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With the devices suddenly showing the village surrounded, you make sure that the blacksmithing and poison squads have fully prepared and distributed poison and iron equipment to all the combat squads. The goblins don’t know or care about what is going on but you are able to bring them all inside the wall for safety.


At this point you don’t know if the new arrivals are even hostile it is possible that the now arriving Foulcurse tribe could be in danger as well. The shamans can only tell you that there is strong magic at work, they will however contact the Foulcurse shaman to explain that something is amiss.


The combat squads prepared their animals and are ready to fight if necessary. The problem however isn’t going to solve itself if you take action now you may be able to gain the initiative and effectively respond to whatever is going to happen.


> Scout device locations
> Try to meet the Foulcurse tribe outside the walls
> Have the Foulcurse tribe go around the device locations
> Direct goblins (which squad(s))
> Other
>>
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Welcome back to Afterlife Quest!

Twitter: https://twitter.com/ApophisquestsTG
Askfm: http://ask.fm/ApophisTG
Pastebins: http://pastebin.com/u/ApophisTG
Previous Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Afterlife%20Quest

And I’ve also prepared a terrible map to help understand the situation.
>>
>>41826615
Can magic spells be sent through the iron rimmed mirrors? If yes, attach iron rimmed mirror to the side of one of the most mobile mounts with straps, and keep the other mirror with the shamans. If no, do the same but position the other mirror in front of a stationary crossbow squad. A hand giving a thumbs up through the mirror means to start volleys of attacks through it.
Try to scout out the locations at a safe distance, and have the shamans try to use foresight. Ask the shamans to have the foulcurse do the same and not get too close - as we are now, we have good flanking.
>>
>>41826681
I’m going to have to say that the mirrors don’t transmit spell effects or the current speed an object has, otherwise someone will find a way to create relativistic bombs with them.
>>
>>41826615
>> Scout device locations
>>
>>41826862
Oh, damn. That would have been a cool plan, otherwise.

You know what would be messed? If someone accidentally dropped it in the lake
>>
>>41826615
> Scout device locationspersonally
I think these whatever might be after big goblins. Our tribe is ~30% big goblins, the next closest tribe percentage wise is ~20%. We have twice as many as the next closest tribe. And 2e have ~40% of all big goblins. This is from the goblin tribe pastebin. Probably only big gobs were intelligent enough to be curious about not having a chief, and would search using the GPS. And when we became chief we ended that.
>>
Alright looks like scouting wins.

Give me 2d10+15 to not get caught.
>>
Rolled 4, 8 + 15 = 27 (2d10 + 15)

>>41827021
Sneaky, sneaky.
>>
Rolled 2, 2 + 15 = 19 (2d10 + 15)

>>41827021
>>
Rolled 4, 3 + 15 = 22 (2d10 + 15)

>>41827021
Dont job it
>>
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You have the shamans stay in communication with the Foulcurse tribe to maintain the flanking position you currently have. You can’t help but wonder if the rather sudden expansion in population, particularly of the big goblins, could have something to do with all of this so you decide to scout the locations by yourself.


>27 vs lower DC 26 pass


Starting clockwise you sneak up on the first slightly glowing area, strange glowing runes are arranged on the black stone ground in circular patterns and three people wearing environmental suits are using some kind of hand held devices to scan the area.


“Spiritual energy particulate density is abnormally high in this area.” One of them says.

“Readings confirmed. This location also has been determined to be the last known location of several missing cleaners.” Another responds.

“Previous investigations of this area had no mention of this construction however.” The last one says while gesturing to your village wall.


They didn’t seem to notice you at all despite there being no cover out here at all, so you continue on to the next location. Again there are three people waving around hand held devices taking some kind of readings, however this time they are not speaking at all after waiting for a while you decide to move on.


At the third location there are four people one of them is dressed in just a white lab coat, he seems to just be watching the others work.

“Sir the other groups have confirmed the readings.” One of the suited up guys says.

“Good we will return for now. Enact population culling plan seven.” The lab coat guy says.


With that the people walk into the rings of glowing runes and vanish in a flash of light.

(1/2)
>>
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(2/2)

A few seconds later there is another flash of light and the rings of runes vanish leaving behind a pair of large creatures with horns and a strange hovering metal orb.


“Unknown presence detected, beginning life form analysis scan.” The orb states in a monotone robotics voice. Beams of green light are emitted from the drone and it begins to diligently scan the area.


> Attack the creatures
> Avoid the creatures and drone then return
> Disable the drone
> Other


[spolier]oh got the pictures backwards damn[/spolier]
>>
>>41827477
>> Disable the drone
>>
Stick head through mirror to tell shamans about what you saw and have them all take up defensive positions and warn the foulcurse to start prepping their own defenses and wards. We should will our skeletons to the front lines too, while we begin by chucking a poison dagger at a creature and then bumrushing the orb for some smashin and slicin.
>>
>>41827477

>spolier

haha what the fuck am i even typing


>>41827594

More no fun allowed -
Mirrors need the entire object to pass through them before it appears at the other side.


