
>>
Rolled 4, 14 + 8 = 26 (2d20 + 8)

>>41749131
>>
Rolled 1, 8 + 8 = 17 (2d10 + 8)

>>41749131
You mean 2d10 i assume?
>>
Rolled 7, 5 + 8 = 20 (2d10 + 8)

>>41749131
Second one then
>>
Rolled 3, 8 + 8 = 19 (2d10 + 8)

>>41749131
Last
>>
>>41749202

I was going to give you guys d20 for goblin assistance this time, but either way will work.
>>
Rolled 12, 2 + 8 = 22 (2d20 + 8)

>>41749252
Oooh ok
>>
Rolled 8, 17 + 8 = 33 (2d20 + 8)

>>41749252
True last one
>>
>>41749177
>>41749285
>>41749309


It’s time to try to hatch and tame some giant spiders - working with the goblins you use rope and bone to craft some cages large enough to hold the spiderlings. Last time you saw the eggs hatch was when the massive mother spider used some kind of sonic signal to trigger it. You place dozen of the eggs into cages and then you have the goblins take up instruments and play them –

>33 success

The sound seems to have worked as fourteen of the eggs hatch, a little more than you wanted but it will work. You manage to wrangle the extra couple spiders into cages without incident before you notice something a bit strange.


The spiders have not even tried to attack at all, in fact they seem to have imprinted onto the tribe. While relatively small for giant spiders they are remarkably tame. They will still need to be trained to be useful for anything but for now they are like pets.


> Go to the crab lake
> Train yourself (in what)
> Train goblin squads (which one(s))
> Build some needed facilities (what kind)
> Meet another tribe (which)
> Hatch more spiders
> Try to train spiders
> Other
>>
>>41749394
Try to train spiders. Have goblins search specifically for saddles that could work, or for materials appropriate for making saddles.
>>
>>41749450
Spider training.
>>
Rolled 5, 18 = 23 (2d20)

>>41749450

writing for this
>>
With the spiders hatched and tame enough you decide that now is a good time to start training them to work as mounts. With a bit of your help the goblins craft some workable saddles, not much more than rope and bones.

For now the spiderlings are only about the size of small dogs so you have smaller goblins try to ride on them.


> 5, 18

The first goblin to climb onto a spider nearly crushes it - the newborn spiderling’s legs are too fragile to ride yet. So you just have the goblins put their saddles onto the spiders and then take them on walks around the caravan to get both the spiders and goblins more used to each others presence.


The logistics squad of goblins has discovered that the spiders are able to eat both goblin soup and baby crabs. Since the spiderlings like to eat the crabs more the goblin squad enlists some of the goblins without squads to begin to capture small crabs while out scavenging.


The medical squad tries to harvest poison or silk from the spiderlings but fail, the spiders must still be too young.


> Go to the crab lake
> Train yourself (in what)
> Train goblin squads (which one(s))
> Build some needed facilities (what kind)
> Meet another tribe (which)
> Hatch more spiders
> Try to train spiders more
> Other
>>
>>41749864
> Meet another tribe (FoulRaider- the ones with mount already)
> Try to train spiders more
Offer some of the spider eggs of training tips.
>>
>>41749955
Second
Maybe invite sickeaters too? They might know how to get them to produce poisons faster, or how to feed them to make their poison more potent.
>>
>>41749864
>> Go to the crab lake

Methinks that settling on the lakeshore would be wise, if the cleaners generally avoid it, or we can make structures out of the stone the cleaners avoid, or, hell, just burrow under the ground, we can have a secure location for food and the like.

Civilizations start most readily along bodies of water, after all.
>>
Rolled 18, 35 = 53 (2d100)

>>41749955
>>41749977

Alright invite tribes and more spider training.

Do you want to hatch the remaining spider eggs?
> Y
> N

Either way need 2d20+8 for goblin assisted spider training.
>>
Rolled 13, 6 + 8 = 27 (2d20 + 8)

>>41750172
N, we ought to hatch them only when the other tribes are here and available. For imprinting, yo.
>>
Rolled 13, 5 + 8 = 26 (2d20 + 8)

>>41750172
>N

Let's save them for when we can actually raise the spiders properly, easier to care for the eggs than the actual spiders.
>>
Rolled 6, 20 + 8 = 34 (2d20 + 8)

>>41750190
Last one
>>
>>41750210
>>41750196
>>41750190
Double unlucky 13s and a 20.

