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File: DungeonKingStatus.png (17 KB, 750x794)
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archive:
>http://suptg.thisisnotatrueending.com/archive.html?tags=Dungeon%20King

twitter:
>@DungeonKingQM


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)

Last time we got attacked by Roy thunderblade, who escaped, and we subjugated a puny frogman village.

Current research:
>antimagic (1 turn)

Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
Rolled 19, 12 = 31 (2d20)

>>42516902
>Build worklings
>Worklings mine for resources
>>
Rolled 10, 4 = 14 (2d20)

>>42516987
this
>>
Rolled 11, 3 = 14 (2d20)

>>42516987
>>
>>42516987
>>42517126
Quiet at the moment, so we'll just use two rolls for this round.

(19/20) build workings - You decide to construct a great deal more worklings, in order to gather much more material from their forays into the mines. You create 16 of them. -160 stone, +16 worklings.

(12/20) mine resources - You send your worklings into the mines, avoiding the cavern. They do not make any outstanding discovery, but they do not come back empty handed. +300 stone, +160 iron.

You finish your research on antimagic, discovering that runes could create a type of 'shell' around the golem that protects it against magic. It will not deter strong mages or any wizard, but it will certainly increase longevity against magic. Runes cost 25 gold to etch into a golem.

>Choose research

and
Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
>>42517564
Begin research on doppelganger golem (golems that look like individuals/people)

So next time Roy comes along we can have a doppelgolem Roy to mess with him.
>>
>>42517564
>Teach apprentice
Get him to become a necromancer
>Build golems
Stone/multi arms
>Research
>>42517621 this
>>
Rolled 2, 15 = 17 (2d20)

>>42517564
>Enhance dungeon
>Teach apprentice
Roy got further than I would've liked
>>
Rolled 9, 7 = 16 (2d20)

>>42517655
this
>>
Rolled 8, 15, 10 = 33 (3d20)

>>42517652
Forgot to roll
>>
Rolled 14, 10 = 24 (2d20)

>>42517564

>Enhance dungeon
We will need to move our treasure room farther away and make it more secured against thieves.

>Teach apprentice
We will teach him the basic combat.
>>
>>42517564
>Choose research
>>42517621
>Send worklings to gather resources
More iron.
>Teach apprentice
Basic combat, like >>42517848
>>
>>42517848
>>42517809
>>42517655
>>42517621

(15/20) teach apprentice - You call your apprentice to the largest room, a very open area, despite dim lighting. But perfect conditions will not make him a good fighter. He stands across from you, clutching the sword.

"Hold your sword tighter. It will do you no good to drop your sword mid fight." You step forward and bring your blade down, you are as quick as you would be in battle, but plan to stop the blade just before reaching him. Your apprentice immediately moves his sword to block the blow.

"Wrong. Blocking with your blade won't work, imagine if that were trying. That blade would have snapped like wood. You should deflect the blow, use your sword to guide mine away from you." You swing again, he manages to get the idea of what you were saying, but hasn't fully grasped it. You continue for at least an hour each day. Finally you can say he knows how to use a sword. Certainly not a master of basic techniques, but he can hold his own. During the last day of training, you realize that you never asked the boys name, always calling him 'boy' or 'apprentice.' You don't particularly care if you look like you didn't care enough to ask him, because you didn't. You figure it's still a good idea to ask though.

"Boy, what is your name?"

"Daewyn Firegalt." He says, taking a breath before attacking again.
"I noticed you never asked. Now I have to ask you, what is yours?"

"Hah! A sense of humor. Be here tomorrow morning, training starts early tomorrow." You leave the room

(14/20) enhance dungeon - You take some time to enhance your dungeon further, digging out a treasure room much further into the caverns. In addition, you add some reinforced wooden doors to each room in the dungeon, finally. -100 wood, -20 iron

You begin research on creating golems that look like humans. You really need to put your mind to this one.

Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
Rolled 12, 6 = 18 (2d20)

>Build stone/iron golems
>Teach apprentice
>>
Rolled 6, 19 = 25 (2d20)

>>42518138
this
>>
Rolled 16, 10 = 26 (2d20)

>>42518138
>>
Rolled 10, 12 = 22 (2d20)

>>42518138
I third this
>>
>>42516902
Was super busy yesterday, but I'm working on getting the quest log updated today. I'll post it once it's caught up with where we're at.
>>
>>42518138
>>42518292
>>42518331

25 stone
40 iron

(16/20) build iron/stone golems - You take a break from creating highly specialized troops, every army needs common soldiers, without them specialty troops would never get to shine. -330 stone, -330 iron, +11 stone golems, +11 iron golems

(19/20) teach apprentice - You have one last thing to teach your apprentice, ironworking. You take him to your minor forge and show him the process of smelting iron, how the worklings can increase productivity, and other work. It looks like the boy really read his books, as he takes very quickly to smelting iron ore that a few of your worklings brought. +10 iron

Your apprentice has finished training, from now on he will periodically make units and events will occur with him. He can even fight a bit, but not nearly strong enough to fight a hero.

You finish your work on doppelganger golems and come to a realization. You do not need to build them, there are millions of prebuilt ones already roaming the world, all you need to do is catch them. Doppelgangers require a human body to create, and cost 50 gold. They do not hold up their guise for long if spoken to, and have only the strength of an average human. If you are discovered to be doing this, you will take massive notoriety penalties, as it is seen as a horrid form of dark magic.

EVENT: you hear a commotion outside, you run out to find a man of deep tan skin, a Sultanian. He is wearing velvet robes and has a large sack on his back, most likely filled with junk.

"Ah! Hello my friend. I come with great news! The prince Eir Aj Notoy has come into possession of a great deal of money, however it is tied up in Knot-Venisian banks, and requires a small fee to retrieve his money. He is willing to grant you a small share of his gold, about 2000, for a modest sum of 100 gold to pay off bank fees, as the prince has fallen down on luck elsewhere and cannot afford this fee."

>Kill him
>Kill him painfully
>Pay 100 gold
>Write in
>>
>>42518608
by the way, those two numbers at the top were for a count I was doing, ignore them.
>>
>>42518608
Make him into a doppelgolem.
>>
>>42518608
>>Kill him painfully
Then make him a golem
>>
Pay the 100 gold. It's a 20x return on investment.
>>
>>42518608
>>Kill him painfully
>>
>>42518608
>Kill him painfully
>Make into doppelganger
>>
>>42518608
>>Kill him painfully
>>And display his body as warning for other scammer.
>>
>>42518713
>>42518742
Either of these. Or both
>>
>>42518667
>>42518668
>>42518713
>>42518701
>>42518742

"Well, I'm afraid I don't have 100 gold to spare, but I do have 50. If you would just come into my humble abode."

"Splendid!" The man strolls confidently into your base. You don't need to kill the man before the dollelganger transformation, but be assured, it will be painful.

(I'm not going to detail the process because I simply can't spawn enough edge for it. It's probably something really metal that involves ripping his heart out like an Aztec or something.)

You look at your new doppelgolem, he's indistinguishable from a normal human. "Doppelganger, speak."

"Yes sir."

"Eh, good enough." You turn around and leave the room.

"It's always good enough, never great. I shall go pretend to sleep, as I am a golem and cannot actually sleep. He did not order me to shut up. I must keep talking. . ." He says, laying down like a log, letting his mouth run.

>Choose research

Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>>
>>42519093
>>Enhance dungeon
>>Send worklings to gather resources
Research more traps
>>
Rolled 12, 11, 1 = 24 (3d20)

>>42519093
>Enhance dungeon
More room, more traps
>Worklings to mine
>Research
Whatever is most popular.
>>
>>42519093
>Send worklings to gather resources
>Build golems
3 stone golems
3 iron golems
6 scarecrows
Need to stock up on regular troops
>>
Rolled 10, 9 = 19 (2d20)

>Send worklings to gather resources

>Send Our Doppelganger out to scout for us,
>>
Rolled 20, 7, 7 = 34 (3d20)

