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File: dungeon-keeper.jpg (17 KB, 800x600)
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archive:
>http://suptg.thisisnotatrueending.com/archive.html?tags=Dungeon%20King

twitter:
>@DungeonKingQM

As time goes on and your army bolsters its size, it is more difficult to maintain all of your research, and implement new research. Research now takes two turns instead of one.

Materials:
>717 gold (+10)
>265 stone
>10 iron (+5)
>321 wood
>400 hay (+5)
>10 steel
Units:
>1 war golem (60 iron, 5 gold)
>3 stone golems (30 stone)
>0 multi arm golems (40 stone)
>3 sawblade golems (30 stone, 10 iron)
>5 scarecrows. (30 wood, 40 hay)
>11 iron tail golems (35 iron, 5 gold)
>5 scorpion golems (40 iron, 5 gold)
>24 worklings (10 stone)
Weapons:
>5 Obelisk clubs
Base:
>Trapped entry room (battle)
>Large room (battle)
>Golem workshop (passive)
>Treasure room (passive)
Research:
>sawblades (10 iron)
>pressure plates
>multiple arms (10)
>tails (5)
>agile golems(1/2 cost)
>wings (20) (200 gold)
>launchers (10)

Last time we conquered a town and took an apprentice. Expansion is key.

>Choose a research

And select 2 actions:

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
>>42479802
>>pressure plates
>>Enhance dungeon
>>Send worklings to gather resources
>>
>>42479884
Alright so you're new to the thread. The list of research is things already researched, you have to specify how you enhance the dungeon, and you have to specify what the worklings are gathering. (ie chopping trees, or mining)
>>
https://docs.google.com/document/d/1OCarBoErJu15O9mrIeQTpqq81mOCsfin8Sr20ly5J7w/edit?usp=sharing

I was bored the other day, so I wrote up the actions per turn and tried to format it. It's up to date as of the last thread.

Also, the math on a couple things didn't line up based on what I saw in the thread, but only for the last update or two, so I probably just missed something. I've got us having more iron and a little more stone though. If someone wants to point me to what I missed I'd appreciate it.

For what it's worth we're on week 12 now.
>>
>>42479802

>Research siege golems

>Send worklings to gather resources
>Teach apprentice
>>
>>42480025
Also roll for each of those, 1d20 per action you're suggesting. Even if it doesn't actually need a roll you might as well throw it in there just in case.
>>
Rolled 13, 15, 15 = 43 (3d20)

>Research
Whatever is most popular

>Teach apprentice(about combat or how to make stone golems not just worklings)
>Create 5 Agile stone golems(Launchers, tail with sawblade)
>>
Rolled 4, 2, 19 = 25 (3d20)

>>42480025
>>
Rolled 18, 2, 16 = 36 (3d20)

>>42480025
this
>>
>>42480025
Looks like we need 1 more roll to make it a third

>>42479998
and tbh I probably missed something, or forgot to write something down. As it goes on I'm getting better at keeping track of this stuff
>>
Rolled 10, 18, 14 = 42 (3d20)

>>42480091
>>
>>42480094
>>42480132
>>42480344

(18/20) research siege golems - you begin work on discovering how to create siege golems, knowing that to take a castle, you would need more than just stone golems punching stone walls, you need golems truly designed for taking castles. For now, you study. Research done in 1 turn

(18/20) send worklings to gather resources - You order your worklings to gather much needed resources, since you need all types, you send 12 worklings to mine, and 12 worklings to the woods. The worklings mining had nothing special, just some simple iron gain. However, the worklings that entered the woods come back in a fairly standard fashion as well, save for one which seems to have come back with an armful of some deep purple flowers. This interests you, and you set to discover what caused the workling to gather them. +30 iron, +40 stone, +60 wood, +10 ??? flowers

(19/20) teach apprentice - You decide to instruct your apprentice more about creating larger golems, ones used for battle. After lessons building off of the worklings, you manage to teach him how to create stone golems, only losing a miniscule amount of stone to mistakes. -65 stone, +2 stone golems

Now is a good time to explain rare materials. You may occasionally find them, whether through worklings, or war. Either way, you do not know of their nature at first, and must spend time researching them. This research is free, and does not impact your other research, but will take a long time to finish. In this case, the research on the flowers will be done in 2 turns.

Choose 2 actions

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
Rolled 18, 7 = 25 (2d20)

>>42480727
>Build two stone siege golems
>Send apprentice to that village we scouted last time, scout out the political situation.
It'd be easier if we could convince them to help us conquer themselves, it looks like it'll be a tougher fight than last time.
>>
>>42480781
Remember, research isn't done on siege golems yet.
>>
>>42480727

>Enhance Dungeon - Solid gates and traps
>Enhance Dungeon - AESTHETIC. Proper furniture in private room, build said private room if we lack one, etc.