Yeeee
>>
>>41750190
>>41750196
>>41750210

>18, 35

You talk with the shaman about bringing together some of the other tribes to trade with. After performing some magic rituals the shaman tells you that the FoulRaider tribe is not interested in meeting with you at this time as they believe that giant spiders cannot be trained. However the Sickeaters are very interested in giant spider venom and will redirect their caravan to meet with you at the tomb.

> Sickeaters are far away and it will take time for them to arrive.


> 34

You keep the goblins busy training the spiders - walking around and becoming familiar with the goblin caravan mostly. The more they move about and feed the faster the spiders seem to grow they have molted twice now – nearly doubling in size. The spiders are strong enough to carry smaller goblins around now, the crossbow squad in particular likes to ride the spiders and they begin to practice shooting while the spiders move. However as they grow the spiders are eating a lot more food than expected you just don’t have enough food production capability to continue to grow the tribe.

> The tribe is now suffering from food shortages.
> Train yourself (in what)
> Train goblin squads (which one(s))
> Build some needed facilities (what kind)
> Meet another tribe (which)
> Try to train spiders more
> Skip to Sickeater arrival
> Other
>>
>>41750394
> Build some needed facilities (what kind)
Mushroom farms.
>>
>>41750394
>> Build some needed facilities (what kind)

If possible, a small farm on a platform on a big crab. We could transport it around until we settle (if we settle) then.
>>
>>41750394
Settle into the Tomb, building food facilities first. Ensure that the trap area is blocked off to stop accidents.

Attempt another go at contacting the foulraiders, tell them that we have imprinted them and they are serving as mounts without any incident so far.
>>
>>41750479
>>41750488
>>41750511

ok give me 2d10+8 for trying to get better food.


You also have 5 magic seeds you can try to plant if you want to.
> Y
> N
>>
Rolled 8, 5 + 8 = 21 (2d10 + 8)

>>41750675
Hmm...sure. Plant them up. The flowers too.
>>
Rolled 8, 6 + 8 = 22 (2d10 + 8)

>>41750675
Try and analyze the seeds before planting.

If the seeds seem mostly helpful
>y
>>
Rolled 8, 7 + 8 = 23 (2d10 + 8)

>>41750675
Those blood seed things?

>N

Maybe later, for now, let's just make sure we have something edible.
>>
>>41750725
>>41750728
>>41750730
21 22 23
Sequentials are hard to get, its like a full house for dice
Not only that, but three eight and sequential 5 6 7
>>
>>41750730
>>41750728

Yes the blood seeds, the only magic you or the shaman have been able to identify is that once grown the plants will have the ability to move around as though they were an animal.
>>
>>41750848
>only thing we -know-

And this doesn't imply that they do other things.

Nope.

No reason to worry.

>[shadowruns intensify]
>>
>>41750848
>>41750728
Then in changing my answer to no. They don't seem like food growing plants from that description, they seem more carnivorous. we find out more about them and they grow food, I might change my mind.
>>
You have the shaman once again contact the Foulraiders to try and explain how well your training of the giant spiders is going. The response you get back is mocking, after all every goblin knows you can only tame crabs, tigers and lizards - spiders are impossible to train you are wasting your time.


> Sickeaters are still fairly far away.


Knowing that the tribe needs more food you go looking around the garbage wastes for something that is easy to grow and possibly portable by crab-back. You find that some of the vines that grow in this region produce strange lumpy purple fruits - their flesh is bright green and tasty like an unholy combination of radishes and kiwis.


Since the fruits are non-poisonous you have the goblins take the last of their loot down into the tomb, after making sure the traps are securely blocked off, and construct a trellis on the last unoccupied crab. After the goblins haul a bunch of muck and garbage back onto the crab you are able to transplant some of the fruit vines onto the crab’s back.