And 2d10+9 to disable the drone.
>>
Rolled 8, 2 + 9 = 19 (2d10 + 9)

>>41827732
Should we use a spell? Ignite weapon perhaps?
>>
Rolled 4, 2 + 9 = 15 (2d10 + 9)

>>41827732
>>
Rolled 8, 6 + 9 = 23 (2d10 + 9)

>>41827732
We have plenty of mana so yeah lets ignite weapon, thats my vote. Im the anon that suggested it, or records sake. My vote is yes on it, obvs.
>>
You channel your mana and set your ghostly sword on fire then with a quick flourish you hurl a poison dagger at one of the creatures and rush towards the drone to attempt the disable it, smashing things disables them right?

> 23

Right as your dagger embeds itself into the upper back of one of the creatures you bring down an overhead slash. With a cackle of electricity you cleave the drone in half, revealing strange crystals mixed with melting machinery. The creature you threw the dagger at collapses onto the ground with a gaping and singed hole right through its chest.

“Unit integrity compromised auto-selfdestruct activated.”The orb states in a monotone robotic voice. “5, 4, 3-”

Enemy status
> Drone – Selfdestructing
> Horned creatures – One staggered, poisoned and critically wounded, one unharmed.


Your status
> 6/6 hp
> 9/10 mana
> 2/3 Turns of Ignite weapon remain.


> Attack the other creature
> Attack the wounded creature
> Escape blast radius
> Other
>>
>>41827947
>> Escape blast radius
>>
>>41827947
Kick the Drone halves towards the unharmed horned creature and try to escape blast radius
>>
Rolled 15, 8, 5, 12, 5, 5 = 50 (6d20)

Alright roll me 2d10+9 if you want to use the exploding drone as an improvised weapon.


Writing for escape.
>>
Rolled 4, 5 + 9 = 18 (2d10 + 9)

>>41828091
>>
Rolled 3, 4 + 9 = 16 (2d10 + 9)

>>41828091
Do it!
>>
Rolled 4, 4 + 9 = 17 (2d10 + 9)

>>41828091
Get rekt horned guy
>>
>>41828100
>>41828106
>>41828099
Sequentials get, at least
Like a full house or something
>>
The wounded creature bellows out a cry of pain before dying and falling still, that is probably bad news.


Thinking fast you kick the two halves of the drone at the healthy horned creature, as you do your magic coats the drone in fire, and then you run away from the self-destructing drone.


>18

The drone hits the creature right in the head as the countdown reaches zero. A huge explosion completely consumes the monster and although you tried to escape you can feel the heat from the blast as it knocks you to the ground.


Once your ears stop ringing from the explosion you hear the bellowing cries of monsters getting closer.

Your status
> 6/6 hp
> 9/10 mana
> 1/3 Turns of Ignite weapon remain.


Enemy status
> Drone – dead and exploded
> Horned creatures –Two dead and reinforcements incoming.


Your status
> 6/6 hp
> 9/10 mana
> 1/3 Turns of Ignite weapon remain.


> Attack the remaining creatures
> Lead them back to the wall so the goblins can finish these guys
> Other
>>
Retrieve dagger, lead the creatures back to the wall
>>
>>41828254
>> Attack the remaining creatures
Use magic arrow(s) as many times as possible to dwindle down their numbers. And head back to the wall.
How many of them are there?
>>
>>41828254
> Other - attempt to quickly scavenge drone parts, look for a communications array.

> Lead them back to the wall so the goblins can finish these guys
>>
>>41828309
We can always come back for the bits after the fight
>>
>>41828320
That's probably smarter. If no one else wants to do it now, sure come back later.
>>
Rolled 7, 14 = 21 (2d20)

>>41828305

From the sound of the bellowing at least 10.

And because I am terrible you only get 1 spell prepared per level right now. You can use searing ray on them though.


At your current willpower you can only use one spell at a time anyways.


Anyways writing for letting the goblins finish the fight.
>>
This is a good time to test the goblin’s skill at fighting with their new iron weaponry, so instead of fighting them you get the creatures to follow you. A few moments later you get inside the walls and shut the gate, but it takes too long to get the goblin’s attention they seem to have already wandered off while you went out scouting. The horned creatures are unable to climb the smooth stone walls but they do manage to begin to break down the gate their strong hands pulling it apart slowly.


The spider and tiger rider squads are the first to arrive at the gate; the spiders quickly scale the wall to allow their riders to shoot the horned creatures. With the creatures completely unarmored the goblins quickly poison all of them without any trouble.


The creatures while hurt are still trying to break the gate, if anything since the goblins arrived they have become more enraged – gouging at each other with their horns in an attempt to be the first one through the gate.


Enemy status
> Horned creatures –24 wounded, poisoned and berserk.