We are intelligent people of good taste. Since we can't yet research working on appearance of our golems, let's improve our dungeon.
>>
Rolled 5, 9 = 14 (2d20)

>>42480930

Forgot to roll
>>
>>42480825
Change it to making our dungeon look nice like >>42480930
>>
Rolled 11, 3 = 14 (2d20)

>>42480930
this
>>
Rolled 17, 12 = 29 (2d20)

>>42480930
>>
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>>42480781
>>42480951
>>42480950
>>42480963

(18/20) enhance dungeon: Gate/traps - You set your worklings to improve the dungeon, mainly to finally put a door on the damned place. You install another sawblade trap for extra protection as well. The gate, solid iron, turns out beautifully ornate, with a few spare skulls embedded into the stone nearby for added intimidation. Currently it opens and closes with a lever, in the future you could probably get it to open and close with magic. You already know how to do it, but just need to dedicate resources to it, and a gem would help too - 20 iron.

(9/20) enhance dungeon: aesthetics - You decide to give your dungeon a minor upgrade, giving yourself a private room. Finally, you don't sleep in the same room as all your gold. You've got some furniture in here now, and have of course made it so that the door is hidden in the stone. Nobody is getting in here without knowing it's there first. +0 stone (some gained from mining out room, some lost from construction) -20 wood, -5 hay

Updated map, red lines are traps.

Resting in your new room, one of your stone golems standing sentry spots an armed group moving towards your base.

>1 war golem
>5 stone golems
>0 multi arm golems
>3 sawblade golems
>5 scarecrows.
>11 iron tail golems
>5 scorpion golems

You could wait for them to break down the door, tiring themselves out, or you could leave it open, inviting them to traps and golems.
>What do you do to prepare?
>>
>>42481323
Do we know anything about their composition?
>Let them batter the wall to tire them out
>place war, sawblade, scorpion and iron tail golems in entry room
>place rest in large room
Give the iron tail golems our weapons as well.
>>
We should research hidden wall panels.

We could use them to hide golems in walls for ambushes.

GOLEMS
IN
WALLS
>>
In the future, we need to make our dungeon more of a maze. That would require creating of walls and such and digging out more rooms. Yes.

>>42481515
Tucker's Golems?

>>42481323
Have the gates open. Hopefully they open inwards, so that when the gates are open and the doors are perpendicular to the walls they are set in, it will create hiding spots between doors and walls. There, we shall have our scorpion golems hide and wait, while we stand at the end of the entry room, because there is a chance they may want to talk. But if they want to attack, we will be a bait. They aren't stupid enough to believe we would leave ourselves defenseless, though, so have the war golem next to us.
>>
>>42481515
forget hiding golems in walls, we make golems the walls

GOLEMS
ARE
WALLS
>>
>>42481931
Just make the entrance a giant golem.
>>
>>42481323
Have an Iron Golem hide above the gate and just drop on them as they beat it down, the same inside the gate if we can.
>>
>>42480283
Is there anything in there that I could format better? I think I made a decent start, but I definitely have a lot of room for improvement.
>>
>>42481395
>>42481623
>>42482097

There isn't really a consensus as to what the strategy is yet, so ill let it fester a little more and see if anyone can agree on anything. You can't really tell what the composition is.

>>42482100
I can't think of anything to improve at the moment, but if you keep doing it you'll eventually figure out what works and what doesn't. Also, if you're planning on continuing to update that log, I could include it in the opening post for later threads if you want.
>>
>>42482232
And yes that's me.
>>
>>42481623
this
>>
Guys, we need to continue Soul Transfer Golem research.
Also, we should implement as many upgrades into our armor, to become an unstoppable force, flying into battle and annihilating any who come into our path.
>>
>>42481623
thirding
>>
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>>42482464
>>42482300
>>42481623

That's three.

You position two scorpion golems by the sides of the open gate, each holding an obelisk club. You are waiting at the end of the hallway, past the sawblade trap. War golem at your side. You grin as you see the group approach, you've faced larger armies, and your main force of golems are within the dungeon, waiting.

The enemy army is led by a young looking boy, spiky blonde hair and wielding a large sword crackling with electricity. He clearly can't swing the thing very well, as the thing looks like it's sized for a golem.

"Black king, I see you standing in wait, and I have come to face you! My name is Roy Thunderblade, and you killed my brother in the fires of Scumwalk. Do you have any last words?" The cocky brat is standing in front of his measly army, there appears to be a regiment of 12 swordsmen, 8 hammermen, and. . . shit, 5 mages.

>what do you do?
Roll 1d20

(I gotta eat, be back in ~20 min?)
>>
Rolled 8 (1d20)

>>42482633
Laugh at him.
>>
Rolled 9 (1d20)

>>42482633
So what say you to a duel then Roy? Just between you and me. Win and I'll die. Lose you become mine. Think you have it within you to beat me?
>>
Rolled 13 (1d20)

>>42482633
Ask him to scream in terror for us so we can remember exactly who his brother was.
>>
Rolled 19 (1d20)

>>42482633
Where did you get that sword? It seems too big for you [Spoiler mixed with concern]
>>
>>42482920
I meant, curiosity mixed with concern, for the boy
>>
>>42482633
Then perhaps a duel, Roy? Maybe you won't dissapoint me like your brother did.
>>
>>42482694
>>42482920
Mixture of these
>>
>>42483017
>>42482920
>>42482808
>>42482694
>>42482674
Consensus seems to be fight him. highest of the first three rolls is 13.