With the farm settled you decide to also have a look at the tent where the goblins make their weird soup – and it is absolute madness - cauldrons of goop, rotting food scattered about, butchered carcasses next to cooked food. So you grab a big goblin that isn’t already heading a squad and get it set to work as the head cook, it takes a while to clear out the mess and teach them a little about cooking things properly but in the end they are able to more effectively feed the tribe.


> Farm crab provides a more stable food source - bonus to food tent
> Cooking squad created - bonus to food tent


>Grow plants
> N

You also decide that planting those magical seeds you found a while ago could be a bad idea and hold off on it for now.


> Train yourself (in what)
> Train goblin squads (which one(s))
> Build some needed facilities (what kind)
> Try to quarry black stone
> Try to train spiders more
> Skip to Sickeater arrival
> Other
>>
>>41751044
What are the fire pits used for?
>>
>>41751162

Signaling beacons for the gathering, extra light and helping to keep away wild monsters. You can get rid of them if you want to.
>>
>>41751044
Build a forging and blacksmithing area. Metals scavenged will be melted down and made into tools, weapons, armor, etc.
It can also be used to rework rubber and glass.
>>
>>41751044
>> Try to quarry black stone

We will need this to build stable stuff in a more opportune location.
>>
>>41751285
Oh yeah
We probably need stone for forge shit
>>
>>41751250
>>41751285
>>41751294


quarry and forge writing

2d20+8 for success with goblin help
>>
Rolled 12, 11 + 8 = 31 (2d20 + 8)

>>41751377
Friendly reminder that virtually every great civilization started near a body of water.

And most towns, as well.
>>
Rolled 11, 14 + 8 = 33 (2d20 + 8)

>>41751377
>>
Rolled 15, 15 + 8 = 38 (2d20 + 8)

>>41751377
Last
>>
>>41751393

Well goblins living in a garbage dump are not really a great civilization. I'm sure you'll manage to work something out.
>>
>>41751445
>implying the happiest goblins ever doesn't make for a great civilization

Come on, man, you know they'll master the arts with our help!

The derailment is real!
>>
Looks good we're quickly turning this into a proper place to survive. Given we live in garbage.
>>
Every time you look around you it seems that more goblins are appearing so you grab some of bigger goblins and give them squads to lead. One squad you send off to gather tools of all sorts and another three you bring near the tombs entrance and have them clear the garbage down to the stone. It takes a long time to figure out what is able to dig into the stone but it seems steel works - just barely. You have the goblins clear a second area a fair ways away from the tomb so there are no cave-ins. Then armed with bits of scavenged steel three squads of goblins begin to cut bricks of the black stone out of the ground.


You then go back to the tomb’s entrance and cut some holes and channels into the stone for the goblins to use as forges. The little forges are not perfect but they get hot enough to melt some of the metal scraps that get scavenged up and with one squad manning the forges your goblins will be better armed than ever before.

>38

Amazingly the goblins take to mining quite well and are able to quarry thousands of bricks in no time at all. The forge squad is also able to use some of the quarried bricks to focus their forges heat even better than you expected and soon the goblins are able to make things from bronze.


>The tribe can now build with black stone
> The tribe will now be even better equipped


> Sickeaters are now close and will arrive soon.


> Train yourself (in what)
> Train goblin squads (which one(s))
> Direct goblin squads (which one(s))
> Build something (what)
> Try to train spiders more
> Skip to Sickeater arrival
> Other
>>
>>41751775
Prepare a welcoming feast for the sickeaters, and have the goblins forge practical gifts for the other clan's shaman and chief. Ceremonial armor and weapons for the chief, and ceremonial jewelry and a staff for the shaman.
>>
>>41751775
> Try to train spiders more
Let's get an actual cavalry division set up.
And see if we can get them producing venom.

We can even do what passes for parade formations when the Sickeaters show up.
>>
>>41751849
>>41751863
Both could probably be done!
>>
>>41751890
Sounds good.