Your status
> 6/6 hp
> 9/10 mana
> 0/3 Turns of Ignite weapon remain.
> Goblins unhurt
> Gate damaged


> Open the gate, melee squads and finish this
> Let the crossbow squads keep shooting
> Other
>>
>>41828560
Have The crossbow squads keep shooting, And bring up your own crossbow. Bark out the order to go for the eyes and limbs for disabling purposes.
Shoot at the eyes yourself.
>>
>>41828560
>> Let the crossbow squads keep shooting
> use magic arrow rain destruction on them!
>>
>>41828668
Magic arrow would be a lot less effective than searing ray. With them all clustered together we could fry them in one go.
>>
>>41828698
i just want to use magic arrow..
i understand it is less effective.
>>
>>41828560
> Let the crossbow squads keep shooting
>Melee squads grab what they can to barricade the gate.

>Note to self. Begin work on grenadier squad after this encounter.
>>
>>41828813
>>41828797
Good ideas guys
>>
Magic arrow is not prepared right now anyways.


Finishing up writing for crossbow domination.
>>
>>41828830
For the record, the first one he linked was me suggesting that we drop seeds on the invaders

I deleted it because I realized that I'd already voted.
I need sleep.
>>
With the other goblin squads arriving at the walls are packed with crossbows, you try to use your own crossbow to show the goblins to shoot at the arms and legs of the creatures to disable them. However with now over two hundred crossbows firing at them the horned creatures soon turn into pin cushions. The pained guttural cries of dying beasts fill the air as the onslaught of poisoned bolts quickly kills the creatures. While you are unable to capture any of them alive the goblins will have a lot of fresh meat just in time for the arrival of the Foulcurse tribe.


With the threat passed you are able to go out and try to scavenge the remains of the exploded drone.

First 1d100 for looting.


Then the Foulcurse tribe finishes setting up camp outside your wall, they seem fairly impressed, but wary, with your construction work. The shamans go cloister themselves off in the temple building you had created for them while the former Sickeater chief takes the Foulcurse chief around showing off all the various buildings. The Foulcurse goblins are most impressed with the skeleton laborers that are hard at work for the tribe.


Choose as many as you like.

> Trade
> Celebration
> Give gifts
> Unify the tribes (hard)
> Other
>>
Rolled 64 (1d100)

>>41829038
> Trade
> Celebration
And if course
>Unify the tribes
Start out soft, however. Talk about how well things have been going since the Sickeaters joined, and how the tribes work very well together.
See if we can get their chief to think its a good idea before outright suggesting it.
>>
Rolled 80 (1d100)

>>41829038
>> Trade
>> Celebration
> Unify the tribes (hard)
>>
>>41829038
> Celebration
> Give gifts
> Unify the tribes (hard)
Giftwise give the foulcurse A golden feather, a silver flower, A monsterplant seed (warn them about it first), Equipment for their whole tribe if they stay long enough to produce it, Food vines to travel with, a few crabs to build upon, And...A set of personal skeleton workers, if they stick around long enough for a recharge.
>>
>>41829177
I'd be alright with adding those gifts to >>41829085
Just about all of it is renewable, so it should work out pretty well.
>>
>>41829177

If you want to unify the tribes the magical things will just come back to you and I assume that part of the integration process is finding out what things they have and equipping them with your better equipment.
>>
>>41829237
The way I see it, the gifts are a taste of what's to come if they join us, and a testament to the fact that we have enough to share.
Sort of like a free sample.
>>
>>41829237
It softens them up to the idea of joining if we can freely give away so much valuable stuff
And even if they dont join we seriously helped out a fellow tribe
>>
>64

Digging around in the remains of the beasts you manage to find:

Eighty-three horns, sixty-seven horned beast bodies, *eight large fractured crystals*, three twisted sheets of steel, a strange gun and ninety-nine thousand poisoned iron bolts.


and writing for the other choices.
>>
>>41829444
Do you want us to roll to unify, or is that after the next story post?
>>
>>41829461


Sure roll now if you guys want to, the reason I said you don't really need gifts is because of your now massive bonus for this.

2d10+24 to unify the tribes.
>>
Rolled 8, 3 + 24 = 35 (2d10 + 24)

>>41829504
Why do foulcurse and foulraider both have foul
>>
Rolled 6, 7 + 24 = 37 (2d10 + 24)

>>41829504
Gifts are still a nice formality, which doesn't amount to much if we succeed, and creates positive relations if we happen to fail.
>>
>>41829520

Because I randomly generated the names not expecting you guys to stay with the goblins this long, er I mean plot things yea thats it.
>>
>>41829550
To be honest, I was expecting to ditch them pretty quick. But... I'm really enjoying this.

Also, I feel like it's something Archer would do.
Unsuccessfully, if his track record is anything to show for it, but still.

Do we have booze?
We should see how well those vibe plants ferment.
>>
>>41829586

The poison squads also make hallucinogens for parties, making strange purple fruit booze hasn’t been tried yet.
>>
Rolled 6, 3 + 24 = 33 (2d10 + 24)

>>41829504
>>
>>41829586
Seriously been great and fun.
And gained quite a few allies.