>>42519093
>>42519200
Forgot dice
>>
Rolled 9, 6, 9 = 24 (3d20)

>>42519151
this
>>
Rolled 1, 9, 6 = 16 (3d20)

>>42519093
Kek. Anyway
>Research
Enchanting the golems with something that boosts their defences.
>Enhance dungeon
I'd like for us to make some chasms or some such. We could lure the raiders in, like happened last time, then collapse the floor on them.
>Send worklings to gather resources
Worklings to mine
>>
Rolled 20, 18, 5 = 43 (3d20)

>>42519151
>>
Rolled 19, 17, 14 = 50 (3d20)

>>42519151
>>
>>42519093
Can we just assign workings to automatically to certain tasks?

like 10 to mine
and 10 to gather lumber
and the rest to do maintenance and construction in the dungeon?

because we are pretty much spending a task every turn to send the workings out anyway

just have them bring in regular amount of resources like we do with the tribute we get from the town
>>
>>42519466
Speaking of the town. We should really go visit them. Collect tribute. See if they have any issues that we can help with. They are our subjects afterall.
>>
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>>42519151
>>42519229
>>42519237
>>42519267

(20/20) you decide that traps are always good, adding an array of new projectile traps, the current total is 10. each are spread in strategic locations. they didn't even cost anything due to reusing much of the material dug out to make the traps.

(14/20) you set to work researching more traps.

(18/20) gather resources - you send worklings out to the forest, and into the mines. Later the ones who went into the forest come back with an ample supply of wood. However, the ones mining come back with a bizarrely low amount, especially because they reported finding a vein. This concerns you. +200 wood, +190 stone, +30 iron.

The worklings report that your apprentice was seen in the treasure room, and that you are missing 100 gold. You are about to storm into his quarters when you hear a booming voice from far outside the dungeon.

"Black king! I know you are hiding in this wretched hole, return what you have taken unharmed, and my liege will consider sparing you!" an assault is coming.

current forces:
>4 war golem
>13 stone golems
>3 scarecrows.
>11 iron golems
>2 iron tail golems
>2 scorpion golems
>10 agile scorpion golems
>Doppelganger

(frogmen only help on raids, any true chief should be able to defend his home.)
(also to note, on the dungeon map the treasure room is much further back, however i didn't feel like redrawing it.)


>strategies?
>>
>>42519527
they are already sending tribute
>>42516902
its the auto increases in the materials every turn
gold +10
iron +5
hay +5

I think having the resource gathering by the workers set the same way would be just easier
>>
>>42519466
>>42519583

That is a surprisingly valid point. From now on we'll have worklings gather resources neutrally, but you can still select an action to get them to collect a bonus amount of materials. Sound good?
>>
>>42519564
Hold the line in the entry room to buy time to set up barricades in the large room
>>
>>42516902
https://docs.google.com/document/d/1OCarBoErJu15O9mrIeQTpqq81mOCsfin8Sr20ly5J7w/edit?usp=sharing

This is up to date as of DK 3 thread. Just starting on this one now.
>>
>>42519608
Yea that sounds simpler

Can now start building more troops or other things now
>>
>>42519564
Arrange ourselves+ war/iron/scorpion golems in the first room. Everyone else in the second room.
>>
>>42519744
This sounds fine.

Also, slow thread is slow.
>>
>>42519564
We really should a wall,moat and guard tower at the entrance at this point with the amount of traffic that's keeps coming
>>
>>42519744
This and do we still have golems out the space for them behind the front doors? If so hide a couple and open the doors unseen and beckon our opponent
>>
>>42519651
>>42519564
This document is now up to date, sans an event page for the upcoming battle.
>>
>>42519744
>>42519869
This, but in the first room, have just the agile scorpions instead of all the scorpions. The regular scorpions can be in the second room.