We should see about getting some magic training from that magic tribe. Trading for it, and it should expand our ki faster. And learning how they train to make trainung effeciently.
>>
>>41751849
>>41751863
>>41751890
>>41751957

ok give me 2d10+9 to hunt some things for a grand feast.
>>
Rolled 3, 2 + 9 = 14 (2d10 + 9)

>>41752095
>>
Rolled 8, 5 + 9 = 22 (2d10 + 9)

>>41752095
>>
Rolled 9, 8 + 9 = 26 (2d10 + 9)

>>41752095
>>
The crossbow squad that took a liking to the spiders before hatches another half dozen spiders so that there is one spider for every squad member. Using the training from before they speed the spiders’ growth by making them walk around and eat as much as possible.


The medical squad has found that harvesting the spider venom and silk makes the spiders slow their growth so together with the crossbow squad they are able to manage the spider’s growth so that all the tribe’s spiders are the same size. Soon all the hatched spiders have molted three times - making them large and strong enough to carry a big goblin on their back.


The forge squad has learned how to create crossbows and have supplied bolt tips to the production tents so now both the melee squads and crossbow squads are outfitted with better weaponry.


Meanwhile you take some of the squadless goblins out to teach them how to hunt with about sixty volunteers you set out into the garbage wastes to find fresh meat.


> 26


You come across the shredded corpse of a massive crab some giant creature must be out there hunting. For now though the remains are being fought over by a flock of those annoying flying creatures – honestly killing these things should get you an award for community service.

Even though they were untrained the goblins were great support shooting down the creatures without any problems at all while you kept them distracted and away from the goblins. In the end you are able to salvage some crab meat and take back seventy three bird thing bodies all without a single goblin being killed.

> Three hunting squads created – additional bonus to food tent


(1/2)
>>
Soon after you come back from the hunting trip the Sickeater tribe arrives at the tomb. The sickeater tribe has at least twice as many giant crabs as your tribe has but with your guidance the Bonetooth tribe is now about equal in number.


You, the your shaman and the spider squad greet the Sickeater’s chief and shaman to invite their tribe to join the Bonetooth tribe in a feast. The Sickeaters also contribute to feast since the tribes hardly meet and after a lengthy celebration you are able to talk with the Sickeater’s chief and shaman about –


> Trade
> Give gifts (what)
> Demand (what)
> Unify the tribes (hard)
>>
>>41752432
> Give gifts (what)
Give them some of the spider venom we've been harvesting. Then suggest we:
> Unify the tribes (hard)
>>
>>41752432
> Give gifts (what)
The aformentioned gifts that were made, and some spider venom, a single silver flower, and six spider eggs.
Then suggest a unifying of the tribes to make us stronger and better.
>>
>>41752469
>>41752515
Use the gifts as an example of how working closely together would make us stronger.
>>
>>41752432
>> Trade
>>
Guys, we need to wrangle the biggest crab, and build a castle on it.

That'll show everyone.
>>
Alright looks like gifts and unity.

2d10+16 to convince them
>>
Rolled 1, 10 + 16 = 27 (2d10 + 16)

>>41752792
>>
Rolled 3, 1 + 16 = 20 (2d10 + 16)

>>41752792
I believe in the Chief!
>>
Rolled 10, 5 + 16 = 31 (2d10 + 16)

>>41752792
Come oooooon high roller!
>>
File: Spoiler Image (100 KB, 720x469)
100 KB
100 KB JPG
Rolled 2, 1 + 16 = 19 (2d10 + 16)

>>41752837
I missed the roll, shit!

Well I believe in the you that believes in the Chief!
>>
File: Goblin_Leadership.jpg (197 KB, 1200x877)
197 KB
197 KB JPG
>>41752811
>>41752837
>>41752856

You have some goblins gather gifts for the Sickeaters - for their chief you give bronze ceremonial armor and a particularly nasty looking jagged bronze goblin sword. For the shaman you give a bronze staff inset with some of the gems you always find laying about and a few pieces of bronze jewelry. The medical squad also brings three carefully sealed bottles of spider venom.


You then try to explain that the tribes would be stronger if they joined as one just as they were before, drawing their attention to your crossbow squad mounted on giant spiders.

>31 vs dc 30

“No tribes best separate,” says the Sickeater shaman.

“We trades still for spider venom,” the chief agrees.