I do want to bring up, we should escape with a couple goblins. Into the city, make a gang or somwthing, and start and underworld empire using the goblins.
>>
>>41829759
Only a few? Why would we do that when we could storm the upper levels en masse and take it over like the benevolent overlord we are?
>>
>>41829759
>>41829790


>underworld empire using the goblins


You have the GPS devices you can do this if you want to.


Didn’t even meet them and you’re muscling in on other goblins turf already
>>
>>41829790
Not a good idea. To rush into things, we make a foot hold. And grow from there.
We won't know how to feed thousands of goblins just arriving there.
And who is to say the city guard, won't decimate us on sight.
>>
>>41829840
could send scouts first
I think we could take the next level with prep, though

Still, make a foothold here if shit goes south. Goblin empires start from the bottom.
>>
>>41829877
>>41829877
We have a foot hold here.

Once we have shelter for more of them. We should be good.
We can go up with a fee hundred. Get in as foot soldiers and learn what we need. And eleminate the competition and take over.
>>
With the Foulcurse tribe settling in it is time for a celebration for coming together, you have the blacksmithing squads bring finely crafted iron goods to give as gifts. With your production capability you give not only ornate ceremonial pieces to the shaman and chief but also a iron dagger for every goblin in the Foulcurse tribe. The forty skeletons stop everything else and start cooking and delivering massive quantities of food and with hallucinogenic smoke floating around soon the entire area inside the wall becomes a massive party.


Once again the goblins manage to completely destroy all the instruments they salvaged in a crude attempt to create music, eventually they settle on drumming. Some of the goblins seem to have decided it would be a great idea to let the animal mounts loose and soon blazed spiders and saber-tooth tiger beasts are also staggering through the crowd of partying goblins. All together the event seems to have gone well with moral for all the goblins very high.


> dc 25 impossible to fail

Before you even begin to try and talk with the Foulcurse tribe’s chief about unifying the tribes the shamans summon you to their temple.

“Yous kill magic skeleton.” The Foulcurse shaman says. “Prove great strength and smart.”

“We looks at book.” The former Sickeater shaman tells you. “evil magic”

“Unity brings more glory to tribes.” The old blind Shaman croaks.


It seems that after examining the lich’s spellbook the Foulcurse shaman has decided to join up with you before you even got a chance to bring it up yourself.

> Housing for military squads is at its limit - extra combat squads disbanded.

> Train yourself (in what)
> Train goblins (in what)
> Direct goblins (which squad(s))
> Build something (what)
> Organize the Foulcurse tribe
> Other
>>
>>41829975
Build more military housing, organize foulcurse tribe, Repair damages done.
>>
>>41829975
We now have more capable shamans.
Work on increasing magic, and better meditation techniques.
Have goblins work on increasing housing, for population and barracks.
>>
>>41830060
Seconding.
>>
Population expansion event time

first 1d100 takes it
>>
Rolled 42 (1d100)

>>41830111
>>
Rolled 47 (1d100)

>>41830111
>>
>>41830126
Have we ever rolled outside of 40s-low 69s on these types of rolls?
>>
Rolled 87 (1d100)

>>41830111
Administrative Organizating!
>>
After the party you notice the crystal glowing again so you release its magic.

> 8 skeletons gained.


Now you feel like your magical ability should be good enough to learn more magic from the shamans you have a lot of work to do so you can’t sit and learn right now but they do agree to tell you what spells they will teach you now, but being their crotchety old selves they will only teach you at most two spells per day and now that you can learn more complex spells it will take much more time and effort.

>New spells available to learn from the shamans.
> First level spells: curse, poison
> Second level spells: plague, elemental arrow, monstrous growth, aura of fear, fog


With that out of the way you focus on directing the goblins to clean up the mess from the party, you know that if you leave it be then soon the whole inside of the wall will be filled with garbage the next time you turn around.


The goblins also manage to build two entirely new buildings for the combat troops to use, potentially tripling the goblin’s combat ability. However something goes wrong while the goblins are expanding their warren deeper into the black stone.

(1/2)
>>
(2/2)

> 42

None of the goblins are hurt and it takes them some time to dig out the tunnel big enough for you to get all the way down to where the problem is. It takes a considerable amount of time to descend down, you estimate that the winding tunnel descends around three times as deep as the lich’s tomb did, but when you reach the end the tunnel narrows before the bottom gives away to nothing. Pure nothingness is all that there is on the other side of the hole in the tunnel’s floor, dropping a torch reveals nothing at all as the torch just falls forever but doesn’t illuminate anything.


Well that is a problem you’ll need to think on but for now you have the smaller Foulcurse tribe mix about with the Bonetooth tribe to properly integrate. The most interesting thing the Foulcurse tribe has is a few groups that mix things together and make potions via alchemy or so they say. Just like the poison crafters the alchemy groups mix their brews in a tent on a crab, a dedicated building would probably help them out a bit.