(13/20) "I can't seem to recall who he was, can you scream for me? so I can remember what he sounded like."

The boy grits his teeth. "Stand back men, his head is mine." He doesn't seem to be unhinged by your taunt. Though, you did accomplish getting him to agree to a duel, rather than him commanding and moralizing his troops.

"I refuse to enter that hellhole of a cave, you come out and fight me."

You can't really argue with him on that point. He walks up to near the cave's entrance, far enough away from his troops that you can feel safe in fighting him.

>3 people roll 1d20 to fight
>>
Rolled 2 (1d20)

>>42483448
>>
Rolled 11 (1d20)

BLOOD FOR THE BLOOD GOLEMS
SKULLS FOR THE BONE GOLEMS!
>>
Rolled 14 (1d20)

>>42483448
>>
Rolled 14 (1d20)

>>42483448
>>
>>42483502
>>42483511
>>42483514

(27/60) You walk out of your cave, confident in his lack of skill. As soon as you are near, he raises his sword and charges at you, shouting with fervor. You easily sidestep his first clumsy slash, digging his sword into the ground.

"Sword seems a bit big for you boy." You say with a grin hidden by your helmet. Speaking of, this stupid kid isn't even wearing one.

You are then caught off guard by him using the sword as leverage for him to shove a dagger into you. Naturally you dodge what would have entered your neck, however the dagger managed to hit a weak point in your left elbow, giving you a bloody wound. You grit your teeth and look at the kid. You got cocky. You won't make that mistake again.

>3 people roll 1d20
>If you specify a strategy to use, it may provide a bonus to combat.
>>
Rolled 11 (1d20)

>>42483700
Go for his head and neck. He's not wearing armour so he'll have to work harder worrying about not getting nicked.
>>
Rolled 4 (1d20)

>>42483700
It seems like he is unable to wield his sword properly. Let's get close and aggressive, overwhelm him.
>>
Rolled 8 (1d20)

>>42483700
>>
Rolled 8 (1d20)

>>42483700
Fake slashes at his head and neck go for his legs when he blocks.
>>
>>42483700
OP, we got doubles in previous rolls, two 14s, and now we got two 8s. And both three-rolls had a 11 in them. Can we get some sort of bonus?

Also, guys

>dont get cocky
>its gonna get rocky
>>
>>42483853
OP said three people roll. We got an 11, 4, and a 8. Don't beg
>>
>>42483700
Say something to confuse the boy. Make him think we have powers we don't.

"Well, you may have got a lucky strike in, but let's see... HOW LONG CAN YOU MOVE WITHIN THE FROZEN TIME?"
>>
>>42483757
>>42483762
>>42483798

(23/60) You aim high, taking the initiative and pushing forward, always making sure to keep him on the defensive. You succeed in pushing him back, he keeps using his sword to block your attacks. If it weren't magical, it would be so dull by now that it couldn't cut butter. A brief moment, a pause in your assault is all he needs to slap the broad of his blade against your chest. Against your iron breastplate. With his electric sword. It was such an obvious weakness that you didn't register it. You feel the electricity coursing through your body, striking every nerve and muscle, you drop to a knee, using your sword for support. You have the strength to get up, and you are still more physically fit than the boy, but you are at a severe disadvantage if you continue the fight. Before you get up, the boy readies his sword for another blow that you could easily dodge. He thinks you're down for the count, but he has range on you, your sword cannot reach.

>Retreat to fight another day?
>Continue the fight?

Vote on one, first one to three votes wins. Once we choose our plan, then we roll (this is for important decisions, we still do normal rolls as you vote for taking actions)
>>
>>42484154
>Retreat to fight another day?
>>
>>42484154
>retreating
>ever
Talk shit get hit. Plus we have to look good for our apprentice.
>>
Rolled 8 (1d20)

>>42484154
>>Continue the fight!
wait for the last moment to doge then apply fist directly to face.
>>
>>42484154
retreat
>>
>>42484471
As of this guy, it's 2 for 2, one more vote for either decides.
>>
>>42484154
>>Continue the fight?
>>
>>42484541
>>42484270
>>42484199

>3 people roll 1d20
>>
Rolled 11 (1d20)

>>42484590
>>
Rolled 3 (1d20)

>>42484590
>>
Rolled 19 (1d20)

>>42484590
>>
>>42484649
Imma stop rolling now.
>>
>>42484607
>>42484649
>>42484677
33
>>
>>42484607
>>42484649
>>42484677

(33/60) You roll to the side and thrust, catching the boy off guard. You make only a nick on his leg. Nothing has changed in this battle as of yet, but you need to pull off something good very soon.