“Tribes not join easy,” your own shaman tells you.

As a final ploy you have the Sickeaters follow you and your shaman into the tomb showing them where the Darkfury tribe has been failing to raid this whole time. When you reach the lich’s chamber the shaman’s are disgusted by evil magic still lingering inside, but they are impressed that you have managed to remove such a threat.


“Darkfury always win gathering,” says the Sickeater chief.

“But Darkfury lose to evil,” says the shaman.

“Human prove greatest warrior of all tribes,” the chief tells you.

“Together we have more strength,” the shaman replies after a long pause.


> The Sickeater tribe has joined with the Bonetooth tribe.
> Tribal unity 2/10


> Train yourself (in what)
> Train goblin squads (which one(s))
> Direct goblin squads (which one(s))
> Build something (what)
> Meet another tribe (which)
> Hatch more spiders
> Plant magic seeds
> Organize the Sickeaters
> Other
>>
>>41753034
> Organize the Sickeaters
Time for full integration. They had to have had enough in food facilities to sustain their previous population, so this should go pretty easily.
>>
>>41753034
>> Organize the Sickeaters
First lets get them to understand the basic stuff the Bonetooth already know. This should also help them get along better. Should.
>>
>>41753170
Oh, and we should have the new shaman look over The books we have to help decipher them a bit more. Warn him about the lich's tome - we probably wont be able to uncurse it without the foulcurse helping.
>>
>>41753170
>>41753191


Alright writing for organization.

Taking the first 1d100 for random event time.
>>
Rolled 18 (1d100)

>>41753472
>>
You have the goblins cart the Sickeater’s salvage into the tomb with the rest of it and start to organize the tribes to form one cohesive unit. You work though another two food tents setting squads up to ensure enough food is produced for all the goblins. You even make two more of the vine farms with a squad dedicated to running them.


There is a little fussing when you try to organize the poison production but it isn’t too much different from cooking – you just need the right equipment and enough man power to get things done.

> The tribe will now produce enough poison for your squads to use as well as a weaker version good for trade.


With the help of the Sickeater’s chief and shaman everything goes smoothly as the two tribes are integrated together as one in no time at all. There is plenty of food and with the once separate tribes sharing information and production the goblins seem to be happy as they once again murder poor instruments in their attempts to play music.


> 18
A large pack of those saber tooth tiger creatures have been stalking about the edges of the tribe’s caravan trying to pick off lone goblins.


> Send combat squads to handle it
> Handle it yourself
> Scare them off
> Capture them
> Other


And


> Train yourself (in what)
> Train goblin squads (which one(s))
> Direct goblin squads (which one(s))
> Build something (what)
> Meet another tribe (which)
> Plant magic seeds
> Other
>>
Rolled 95 (1d100)

>>41753472
Administrative Organizating!
>>
>>41753635
>> Send combat squads to handle it
> Train yourself in sick eater poison. To become immune to poisons like them. And poison uses.
>>
>>41753635
> Capture them
>Plant the magic seeds - have some goblins prepared to attack, incase the plants are meat eaters.
>>
>>41753635
Capture them, possibly with paralytic poison. If we have none, use nets, cages, and other traps with bait.
Plant silver flowers.
>>
>>41753728
I like the poison immunization idea.

Man it'll suck to do, but shit, it'll be useful.

Especially if there are hydras that emit poison.

Wow that's actually really specific.
>>
Rolled 19, 13 = 32 (2d20)

Ok planting things, capturing wild animals and getting poisoned.

Give me 2d10+8 for all this.
>>
Rolled 10, 8 + 8 = 26 (2d10 + 8)

>>41754027
>>
Rolled 8, 7 + 8 = 23 (2d10 + 8)

>>41754027
I can feel it, now is the time!
>>
Rolled 7, 2 + 8 = 17 (2d10 + 8)

>>41754027
>>
>19, 13
You send some squads to capture the wild tiger beasts armed with nets, ropes and cages. The tigers put up quite a fight and injure many goblins before the goblins manage to capture the whole pack. Thanks to your medical squad no goblins are lost.