> Train yourself (in what)
> Learn one spell (Takes half your time)
> Learn two spells (Takes all your time)
> Train goblins (in what)
> Direct goblins (which squad(s))
> Build something (what)
> Other


And regarding the mystery void hole
> Explore it (how)
> Ignore it
> Other
>>
>>41830535
> Build something (more stuff)

>Investigate the hole- tie a really long rope to a goblin, and anchor it firmly away from the hole, shove the goblin into the hole.
>>
>>41830535
Designate the mystery hole as a trash hole
Learn fog and monstrous growth
Meanwhile have goblins build a dedicated area for all things brewing, poisons and potions. Ingredients will likely be exchanged often, so might as well stick them together. Make sure that half of the building is designated for potions, and half for poisons, to avoid mixups.
Have the foulcurse shaman try to break curses on the lichbook if possible, if not then have him decipher other texts.
>>
>>41830636
This.
Can we make sure tribe traditions are being spread.
Say poison immunity is being given to all goblins. As well as that purple stuff. And I assume the magical goblins are "smarter" than most other tribes see about then going around teaching common sense. To have a better work force.
Possibly make a BS school soon.
>>
>>41830712
Oh yeah, we should have them brew a good potion for gains and put it in our refilling flask
>>
Because of how goblin reproduction works, once integrated into the tribe your goblins gain their abilities and they gain yours. So you don't need to worry about that.


I know it won’t stop you guys from trying but the lich’s spellbook is beyond even gathering all the shamans together, it was supposed to do bad things to you if the lich wasn’t fully killed.
>>
>>41830788
Are goblins slivers?
>>
We should make our moat a bottomless pit soon.
>>
>>41830865

I’m a big MTG player, but those gain the abilities of all the other ones right? So I guess sort of

New goblins come into being with their tribe’s knowledge and abilities, so when you integrate the Sickeaters you get poison immunity, with Foulcurse the goblins now are magical. So you don’t need to worry about a combat squad being wiped out, a new one with the same level of training can be levied instantly for effective purposes.
>>
>>41830960
oh well fuck I should stop typing soon.

> I'm not a magic player
>>
>>41830960
Oh fuckin neat, so goblins basically collectively grow in effectiveness and knowledge
>>
Fantastic! A seemingly bottomless pit of nothingness, you have the goblins begin dumping their extra garbage down the hole and that solves the problem forever.

You tell the goblins to build some buildings for the poison and potion squads and then go to learn magic.

> simple brewing building built – provides no bonuses

From the shamans you decide to learn the spells fog and monstrous growth.

“Fog good spell for escape, hides many goblins.” The shamans tell you.

They make you sit and focus your magical energy in various ways, condensing here and expanding there. You also have to ‘learn the essence of fog’ which turns out to be countless hours of heating rocks to flash steam water with – seems more like the old farts just wanted a sauna. They show you how you need to flood a vast area with the mana before twisting it like the steam to create the effect of the spell. When you finally successfully cast it all the shamans are confused.

“No no no, yous magic weird casted it all wrong.” The Foulcurse shaman cryptically tells you. “But wes move on, trade this spell to Darkfury long ago Darkfury love it.”

(1/2)
>>
(2/2)

In comparison this spell is much more simple, the shamans strip you down and just make you flood your own body with mana then imagine the monsters that you have fought and hold it. When they finally show you how it works the goblins claws and teeth grow longer and jagged. When you try it for some reason you accidently think about giant spiders and four spiked giant spider legs grow from your back. Each of the new limbs are at least twice as strong as your normal limbs so you can easily walk with them – even up walls and on the celing.


> Fog learned
>This spell creates cubic feet of fog roughly equal one million times your ki in volume. Cost 5

> Monstrous growth learned
> This spell causes you to grow an appendage(s) related to a monster you have killed. Current known appendages: Spider legs.

> ??? progress 2/5


> Train yourself (in what)
> Learn one spell (Takes half your time)
> Learn two spells (Takes all your time)
> Train goblins (in what)
> Direct goblins (which squad(s))
> Build something (what)
> Other
>>
>>41831495
Train two more spells.
I am guessing elemental arrow is rank 2 for magical arrow?
Also no increase to ki? From the last few meditations.
And with thier new teachings nothing learned to meditation?
>>
>>41831561

Meditation does a thing at rank 10, you'll need to spend exp to rank it up.


I'll put other bonuses at the end with exp so I don't lose them and forget to update the char sheet.
>>
>>41831495
Have foulcurse shaman try to identify all our magic items today
Have miners carefully try to make our moat a bottomless pit of no return and assign a few goblins to hold them by ropes in case of accidental falling
Have builders construct more housing because we desperately need it. If we have not much space for that then expand wall i guess.
>>
>>41831621
Whoops i entered too soon, my bad. Was going to put more stuff.
Have all combat squads work on physical fitness today. Running laps, lifting weights and such.
Focus on learning two spells when thats all assigned, i dont care which two
>>
Looks like more magic wins, which spells do you want to learn now?
>>
>>41831812
Aura of fear, plague
>>
The gentle internal glow of the crystal lets you know that you’ve been training in magic for at least a day, the shamans sure don’t mess around at this level. More skeletons join the growing undead horde.