>final round, 3 people roll 1d20
>Or retreat, 3 people roll 1d20

(if you do not specify, i assume you will fight.)
>>
Rolled 19 (1d20)

>>42484794
>>
>>42484794
Final round!
>>
Rolled 6 (1d20)

>>42484794
>>
Rolled 15 (1d20)

>>42484794
>>
>>42484899
>>42485068
>>42485137
40
>>
Oh he dead. He dead and the others crap themselves.
>>
>>42485175
and we can use the sword for the wargloem
>>
>>42485225
Yep or break it down to learn the enchantment or whatever is on it. Either or.
>>
>>42485137
>>42485068
>>42484899

(40/60) As he winds up for a large slash, screaming "Why wont you die!?" you bring an underhanded slash into his ribcage. Your weakened state prevents you from digging deep enough to kill him, but he loses balance. He won't be fighting anymore, but neither will you.

He gathers his strength to limp back to his men, as you do with your golems. This battle ended in a stalemate. Not your preferred outcome, but such is life. The real battle begins now!

Mages are incredibly strong units, even more so against constructs. These are standard mages, with spells similar to magic missile and color spray, but there are other magic users out there in the world.

The stalemate gives a slight morale bonus to the enemy force, as they see that you are still mortal and can be defeated.

>strategies for the golems as the men charge, 3 people roll 1d20

(some insight to how the fight worked. If you were playing a sorcerer, that fight would have been a loss. Losing battles does not necessarily mean death (cause I'd rather not end the quest just because of a few bad rolls). Instead they mean that you would black out, and maybe a golem or somesuch would save you. This would leave your golems uncommanded and you would swiftly lose the battle, in the case of a dungeon assault you would be carried to your private room, while the attackers loot gold, rare materials, and kill workers and troops. If you think this is pansy no consequences QMing then oh well it's how I'm doing it.)
>>
Rolled 7 (1d20)

>>42485544
Retreat to the cave and bottle-neck the fuck out of them
>>
Rolled 14 (1d20)

>>42485544
>>
>>42485544
Fall back to the dungeon. Fighting retreat if necessary. Lure them in with apprentices screams.
>>
Rolled 17 (1d20)

>>42485544
>mages against our construct army
for the love of christ let their slight moral boost be their downfall, let those bloodthirsty mages chase our golems straight in to a saw trap and then get golems to rip their fucking wizard arms out of their sockets during the confusion.
>>
Rolled 5 (1d20)

>>42485727
>>42485544

We still have the golems hidden behind the open doors, they only saw our war golem inside, and we have more golems deeper in dungeon.

We are fine. They don't suspect that ambush. They saw we are cocky and overconfident, thus they think that we also might make errors with our strategy, bringing only one war golem and nothing else.

In other words, retreat further into dungeon. Possibly close to war golem and the hallway into the other rooms, but not yet entering the hallway. Gesture for war golem to prepare for battle and take few steps forward, as if to guard you.

Also, surprise trap is surprising. And if they follow us further into dungeon, they will experience another trap.

We're fine.
>>
>>42485618
>>42485653
>>42485727

(38/40) The swordsmen enter the dungeon first, slightly nervous as they see the very real skeletons left over from last time. Roy shouts to his men.

"Careful, there are treacherous sawblades in the area, look out for skeletons cut in half!" You probably should have cleaned up the place...

With the warning, the men point out the general location of the pressure plate. At this point, you are behind your war golem, it wields one obelisk club. As the men pour in, you signal the hidden golems to strike. And it is devastating, a sickening crunch is heard as all men turn around to see the two iron golems with their obelisk clubs firmly planted into what used to be several hammermen, a unit notably more effective than swordsmen, especially since these were warhammers rather than repurposed forging hammers. The chaos is short lived however, as the mages strike into action and lock the golems into place, seemingly pulling them apart like paper. While the mages are occupied with that, the men all pass the trap and are now standing off with the war golem. too far to engage, but too close to turn back.
-6 hammermen
-1 swordsman
-2 iron tail golems

>3 people roll 1d20
>strategies? most golems are in the first room as of now, scorpion golems can use ranged attacks and sawblade golems can support the war golem, but only three golems can be side by side in the hallway.
>>
Rolled 10 (1d20)

>>42486176
Apply ranged attacks to mage face ala scorpions, strike true for our fallen rock robits(taking care to not fire if they will blatantly hit friendlies). War Golem seek and destroy mode, priority target: remaining two hammerman if they are in the front line. Two saw blades advance to support War Golem in glorious robit a mono fights.
>>
Rolled 8 (1d20)

>>42486176
Have the melee line the sides of the entrance in the entry room, away from LoS of the mages, and have the ranged units near the tunnel to the large room, away from LoS.
Be prepared to pull back to the large room to draw them in. Once we do, close the main gate so they can't escape.
>>
Rolled 5 (1d20)

>>42486176

Did'nt we put more tailed golems behind doors, or were doors not that huge?


Retreat into the large room.

Consider your point of view as you retreat into it, from the hallway. Position the remaining iron tailed golems in such a way that they will only be seen if the people enter the room and look to the right.