> Nine adult tigers, fifteen adolescent tigers and thirty tiger cubs captured
You decide to clean off one of the smaller crabs and create a small farm to grow the magic silver flowers that you found. And the hell with it you also plant the five magic seeds - they immediately sprout and quickly grow to full size forming gaping maws dripping with digestive juices. The plants then pull their roots out of the ground and start trying to catch and eat anything that moves.

> Over time the tribe can now harvest living silver flowers.


You also seek out the Sickeater shaman to try and gain the resistance to poison that the sickeater tribe has.

“Many poisons to learn much pain,” is all the shaman tells you.

> 25 vs upper dc 25

The poisons eat at your body and the pain is excruciatingly bad, time seems to slow down until each heartbeat stretches a hundred years. Eventually you feel your body begin to repair itself and the poison fades away – it would have been much easier to just be born with poison resistance like the Sickeaters are.


??? progress 5/5
> New ability unlocked - Regeneration: Rank 0
> Recover hp equal to your number of ranks in this ability per turn of combat.


> New ability unlocked - Poison Resistance: Rank 1
>Poison Resistance gives you the ability to negate poison based damage and the effects of some poisons. You reduce incoming poison damage by an amount equal to your ability rank.
> Go to crab lake
> Train yourself (in what)
> Train goblin squads (which one(s))
> Direct goblin squads (which one(s))
> Build something (what)
> Meet another tribe (which)
>Other


And


> Capture the walking plants
> Force them to leave
> Kill them
> Other
>>
>>41754453
>> Capture the walking plants
Get at least one, see if we can extract more seeds from it.

This seems like an excellent way of sowing panic, replace seeds in a granary or some such with carnivorous plant seeds. Excellent.

And
> Go to crab lake
>>
>>41754453
>Capture
Gonna make the Foulraiders jelly with all our new pes.
>Train the Tigers.
>>
>>41754453
Capture plants
Reinforce all current structures - make the fire pits safe and not haphazardous, and construct some minor defenses.
>>
>>41754503
Sounds good.
Now that we have dedicated squads, capturing a few more crabs for the tribe should be much easier.
And let's the Calvary see what it can do if we run into trouble.
>>
>>41754565
Why would you want to stay at the ruins for a prolonged period of time?
>>
>>41754618
our forge is here, and we're already starting to dig in.
>>
>>41754627
Our "forge" are little ditches in the ground right now.

And all of our "structures" are on the backs of crabs if I am reading correctly.

Plus, the lake is simply a better position.

Sure the tombs and ruins have a pre-built location, but it isn't optimal with design in mind. We could build a far more expansive and comprehensive place at the lake by importing the stone.

Moreover, the crabs, man. The crabs that everyone want. A ready food and transportation supply.

If we take a place like that, our position becomes vastly stronger, especially in a political standpoint.
>>
>>41754693
We wont be able to immediately show other tribes the cleared tomb
I guess they could take a trip though
>>
>>41754693

>And all of our "structures" are on the backs of crabs if I am reading correctly.


This is correct, the goblins like to move around because of the wandering cleaners so they build their stuff ontop of the giant crabs to haul around.
>>
>>41754714
We have one tribe with us, and if we simply take control of the crabs, it won't really matter, since if they wanted to get some crabs, they'd have to deal with us.

It's an incredibly powerful position in that regard. We will have the most crabs because the crabs favor that lake so much.

And I doubt the tomb will work for everyone, if you try to tell the Darkfury that you did what they couldn't, they might get a bit pissed at you.
>>
What do we want to do with regards to the lake?
> Move everyone
> Just hunt crabs


And if hunting what squads do you want to take?
>>
>>41754806
>> Move everyone
If the crabs stay there, the cleaners must not come by often, if at all.
>>
Moving the whole tribe it is then

1d100 for a random event.
>>
Rolled 47 (1d100)

>>41755034
>>
Rolled 68 (1d100)

>>41755034
>>
Rolled 87 (1d100)

>>41755034
>>
Before they can do any harm you have the goblins make some more cages to capture the walking plants with. The plants are only smart enough to chase after food and are easily tricked into the cages – they are easy enough to care for a few chunks of butchered monsters are enough to keep them from trying to escape.