It should be two Stone Golems with Obelisk clubs behind the door. They are for sure going to get wrecked if we have a fight, so I think it's better that we use the Stones for the surprise assault than the Irons.
>>
>>42519622
>>42519651
>>42519869
>>42519964
So first ambush and engage them in the entry and do a fighting retreat to the large room where everyone else will be waiting

Is that the gist of it?
>>
>>42520018
Yes
>>
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>>42519622
>>42519744
>>42519829
>>42519869

You gather your war golems, scorpion golems, and iron golems into the entry room, the rest are inside the large room. Only three agile scorpions can fit into the entry room, so the rest go into the large room. As the army approaches, you get a better look at their composition. There seems to be a small regiment of 5 knights, a large regiment of 30 swordsmen, 15 heavy quarrelers (crossbowmen with heavy bolts), and a blue robed man standing behind the group. He has a long white beard, and a wild look in his eyes.

"I am Marlon, court wizard of duke Firegalt of Rockstone castle, hand over the young lord and yourself and you may get a measure of mercy!"

Firegalt?

> Challenge the wizard to a duel?
> Let him come in and fight him amongst the fray of battle
> Write in?
>>
>>42520018
Sounds good
>>
>>42520068
Let him come in and fight the golems and go stab that son of bitch traitor apprentice in the throat
>>
>>42520068
>> Let him come in and fight him amongst the fray of battle
Damn it boy!
>>
>>42520068
>Write in?
"Boy, come out here! NOW!"

Jeeesus. Well, we have some connections at least.
>>
>>42520133
>>42520103me
Or this maybe stabbing him in throat is a little hasty he could have an explanation
>>
>>42520133
this
>>
>>42520133
I like this option.
>>
>>42520133
>>42520207
>>42520259
>>42520120

You shout at the top of your lungs.
"Damn it boy, come out here! NOW!"
There is no response. You order your worklings to retrieve him, he seems to have locked himself in the golem workshop.
The army starts to move towards your dungeon, and is now at the front gate.
"If you do not respond, I assume that means we must take him back by force!"

>Let them come (3 people roll 1d20)
>Attempt diplomacy (make sure to specify what you say/try to accomplish) (also 3 people roll 1d20)
>>
Rolled 11, 1, 5 = 17 (3d20)

>>42520432
>>Attempt diplomacy (make sure to specify what you say/try to accomplish) (also 3 people roll 1d20)
Whoa whoa! Hold on a moment! I'm trying to get the little shit! He never said he was a lords kid. He was training to be my apprentice by his own will. Just hold on and e can be diplomatic right?
>>
Rolled 16 (1d20)

>>42520463
This. But add some insults in there. Call them mongrels.
>>
Rolled 17 (1d20)

>>42520463
>>
Rolled 10 (1d20)

>>42520432
>Attempt diplomacy
>>42520463
>>
Rolled 4 (1d20)

>>42520432
>attempt diplomacy
Make them think the boy is trying to lead them into a battle they will lose
>>
>>42520463
>>42520488
>>42520498

(44/60) "Hold on a moment! I'm trying to get the little shit! He never said he was a lords kid. He was training to be my apprentice by his own will."
"Wait, apprentice?"
"Yes, apprentice."
"Nonsense, I must see him for myself!"
At this moment, your worklings bust open the reinforced door, and find him at the workbench, they grab him and haul him out to you, he glances at the army at the gates, and begins to angrily glare at them.

"Care to explain yourself?"
"I'm not going back. You didn't tell me you would throw me to the dogs." You slap him.
"And you didn't answer my fucking question."
"I'm a noble's third son with no hope of inheritance, my father is a spineless slug, and I'm not going back."

"Daewyn! Thank god you're alive! The man said you were his apprentice, but I refuse to believe him. Come out here at once!"