Have the golems start shooting at them the moment they enter room, just before they turn to look at them.

This is strategy for the Large room, it still allow for that of the other people to work, for the entry.
>>
>>42486399
>>42486425
>>42486484
rip
>>
>>42486561
Meh, dice hates us today. Hopefully our tactics will help us with that
>>
>Strategy
Retreat into the large hall. Assemble sawblade golems on each side of the entrance. As the mages draw closer, rush them with the worklings. They should absorb the immediate damage, then rush the sawblade golems in.
>>
>>42486399
>>42486425
>>42486484

The doors were not that large, if you can fit three golems wide in the hallway, then the door could probably hide one golem on each side while still letting the men in.

(23/60) the battle starts with a volley of sawblades from the scorpion golems, catching a mage directly in the jaw, cleanly clearing the top half of his head off and spurting blood over his fellow mages. Instead of fear, they are filled with resolve, they begin to catch the sawblades with unseen forces and launch them back, tearing apart golems, designed to never dodge things, but to soak damage. The swordsmen charge the war golem as two sawblade golems approach from the side. And to its credit, it is a windmill of death, weaving a tapestry of blood across the minds of men. However, the amount of men it faces proves to be too much, and the mages interfering with its power, slowing it down, it begins to buckle, and the men use this opportunity to bring it to the ground and break it apart. You have no time to mourn the loss as you retreat further into your dungeon, you hear the clashing behind you and you can tell that the battle is not going your way. A saving grace is that Roy is unable to fight among them. You are surrounded by your remaining golems in the largest room, if you lose this next battle, you'll have some rebuilding to do.

Remaining golems
>5 stone golems
>5 scarecrows
>6 iron tail golems
>2 scorpion golems

Enemy troops
>7 swordsmen
>2 hammermen
>4 mages

>3 people roll 1d20
>strategies?
>>
Rolled 19 (1d20)

>>42487111
>>
Rolled 2 (1d20)

>>42487111
Use this strategy

>>42486484

I'D SAY INSPIRE YOUR MINIONS BUT THEY ARE GOLEMS...

...

DO IT ANYWAY!
>Inspire the golems to fight.

I swear, if we are lucky and invent some sort of spiral energy or something...
>>
Rolled 16 (1d20)

>>42487111
>>
Rolled 7 (1d20)

>>42487111
>>
>>42487363
I will stop rolling now...
>>
Have our stone golems throw worklings at the mages. If we can knock them out, even temporarily, we can win.
>>
Rolled 11 (1d20)

HERE, HAVE A HOPEFULLY HIGH ROLL!
>>
>>42487186
Just when you think it's safe...
>>42487363
BAM
>>42487388

(37/60) The morale of these attackers is skyrocketing, they are convinced that they can kill the black king. The dark one who killed so many in such a short time. The swordsmen begin their march into the large room, when three are lopped in half by the newly installed sawblade, spreading horror in their allies faces, but they proceed into the dimly lit room, they cannot see the far end. As they creep along they hear a dull clank. one man jumps, the mages, though tired, cast light across the room. As soon as the light begins, two sawblades launch out of the dark, one cleaving a mage, the other a swordsman. The battle immediately erupts into chaos. You've regained enough strength to carry yourself into battle again, sticking your sword through a hammerman's throat, you turn and see roy, his side rougly bandaged, swinging his sword through an iron tail golem. He seems to have recovered enough to fight as well, though his wound is bleeding.
-3 stone golems, -3 iron tail golems, -1 scarecrow, -5 swordsmen, -1 hammerman, -1 mage.

>Final round, 3 people roll 1d20
>Do you challenge Roy? 3 people roll 1d20
>>
Rolled 16 (1d20)

>>42487674
>>
Rolled 12 (1d20)

>>42487674
Mages first, then we duel Roy for the final battle. All dramatic like.
>>
Rolled 6 (1d20)

>>42487674
>>
>>42487674
Hold off on fighting Roy

After this, we need to research antimagic fields. Set up a couple at the doors, and suddenly mages aren't as scary. Even if our golems get deactivated by them, we can just load the doors with traps and hold the golems back so they can launch saw blades
>>
>>42487970
I'd even recommend seeing if we can get some soldiers from the village we conquered to be a part of our army. We can't sit in our fortress all the time and if we encounter mages raiding a village we're fucked.
>>
>>42488034
Mobile magic runes then? If we can make the golems not effected by them, they would make great Mage killers if they gave off a field of antimagic
>>
>>42487693
>>42487718
>>42487777

(34/60) Everyone is exhausted. Except golems, because golems can't get tired. This proves to be an advantage, not much, but enough. The men fight bravely, but are stomped down by the golems, and one golem, retaining its obelisk club, manages to impale a man on the end, and is now swinging it around in an effort to terrify the remaining men. It begins to work. the men are fleeing, but as they do, scarecrows pick them off from the shadows. the last thing they ever see being the face of a scarecrow in the shadows.