With the population of goblins increasing even faster after joining the tribes it is time to relocate to a better home, the crab lake will hopefully provide both a source of water and control over the giant crabs that the goblins rely on. The goblins seem unhappy to abandon the loot that has been stored in the tomb, so two of the huge crabs that had fire pits on them are converted to carry the goblin’s salvage once again. It will take a few trips to fully clean out the tomb once again.


>47


You have to spend all your time directing the goblins to drive the caravans after one of the goblins manages to knock over a fire pit and set an entire huge crab on fire.


>Lost one huge crab


>Awareness
Piles of garbage slowly turn to smooth black stone as you approach the lake and when you arrive at the lake it is perfectly calm with no crabs in sight. The lake itself stretches on for miles formed from water and sludge pooling inside a massive crater. Just what could have caused this kind of destruction?


> [ End ]


I need to end things here for today.
I’ll stick around for questions/comments/criticism/spending exp.


>You finished a thread, thanks for playing +10exp
> Unified two tribes +10exp
>Three species to tame +10exp


>Current total exp total: 32 exp
>>
>>41755472
Time to level up Regen?

Probably the single most broken ability on the charactersheet aside from badass.
>>
32
Regeneration to three 22
Goblin scavenging to Five 7
Poison resistance to two 4

Unless someone prefers a more regen focused build?
>>
>>41755546
I am thinking rank 5, and it should be more than fine for a while.
We could likely grow back a limb at that rank.
>troll healing
>>
>>41755632
We cannot reach five with current points. Four is highest.
>>
>>41755618
Yeah, i can support this
Even better loot gains get
>>
You can always bank your points for later
>>
>>41755668
Ah, my bad.
>>41755618
Sounds pretty good.

Like I said before, we should look to trade with the magic tribe for magic training.
Learn how to meditate better, and increase our magical capacity and possibly rank up a few abilities.

Also when integrating new tribes combine all traditions, all newborns will have poison immunity, and so on. When we get more tribest making our goblins more useful.
>>
>>41755618


Updated with this change
>>
>>41755822
Excellent

Now, lets all discuss some important structures to make. Armory is probably going to be needed. Extensive stables separated by species of mount. Try to work in some farmland. Rudimentary water purification facilities could be constructed with scavenged filters cleaned with distilled water, and of course we could always use the distilling method after that for much cleaner stuff (its pretty easy, pour water in big container, heat water, have a way for water vapor to rise up and over to a new container where it cools and drips down as clean water)
>>
>>41755980
Also, walls are good for keeping out threats.
If the goblins are religious in some way we can make a chapel where they can worship freely and easily.
A shaman housing should be made, big enough for a shaman from each tribe, and outfitted with anything a shaman might need like cauldrons, incense, altars, tomes, etc.
A port on the lake can be made and boats can be made to rest at port
>>
>>41755822
Can you also put the change to gear, us wearing the magical light steel chain mail.
>>41755980
sounds good. Improving the health of the goblins, like clean water/better food should cause a general increase in average height and more big goblins.
>>
Rolled 3, 7, 7, 8, 3, 7, 2, 9, 7, 4, 8, 8 = 73 (12d10)

>>41756142
Oh right time for magic rolls
>>
Rolled 5, 5, 8, 6, 4, 8, 1, 9, 8, 8, 5, 1 = 68 (12d10)

>>41756179
Hopefully two shamans means we have an easier time identifying
I also want to know if the second shaman helps uncover any more spells or decipher more of the books
>>
>>41756179
>>41756208

N/A means you didn't learn anything other than what is listed in your inventory.