>What do you do?
>>
>>42520757
Find out what happened to the gold
>>
>>42520757
Tell the soldiers he's training under me and will be for a long time. Bluff and say we'll return him once he's completed his training.
>>
>>42520757
Why do you refuse to believe? Tell the damn Mage boy. Though I am tempted to just throw you out there for lying to me.
>>
>>42520791
Maybe he was buying us a present

>what do you do?
>>42520839
This
>>
>>42520839
I'd vote for this with just one small thing and that's let the mage see the boy and have them talk for a bit, otherwise we are getting our asses beaten in.
>>
Rolled 12 (1d20)

So, We have someone with a strong claim on this duchy?, Obviously we kill these clowns and then eventually appoint our apprentice duke of these lands, so he can help us take over the world.
>>
>>42520913
I don't know if we're in the best position to fight these guys. This court wizard seems serious and we are pretty much defenseless against magic
>>
>>42521105
The other option is giving up our apprentice who already knows how to create golems, and the layout of our dungeon, too the guys we must eventually fight. Clearly this will not weaken us more in anyway way shape or form. If the dukes son can make golem's he sure as hell can find out a weakness for them eventually.
And before you said, lets just keep him as our apprentice and stuff maybe Mr old Duke is a nice guy, I am going to assume he isn't because he sent an army and a freakin wizard to bash our head in and take his son back.
>>
>>42520839
>>42520854
>>42520876

"He has been training under me, and will be for a long time. However, I will allow you to speak to him, if it is your desire."
"Nonsense, the duke said that we must retrieve his boy, We shall come to-"
"No, I will not let an army into my abode. You alone must enter."

>3 people roll 1d20
>>
Rolled 10 (1d20)

>>42521189
Fuck this guy up.
>>
Rolled 3 (1d20)

>>42521189
>>
Rolled 1 (1d20)

GOD EMPEROR GUIDE MY DICE
>>
Rolled 18 (1d20)

>>42521189
>>
>>42521237
The emperor does not smile apon us today...
>>
Rolled 11 (1d20)

>>42521237
PURE HERESY
>>
Rolled 17 (1d20)

>>42521189
See if he can be reasoned with and we keep our apprentice if not kill him and doppelgolem him
>>
>>42521273
And send the doppelgolem out to go back with them saying the boy is staying for now it might buy us a little time
>>
>>42521213
>>42521227
>>42521237
(14/60) "Enter your home? How about burn it to the ground and take your head back to the duke!? You have one minute to make up your mind, turn over the child or die."

>Turn over apprentice
>Let them come (fight) (if you chose to fight, 3 people roll 1d20)
>>
Rolled 12 (1d20)

>>42521392
Fight
>>
Rolled 3 (1d20)

>>42521392
>>Let them come (fight) (if you chose to fight, 3 people roll 1d20)
>>
Rolled 11 (1d20)

>>42521392
>>Let them come (fight) (if you chose to fight, 3 people roll 1d20)
>>
>>42521392
>>Let them come (fight) (if you chose to fight, 3 people roll 1d20)
We have the hidden golems right? Have them crush the Mage the instant he's in range.

Note, add a false ceiling to the battle room. We can place smaller golems up there, and have them drop on people. It would probably help with groups with polearms, seeing how they wouldn't be able to move to face the attacker
>>
>>42521426
>>42521488
>>42521496
Ouch
>>
>>42521533
No ones home this time at least yeah?
>>
>>42521426
>>42521488
>>42521496

(26/60) The army moves in, the swordsmen leading the front, before they trod through the hallway Marlon speaks.
"Wait, look, this hallway must be trapped. Let us cautiously proceed."
The men slow down and sure enough begin inspecting the tiles, discovering where the pressure plates are. They narrowly avoid most of them, but a few spring some projectile traps, leaving them with arrows in their throats. You don your golem armor and you and your golems await them in the entry room.

>3 people roll 1d20
>>
Rolled 7 (1d20)

>>42521574
>>
Rolled 14 (1d20)

>>42521574
>>
Rolled 1 (1d20)

>>42521574
>>
Rolled 10 (1d20)

>>42521574
>>
>>42521621
stop rolling
>>
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Rolled 10 (1d20)

>>42521574
>>
>>42521621
I'm not rolling again :(
>>
>>42521602
>>42521611
>>42521621

by the way, -3 swordsmen from previous post.