And that leaves Roy, infuriated with a large sword, he manages to keep his resolve and retreat.

He'll be back.

Sifting through the aftermath, you find one of the mages had a pendant on him. On closer inspection, it has no enchantment, however it has a large topaz. Large enough to be a phylactery. You pocket the gem.

-1 iron tail golem
-1 scarecrow
-2 swordsmen
-1 hammerman (deserted)
-2 mages (deserted)

Remaining golems:
>2 stone
>2 iron tail
>3 scarecrow
>2 scorpion

+330 iron (golems, weapons and armor)
+110 stone (golems)
+1 topaz

cont.
>>
>>42488307
Materials:
>727 gold (+10)
>350 stone
>375 iron (+5)
>381 wood
>405 hay (+5)
>10 steel
>10 ??? flower (1 turn)
>1 topaz
Units:
>0 war golem (60 iron, 5 gold)
>2 stone golems (30 stone)
>0 multi arm golems (40 stone)
>0 sawblade golems (30 stone, 10 iron)
>3 scarecrows. (30 wood, 40 hay)
>2 iron tail golems (35 iron, 5 gold)
>2 scorpion golems (40 iron, 5 gold)
>24 worklings (10 stone)
Weapons:
>5 Obelisk clubs
Base:
>Trapped entry room (battle)
>Trapped Large room (battle)
>Golem workshop (passive)
>Treasure room (passive)
Research:
>sawblades (10 iron)
>pressure plates
>multiple arms (10)
>tails (5)
>agile golems(1/2 cost)
>wings (20) (200 gold)
>launchers (10)

You sit down after a long day and think long and hard about a previous question, how to take castles? You think long and hard, and come up with how to do it. Automate siege engines. You fashion a four legged golem with a catapult style launcher on its back, with two arms for loading the catapult with large rocks and such. This is a siege golem. (costs 60 material)

>Choose a new research

And select 2 actions:

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
>>42488503
>antimagic runes

>build 4 war golems
>build more traps
>>
>>42488532
you forgot your rolls
>>
Rolled 15, 5, 12 = 32 (3d20)

>>42488503
>Build 10 agile stone golems(scorpion), 2 war golems
>Build golem weapons(stone)
>Research advanced traps
We'll need to rebuild our army first, then we can make our next move.
>>
Rolled 5, 20, 8 = 33 (3d20)

>>42488631
this
>>
Rolled 12, 2, 4 = 18 (3d20)

>>42488532
Forgot dice
>>
Rolled 3, 16, 13 = 32 (3d20)

>>42488631
>>
Rolled 16, 13 = 29 (2d20)

Research: Soul Transfer Golems
>Worklings
Mining
>Other
Upgrade our armor, giving it wings, a tail that ends in a sawblade launcher, another pair of arms, and the scarecrow spookiness.
>>
Rolled 5, 16, 10 = 31 (3d20)

>>42488772
This
>>
Rolled 13 (1d20)

>>42488772
Forgot an extra dice.
>>
Rolled 4, 1, 4 = 9 (3d20)

>>42488772
yeah lets do this
>>
Rolled 19, 9, 15 = 43 (3d20)

>>42488631
this
>>
Rolled 17, 5, 15 = 37 (3d20)

>>42488772
this
>>
Rolled 20, 19, 7 = 46 (3d20)

>>42488631
>>
>>42488869
this
>>
Rolled 15, 14, 17 = 46 (3d20)

>>42488631
>>
>>42488631
>>42488663
>>42488752

(15/20) build some golems - you set to work on rebuilding your army, another assault like that would end you. you create ten agile stone golems, the perfect ranged unit. You also create two war golems, to replace the one fallen. -320 iron, -40 gold.

(20/20) stone weapons - having refined the process, you manage to create another batch of obelisk clubs. -180 stone, +5 obelisk clubs.

(13/20) you set to work on what other trap types you could create. The sawblades from previous research were amazing, but you have to expand your options, as the attack showed that the same trap can become predictable. (research done in 1 turn.)

select 2 actions:

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
>>42489024
Research: Soul Transfer Golems
>Other
Upgrade our armor, giving it wings, a tail that ends in a sawblade launcher, another pair of arms, and the scarecrow spookiness, using Iron.
>Send Worklings
Mining
>>
Rolled 20, 1 = 21 (2d20)

>>42489024
>Send worklings to gather resources(mining)
>Upgrade our sword(magic)
>>
>>42489024

Question, would next turn research for combining golems, semi-sentient golems or golem power-armor be possible?

>Send worklings to gather resources: Mining
>Enhance dungeon: Fake walls, behind which we will have golems hide UNLESS WE HAVE TO RESEARCH THAT, IN THAT CASE, LOOK DOWN.