> Gained 7 skeletons.

The goblins continue to do their own things, the combat squads are enjoying drilling much more now that the potion squad is providing stamina restoring potions. So you decide that you can spend more time learning the arcane arts. When you tell the shamans that you want to learn aura of fear and plague they laugh at you.


“Yous not know basic version of these, yous thinks you can learn?” The shamans tell you.


They then force you to act as an assistant for the poison crafting squad for most of the day. You are pretty sure that they use magic somehow to make the poisons but you don’t quite understand how. When you are finished the shaman has you focus your mana inside a goblin with the same feeling you got from the poisons you spent all day helping to craft. Then they make you do nearly the same as casting bless but to invert the flow of mana to make the spell negatively affect enemies rather than helping your friends.


> Curse learned
> Your enemies within 20 feet gain a +2 unholy penalty to all rolls. This effect does not stack with other spells or effects of the same type. This effect lasts for three rounds of combat. Cost 1 mana

> Poison learned
> This spell causes crippling poison to infect a single target. For every mana spent the spell lasts long and deals more damage. Cost x mana


> The goblins are running low on food and clean water
> Your current production tents are falling short of equipping your goblins with supplies.


> Train yourself (in what)
> Learn one spell (Takes half your time)
> Learn two spells (Takes all your time)
> Train goblins (in what)
> Direct goblins (which squad(s))
> Build something (what)
> Other
>>
>>41832156
>> Learn one spell (Takes half your time)
increase water production.
Improve brewing stations
and create/improve farms.
>>
>>41832156
> Build something (what)
Expand the gardens and water purifiers.

>other
Experiment with the magic plants
If they grow instantly, they'd make a great food source.
Grow one, and let it die of thirst. Then see if the goblins (with their poison resistance) can eat its remains.
>>
>>41832223
This.
Can we also assign more goblins to masonry to increase building and upgrading rate?

Also, have some goblins integrate the foulcurse caravan with the city, help increase productions that way.
>>
Oh, and voting for aura of fear for spell learned

Have we switched the contents of our flask with a good gains potion yet? If we havent, freakin do it. And if we have, drink up daily.
>>
Do you want the vine farms to stay mobile on the crabs’ backs or do you want bigger stationary ones?

And the squads grow over time unless you want to devote time to personally creating new ones.
>>
>>41832360
Make some stationary ones
>>
>>41832360
Make stationary ones.
Keep the crab-back ones for when we go in long Crusades trips.
>>
You set your mining squads to dig out irrigation channels for farms and then go to oversee the construction of new water purifying systems. You manage to expand the existing building and get another two built, then you get them all equipped with the best reinforced boiling chambers the blacksmithing squads can make.


You then look over the building for brewing poisons and potions the goblins made and frankly it is terrible. It looks like the goblins just emptied the tents out and threw up walls around the heap of junk. So you get them to tear it down and try again, creating a large three winged building with one area to mix poisons, one to create potions and most importantly one to create alcohol.


When you get back to the farm construction you find a special kind of madness. The skeletons have transplanted the silver flowers to two fields of mashed up garbage they take a while to grow but could be useful in the future. Another four fields have been planted with the purple fruit vines and there are eleven large pits surrounding the six farms not of protection of course. The skeletons are planting the magic seeds in the pits and then killing and harvesting the monstrous plants, a few of the pits are being left alone for the plants to wither and die so that more seeds can be harvested from their desiccated bodies.


Well that will solve the problem of acquiring more food for now, the skeletons will need someplace better than the food tents to cook it though.


> The goblins are running low on food.
> Your current production tents are falling short of equipping your goblins with supplies.


> Train yourself (in what)
> Learn one spell (Takes half your time)
> Learn two spells (Takes all your time)
> Train goblins (in what)
> Direct goblins (which squad(s))
> Build something (what)
> Other
>>
>>41832758
Would it be possible to have a short skip where we lay out a plan of what we want to build until the next random or scheduled event? To speed things up.

Regardless, i vote for building a Proper cooking building, and a proper production building. Oversee them personally so we dont have to tear shit down again.

Have the shamans begin hosting magic classes for goblins that can learn magic.
>>
>>41832918

The next chain of events I’m holding for the next thread. Building up now will be important though.
>>
>>41832918
This sounds good.
>>
You get to work with the goblins to build a cooking area, a large facility with a cleared area outside of it for barbequing and plenty of space for goblins to sit and eat so food isn’t tracked all over the place. With proper and expanded facilities the skeletons will be able to prepare much more food than before.


Next you oversee the construction of a building dedicated to the production and storage of all the simple things goblins like to use but are not readily available to be salvaged. With the new building prepared once again the skeletons take over production ensuring that all the goblins will be fully equipped with whatever they need.


Meanwhile the shamans have begun to spread the teachings of magic, most of the goblins are now capable of casting magic arrow. Then they take the few goblins with talent and arrange them into squads to train more in the mystic arts.

> Three mage squads formed


When you finish building the shamans once again summon you to meet with them.