> 3,7+3 - phone - N/A
> 7,8+3 - dragonscale - N/A
> 3,7+3 - lamp - N/A
> 2,9+3 - ring - An exquisite jade ring - the ring is decorated with carvings of feathers. It protects you from falling to death once per day. Using the ring twice in one day will cause the magic to dissipate forever.
> 7,4+3 - iron shield - N/A
> 8,8+3 - iron great sword – N/A
> 5,5+3 - large crystal – This Lich’s gem raises 1d6 humanoid dead bodies per day when used, bodies are bound to the holder of the crystal for eternity.
> 8,6+3 - steel necklace – This necklace is able to absorb and release mana for the wearer to use at will granting a bonus of +5 to the wearer’s mana pool.
> 8,6+3 - Book of spells – N/A
> 1,9+3 - Book of witchcraft - This book contains three unknown spells of varied levels and elemental burst (5), full heal (4), cure (3), and searing ray (2).
> 8,8+3 - Grimoire – The Sickeater shaman says the grimoire is too advanced to understand.
> 5,1+3 – Lich’s spellbook – The Sickeater shaman is unable to help you examine this any further.
>>
>>41756521
Do we have any bodies around still?
Wear necklace, Wear ring, wear armor, Attempt to learn searing ray.
Also ask the shamans if they have anything they can teach us.

Armor wasnt listed here i think
And is currently not described on charsheet, just listed in loot
>>
>>41756687

spell learned and charsheet updated.
>>
>>41756793
I assume the spell disappears once learned, yeah?
>>
>>41756868

Spells learned from the books do yes.
>>
>>41756962
In what way would the crystal be more powerful in the ritual room? More bodies per day, or better bodies?
>>
>>41757065

You would get more raised.

1d6+6 -> 2d6+6
>>
>>41757277
this is good.
We should do this. and continue to do this for a while. till we have a force of about 100.
have them do all the manual labor around our permanent residence. Cleaning sewage/cleaning out areas. And front lines if we need em too.
>>
File: 657347543.gif (2.08 MB, 320x214)
2.08 MB
2.08 MB GIF
>>41757439
>tfw fighting an army of shit-covered skeletons
>>
Controlling skeletons may make diplomacy with other tribes harder.


Begin raising a skeleton army anyways? 1d6+6 I’ll take the first roll


> Y
> N
>>
Rolled 5 + 6 (1d6 + 6)

>>41757569
Y
Necromancy simply is, there's nothing evil about it. It's simply reusing a body - nature does that too, recycling corpses into nutrients for plants and such.
It's going to seriously jumpstart our building too, because tireless workers.
>>
Rolled 4 + 6 (1d6 + 6)

>>41757569
>y

we can keep them hidden, doing the labor around our new home. not seen by visitors.
>The help should not be seen or heard.
>>
>>41757662
>No
We can summon skeletons after we are the Goblin King.
>>
SKELETONS RIDING SKELETON SPIDERS
DO SPIDERS EVEN HAVE BONES
>>
>>41757728

The crystal doesn’t work on spiders, they don’t have skeletons anways.
>>
>>41757796
Rearrange skeletons into spider shapes

How good are the undead minions at doing the manual labor we need them to do?
>>
>>41757909

Lets say:

Roughly equal to untrained goblins - except they are untiring, don’t fight with each other, require no food or water, and are perfectly able to understand what you want them to do and how to do it to the best of your knowledge.


Spending time to train the goblins will make them better, otherwise an army of skeleton laborers will vastly outperform the goblins.
>>
>>41757728
>>41757796
Well, technically they do, they are on the outside.

Hence "exoskeleton". exo meaning, on the outside, in this case, a skeleton on the outside, as opposed to the normal inside with most fleshy creatures.

I'd imagine you could make an undead or "skeletal" spider, it would just entirely lack venom and silk/webbing.

Also, IIRC spiders cling to things with incredibly minute hairs on their legs, so they couldn't cling to stuff, either, were they "skeletized".

Anyway, sperg moment over.
>>
What is living silver good for?
>>
>>41758494
>can grow what is considered by some to be a precious metal

>what is it valuable for?

It's shiny, anon.
>>
>>41758525
It might have special properties beyond that.
>>
>>41758580
Like growing.

Metals do not normally grow.

We now have a seemingly inexhaustible supply of a relatively hard metal, that can be used for utilitary items like mirrors, or alchemical means like potions, as a last resort you can forge it into a decent weapon.

If we can get -more- of these flowers, we can grow a silver farm, thus we can outfit an army with middling quality equipment rather than shitty impure iron, or sharp but bendy copper/bronze.

Whether it is magical or not beyond growing, I cannot say.



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