>Give our armor wings
>>
Rolled 20, 8, 19 = 47 (3d20)

>>42489079
>20 and 1
kek
>>42489055
this one
>>
Rolled 16, 7 = 23 (2d20)

>>42489079
this
>>
>>42489136
could we get saw blades that can fire across the rooms out the wall if the adventures are avoiding there initial kill area?

also we should clean the rooms then replant and paint blood splatter in the wrong places so people are fooled into steeping right int the path of our blades.
>>
Rolled 11, 2, 19 = 32 (3d20)

>>42489136
Well that's a 20 and a 19 definitely choosing this
>>
Rolled 1, 4, 1 = 6 (3d20)

>>42489055
Forgot to roll.
>>
>>42489055
we cant research this turn
>>
>>42489329
Oh, guess we'll just do the other two options, using these rolls:>>42489136
>>
Rolled 18, 12 = 30 (2d20)

>>42489079
>>
File: ScarecrowGolemArmor.png (233 KB, 1000x1000)
233 KB
233 KB PNG
>>42489055
>>42489136
>>42489278
>>42489312

Remember, only research every other turn, and we've already researched the golem vessel. We just need a necromancer to interrogate.

You discover a new type of trap. Projectiles. Whether shooting arrows or spraying poison, a small slit in the wall and a firing mechanism are all that is needed to kill a man.

(20/20) upgrade armor - You think long and hard on how to instill fear while getting extra protection, and you realize that you could make a hollow golem. Specifically, advanced armor that lets you do what no man can normally do. With your superior combat skill, and the durability of a golem, you will become a true terror of the battlefield. and wings are cool too. -100 iron, -230 gold

(19/20) you send the worklings off mining in the depths of your dungeon. They discover an iron vein, and quickly tear along the vein, gathering all the iron they could, at the end of the vein they find something that is immediately reported to you. A cavern, thick with vines and moss.
+150 iron, +45 stone

You finish studying the purple flower, and come to a very pleasant conclusion. It is a rare type of flower, known as tearbane. The stem can be distilled into a vile poison, known for making the victim's eyes sear with pain, causing immense pain and uncontrollable amounts of crying.
+10 tearbane flowers

>Choose a research

Pick 2 actions
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
Rolled 6, 7, 9 = 22 (3d20)

Research Spellblades
Workings Mine
Build 4 more scorpion golem.
>>
>>42489808
>research antimagic

>build a metric ton of projectile traps
>make two golems to serve as our door guardian. Cut alcoves into the wall, that will be hidden when the doors are open. Door golems should be war golems with two blade launchers and an obelisk
>>
Rolled 16, 1, 15 = 32 (3d20)

>>42489977
Dice
>>
Rolled 14, 1, 15 = 30 (3d20)

>>42489977
>>
Rolled 10, 10, 6 = 26 (3d20)

>>42489977
this
>>
Rolled 18, 4, 17 = 39 (3d20)

>>42489898
>>
>>42489808
>Build golems: worklings
>Send worklings to gather resources
Need to rush dat economy

>Research iron-reinforced stone golems
>>
Rolled 9, 4, 1 = 14 (3d20)

>>42489898
This
>>
>>42489977
>>42490006
>>42490025
>>42490064

(16/20) you realize how much of a threat mages are to your golems. So you understand the need for antimagic, for now, you study (research done in 1 turn)

(10/20) you order your worklings to build as many projectile traps as they can, which happens to be about three. Less than impressive. They are in the entrance hallway, and trigger with pressure plates. Each holds enough arrows to last a lifetime, so you don't worry about ammo, however it did cost you a bit of stone for the masonry work done. -10 stone

(15/20) you dig out places in the wall as an ambush location, filling it with two war golems, each fitted with 2 blade launchers and one of your obelisk clubs, leaving one arm free. -140 iron, -10 gold.

EVENT:
You decide to look further into this cavern your worklings found. Upon further inspection, it is much larger than previously expected, and you can hear water running in the distance, as well as some sounds, unidentifiable due to being distorted by the cave. This has potential to hold something very interesting.

>Do you don your golem armor and investigate the cavern?
>>
>>42490309
Explore! With back up from a couple golems.
>>
>>42490309
Don the armor, call over two war golems, and check it out.

Note for later, we need to add a projectile launcher to our armor. We could load it with the tearbane poison, and shoot it into our opponent's eyes when we're fighting them

Fuck Roy
>>
>>42490386
this
>>
He'll yes, we need to try out this new armor, bring some backup and an obsidian club for protection.
>>
>>42490403
We do, it just launches sawblades instead.
>>
>>42490450
But it's so much more satisfying to stab them in the throat while they cry in pain on the ground.
>>
>>42490498
We could have sawblades covered in toxins, if the saw doesn't kill them, the poison will.
>>
>>42490386
>>42490403
>>42490405
>>42490418
>>42490450

Alright, spelunking it is.

You gather two war golems to come with you, each climbing down the initial drop with ease due to multiple arms. For you, you fly. You have to admit, it was off putting to fly, despite knowing that it would work, there was still doubt in your mind. Man was never meant to fly, but man was never meant to create killer scarecrows that slaughter the people of the countryside either, so you haven't exactly cared about restrictions like that.