“Darkfury bring war to us.” One tells you.

“Four other joins them.” Another continues.

“Madblade and Tribeburner tribes not fight.” The last croaks.

It seems that five tribes are now united against your village and are on the march to destroy the Bonetooth tribe.


> [ End ]


That looks like a good place to end things here for today.
I’ll stick around for questions/comments/criticism/spending exp.


>You finished a thread, thanks for playing +10exp
> Tribal unity 3/10 +10exp
> Tribal war +10exp
> Found the void +10exp

> Magic training bonus +3 Intelligence, +3 Willpower, +3 ki, +5 stat points


>Current total exp: 43
>Current total stat points : 5
>>
Hoooly shit, why would other tribes go to war against us, not like we're hostile to them at all
I bet the foulraiders set them up to it with complaints

Anyways im gonna look At the sheets and get back to you in a minute for a spending suggestion
>>
>>41833563
I want meditation 10.
I want to save.
>>
>>41833472
We need to set those alchemists on making explosives.
Alchemical explosives a best.
>>
>>41833563
Ok got one now
Regen to five for eighteen remaining exp
Wellspring to four For two remaining

Pump five stat points into...luck. This could help in subtle ways, and i dont think its restricted to the usual by ten shit.

>>41833629
Saving is unwise with war freakin upon us
>>
I think we should just butCher them from afar.
Poisoned bolts.
And have our crossbow men destroy them from the wall. We also have mage squads
We could easily repel them from our walls. And having our trained melee destroy anything coming close.
We should out gear every tribe and out magic every tribe.
A few searing rays won't hurt either.
>>
>>41833563

Someone or something must have persuaded them.

With your aggressive housing, water, and food production expansion you are doing just fine to prepare for war. You are at around 19% of the tribe’s population as combat or support forces with only 2/3 of current total combat capacity.


>>41833656

Tribeburners are unaffiliated maybe you can make friends with them.
>>
>>41833886
I think we should try to be as diplomatic as possible, we dont want tribes shedding each others blood. Cart out gifts that can't be used for war but are still nice, like food and clean water and silk clothes. Communicate a message of peace and unity with them. Only if they refuse to make peace do we crush them in war, targetting chiefs specifically - and never targetting their shamans, because they are rare and to be converted to our cause.
>>
>>41833883
I don't think the war should be our biggest problem.
We out gear most tribes by far, our spider bowman are the shit. We have the best magic men. Going out and and casting a few searing rays should demoralize the shit out of them seeing dozens of goblins die.
>>
>>41833883
Maybe rank five will unlock a regen effect, hope so!
Extra magic is always good, too.
I'll get behind this build.
>>
Rolled 8, 9, 1, 9, 6, 9, 7, 10, 2, 9, 6, 10 = 86 (12d10)

i hope having the foulcurse shaman gives us a bonus to this identifying shit
>>
Rolled 9, 3, 4, 5, 8, 4, 9, 3, 10, 5, 2, 1 = 63 (12d10)

>>41834060
>>
>>41833955
Ok, when we get back I think we should try to ally with the Tribeburners and the Madblades, the would place us at maybe 2/3 of the Blackfury tribes combined strength.

Also,we should send an envoy to the Blackfury tribe to understand why they decided to attack us, and see if we can settle this peacefully.
>>
>>41834218
Envoys not necessary with shaman comms
>>
>>41834291
True, but it would be symbolic, that we are trusting them not to outright kill gobs or us.
>>
>>41834060
>>41834158

Item things

>8, 9 Collapsible Taser Prototype IV - A small sleek black device that flips open. It is primed with five magical charges that will empty the display when used. Due to its experimental design it is unable to be recharged.

>1, 9 grey scale – N/A

>6, 9 lamp – N/A

>7, 10 Book of spells - This book contains magic arrow, bless and the spell effect widen.

>2, 9 Book of witchcraft – N/A

>6, 10 Grimoire – N/A

>9, 3 Lich spellbook – N/A

>4, 5 Magic Crystals – These control crystals from the drone are severely damaged. The shamans think that you can cast a spell into them and break the crystal later to cast it.


As usual if you want to you can mess around with any of the things you didn't ID and hope it doesn't horribly curse you.
>>
>>41834351
What does widen do?
>>
>>41834351
Widen and the magical enhancement from the Book of witchcraft - what are the general difficulties of using?
>>
Based on the tribes pastebin, we currently have some stuff outside the wall, mostly food production and other gardens. We should see about expanding the walls to protect this stuff, plus some open land within the wall for further expansion.
>>
>>41834427
Unknow for Witchcraft, none for widen now that it has been identified.

>>41834387

For increasing the cost by three times, the spell now affects five times the number of targets. Only applies to spells that require targets. Can be used to modify a spell any number of times.

I assume everyone wants to learn this yes?

And then cast double widened magic arrow into crystals for mass destruction
>>
Wait, so nearly every goblin we have can cast magic arrow basic?

So that means we could have every goblin fire a magic arrow all at once and basically have the mightiest and brightest sky this place has ever seen?

Then they use their regular crossbows?

Fuggen rip.
>>
>>41834460
Learn widen, hell yeah man
Completely unknown difficulty? Don't know if it could be easy, hard, very hard, very very very extremely hard?
>>
>>41834460
Double widened fog, flood the entire ring with fog By breaking them all at once and then casting it ourselves
>>
>>41834531

I think last time it was asked about I said it was impossibly difficult. On a perfect roll I’d give it to you, but otherwise it’s rolling to not suffer magical backlash effects.


You should try it, I haven’t gotten to use magical backlash effects yet.


>>41834586

Sadly fog isn't a targeted effect so no widen for it. Max out your ki and you get 100 million cubic feet of fog though. I honestly don't see how anyone could need more.
>>
What are the stats of our current shamans? They obviously need high int to know so much magic, unless its innate to them i guess.

>>41834624
To be fair, last time was before twenty ki and int iirc. We at least twice as smart and magical as the smartest regular dude on earth.
>>
>>41834664

I'm keeping goblins stats hidden but shamans are something like this

Strength: 2
Constitution: 3
Perception: 7
Dexterity: 5
Intelligence: 30
Willpower: 30
Ki: 30
Luck: 10
>>
have we replaced our flask contents yet, like someone asked a few times earlier?

Are the gobs a lot more attentive and smart with the integration of foulcurse intelligence n shit?
>>
What specific poisons and potions are available?
>>
>>41834902
>>41834965

No but here are things you can currently replace it with

Clean water, Stamina potion, Healing potion, Mana recovery potion, Purple fruit booze, spider venom, hallucinogen drugs, or poison. The special potion the shamans won’t give to you because you already took it once and it is bad to drink more times. The only poison the squads know how to make is weak poison or strong poison, the difference is how fast you die from it.

And yes the goblins are all magical now too, they can cast magic arrow now.
>>
>>41835054
Magic arrow requires ten int, ten of any stat is peak human limit...holy fuck, we have a society of geniuses by human standards. Goblins rule.

what are the specifics of the stamina, health, and mana potions?

Also, what does the spider venom do? Is it paralytic, or does it liquefy organs? Spiders usually have one of those two. Usually the liquefying one, eugh.
>>
>>41835127

Spider venom is the liquefying one, mostly harmless to drink. Currently the Stamina potion makes training more effective it’s more of a support item for the goblins to use. The health and mana potions recover 1 point of each right now, perhaps in the future they will be more effective. The flask can hold 2 doses of the potions.
>>
>>41835224
What happens when stamina and health are mixed together? How about stamina and mana? Mana and health? All three?
>>
>>41835242

Nothing special you just get all the effects mixed together with an increasing amount to drink to get the full effect. More training could help make more effective potions or perhaps people above know how to make things better.
>>
>>41835312
Alright. Lets put mana potion into our flask for now.
Let's also make a habit of getting and drinking a stamina potion from the brewers every day, to keep our energy up for shit.
Builders and miners definitely should use stamina potions too

Large leather pouch ought to be moved to equipment because its useless in the backpack might as well wear it


For the hypospray...couldnt we press it up against a thin permeable membrane material stretched over a collection jar and inject the contents that way to collect the silvery stuff?
>>
Rolled 9, 1 = 10 (2d10)

>>41834351
Mobile phone missed?
>>
>>41835486

You could try something like that, but that wouldn’t help to identify it and has the potential to render the substance useless to you.
>>
>>41835559

Phone is the Taser. You identified it this time.
>>
>>41835576
Oho, i see, i assumed that was the strange gun from loot.
Can we try to figure out what that does?
>>
Book of spells needs updated i believe, if widen was the magical enhancement
>>
>come across wellspring of infinite magic
>stand in it
>use widen an infinite number of times and cast magic arrow
Human extinction attack
>>
>>41835601

Ha I forgot about the gun thing it was the weapon the drone should have had modified by goblin scavenge, as usual have a free ID for my mess up.

>Shrieking Blaster – This firearm create concentrated blasts of sonic energy. Unlike normal sonic blasters this one has been modified to created three amplified microblasts at a much higher power for the same level of energy used and the blasts are focused on a single target rather than a general area. It consumes one mana per shot. (+4 sonic damage, mana drain)

>>41835658
updated
>>
>>41835833
Hella nice.

I just realized how horrifically safe we are from aerial attack. Everyone knows magic arrow and we have way too many poisoned crossbows. Beware flying things, here there be death.

On a different note, with peak human intelligence for a community of eight thousand, we could probably step away from ordering them for construction and have them make innovations and upgrades to the village...city...thing by themselves. Electricity definitely aint far off, nor are advancements in forging techniques and shit. Threaded steel (or damascus steel, as google likes to call it) is gonna be a huge boon.
>>
>>41836035
>having an intelligence of ten makes them "geniuses"

>still can't speak proper english

>still can't figure out basic shit on their own

>still only do well because of instincts

They may have 10 int, but they are stupid as fuck, sir.



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