The ground is soft, sinking at least ankle deep in moss. You follow the strange sounds from within the cave, until you feel a blowdart bounce off of your head. You turn around to face your assailant, eyes glowing with magic and rage. Behind you stands a small group of green skinned men, each with the head of a frog, each croaking in what seems to be fear at the sight of the armor's glowing eyes. There are about five of them, three crouched with spears, and two with blowpipes. There may be countless others hidden in these caverns. They seem hesitant to attack you, and you have not ordered your golems to attack them yet.

>Attempt to diplomacy
>Attempt to impress them
>Kill them
>Write in
>>
>>42490636
>>Kill them
Disgusting creatures.
>>
Rolled 3 (1d20)

>>42490636
>Attempt to impress them
After a moment
>Attempt to diplomacy
>>
>>42490636
>Attempt to impress them
Hover above the ground, speak in 3rd person, ect.
>>
>>42490712
>>42490704
>>42490636
That reminds me, roll 1d20 for this
>>
>>42490636
>>Attempt to diplomacy
>>
Rolled 15 (1d20)

>>42490764
>>
Rolled 10 (1d20)

>>42490764
>>
>>42490704
Horrible rolls tonight
>>
>>42490704
>>
>>42490955
Forgot to roll but looks like it's set
>>
>>42490918
Yep don't think the d20s wanted to cooperate.
>>
>>42490712
>>42490759
>>42490791
>>42490798
>>42490911
Seems diplomacy/impress is the popular choice.

(15/20) You hover above the ground, and hold your arms out in an inviting, sinister expression. "I am called the black king, conqueror of lands far above your world. I am a higher being than you, and you will obey." You state, matter of factly (it's not like you're lying)

The frogmen look at eachother hesitantly one with a headdress, decorated thickly with bone, and more muscular than the others comes out of the water, wielding a spear tipped with cheap metal rather than wood. It points at you, and croaks out "You, Blok Kin, I Begruut, chief of oll frogpeeps. What you give us?"

You think it asked what you're giving the frogmen in return.

>Attempt diplomacy
>Kill him, assert dominance
>>
>>42491159
>>Kill him, assert dominance
>>
>>42491159
"Life"

Really wishing we could shoot darts in place of saw blades, would help with this. Just point at a guy and he drops dead, unstead of an obvious weapon killing him.
>>
File: 129958-004-C9B8B89D.jpg (18 KB, 343x450)
18 KB
18 KB JPG
>>42491159
>Attempt diplomacy
I offer you blood, death, and glory
>>
>>42491159
>Attempt diplomacy
>>
>>42491159
"I will give you a chance. A chance to something better than mere cave-dwellers, a chance to become conquerors; To be kings!"
>>
>>42491159
>>Attempt diplomacy
>>
>>42491159
>>Kill him, assert dominance
>>
>>42491159
diplomacy
>>
Rolled 4 (1d20)

>attempt diplomacy
>>
Rolled 6 (1d20)

>>42491159
diplomacy
>>
>>42491200
>>42491210
>>42491219
>>42491261
>>42491404

Diplomacy wins out.

"Begruut, I shall give you two options. Die in obscurity, or die as a warrior king."

The frogman thinks for some time. Longer than any frogman should be able to think. "We kill things?"

"Many."

This sends the chief into another long thought process.
"You have deal, you tell us where go, we crunch things."

Today, you are a god.

You have subjugated a beastman tribe, this is a very small one, and thus will cause little fuss. However, if it gets strong enough they may challenge you for your "herd." Despite being composed of golems.

When raiding, you will get a randomly sized squad of frogmen between 10-25 units strong. Frogmen are very weak units with low morale (when fight or fight kicks in, they usually flee) however, there is strength in numbers. If the frogmen squad consistently gets killed, the squads will be smaller in the future. if the squad consistently wins and has low losses, squads will be larger.

Frogmen provide no tax.

Going to cont. with a summary of dungeon, then archive the thread. It was rough, but you'll pull through.
>>
Materials:
>472 gold (+10)
>215 stone
>220 iron (+5)
>381 wood
>405 hay (+5)
>10 steel
>10 tearbane flowers
>1 topaz
Units:
>4 war golem (60 iron, 5 gold)
>2 stone golems (30 stone)
>3 scarecrows. (30 wood, 40 hay)
>2 iron tail golems (35 iron, 5 gold)
>2 scorpion golems (40 iron, 5 gold)
>10 agile scorpion golems (20 iron, 3 gold)
>24 worklings (10 stone)
Weapons:
>10 Obelisk clubs
Base:
>Trapped entry room (battle)
>Trapped Large room (battle)
>Golem workshop (passive)
>Treasure room (passive)
>Frogmen cave (passive)
Research:
>sawblades (10 iron)
>projectile traps
>pressure plates
>multiple arms (10)
>tails (5)
>agile golems(1/2 cost)
>wings (20) (200 gold)
>launchers (10)
>vessel golem (phylactery) (req. necromancer interrogation)
>siege golems (60)
>>
>>42491652
Thanks steely looking forward to the next



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