(22/60) The men charge in, your iron golems in the front taking the brunt of the attack. Without a wizard backing them they might have failed. But that isn't the case. Marlon twists the golems apart with ease, he's had a lifetime to master magic. The war golems up their intimidation factor and shred men in violent ways. However, Marlon causes one to burst in a flash of light, moralizing his troops with the radiance he is currently giving off, freezing golems in place. The scorpion golems aren't having much effect, with Marlon blocking their projectiles. -1 war golem, -6 iron golems, -1 agile scorpion golem. -12 swordsmen.
>>
>>42521791

gah forgot to say

>continue fight (3 people roll 1d20)
>Approach Marlon in the fray (3 people roll 1d20)
>>
Rolled 1 (1d20)

>>42521817
continue fight
>>
Rolled 2 (1d20)

>>42521817
>>Approach Marlon in the fray (3 people roll 1d20)
>>
Rolled 5 (1d20)

>>42521791
>>Approach Marlon in the fray (3 people roll 1d20)
Mage! you could have prevented this!
>>
Rolled 18 (1d20)

>>42521817
>>Approach Marlon in the fray (3 people roll 1d20)
Can we have a list of capabilities of our suit?
>>
Rolled 2 (1d20)

>>42521817
>Approach Marlon in the fray
>>
Rolled 18 (1d20)

>>42521791
Continue fight
>>
Rolled 9 (1d20)

>>42521817
fight
>>
>>42521817
fight
>>
Why do we have the shittiest rolls on this entire board?
>approach marlon in the fray
>>
>>42521817
continue fight
>>
>>42521881
>>42521887
>>42521904

(The suit has two extra arms, can fly, a small sawblade launcher on the tail, and an intimidation bonus)

(25/60) You approach Marlon, brandishing your sword. Without flinching, he blasts a wave of force against you, slamming you against a wall. You're pretty sure you can hear a few ribs crack, your armor heavily dented. Some of the men shift their gaze to your fight with Marlon, but are more focused on the golems smashing them. You barely manage to stand up again, largely with the help of your suits magical power doing most of the legwork. Another blow like that and you're done.

>3 people roll 1d20
>>
Well maybe when we restart we'll have some decent rolls?
>>
Rolled 15 (1d20)

>>42522038

>>42522040
oh god please no
>>
Rolled 17 (1d20)

>>42522038
HWG
>>
Rolled 15 (1d20)

>>42522038
We keep rolling like shit it'll happen.
>>
Rolled 3 (1d20)

>>42522038
Launch sawblades to keep him busy while we close the distance.
>>
Rolled 18 (1d20)

>>42522038
Awesome roll please
>>
Rolled 15 (1d20)

oh boy
>>
>>42522059
>>42522061
>>42522073
HEROS
E
R
O
S
>>
Rolled 2 (1d20)

>>42522038
For Mother!
>>
>>42522059
>>42522061
>>42522073
>>42522040
here are your decent rolls
>>
>>42522061
>>42522061
>>42522077
Well there's all those awesome rolls and useless rolls
>>
>>42522101
ONE JOB
>>
Rolled 17 (1d20)

>>42522038
>>42522149
FOR MOTHER!!!
>>
>>42522059
>>42522061
>>42522073

(47/60) With a new resolve, you look at his movements closely. With each spell, he uses his hands. Whether it is ripping a golem in two or pushing one away, it's all in his hands and arm motion. You dash forward at him, he notices, sending a blast your way, but you saw his arm winding up, and you easily sidestep it. Once up to him, you grab him by both of his arms, using the secondary arms of your suit to lift him up. He struggles, but his frail old body can't do much against iron arms. Fear fills his eyes as he realizes you figured him out.

>Kill him (extra brownie points for describing how)
>Attempt to diplomacy and end his assault now (3 people roll 1d20, bonus (or penalty) for what you say to him.)
>>
>>42522247
>Kill him
Smash him into the roof and rip his head off

Show what happens to fools who defy us
>>
Rolled 13 (1d20)

>>42522247
>Attempt diplomacy to stop this now
"The prince joined me of his own will, and he will leave of his own will"
If this fails
>Kill him
>>
Tear off his arms and then proceed to ORA ORA ORA him, before smashing him into the ground and then rip off his head.
>>
>>42522247
Kill him. Rip his head off and toss it into his troops. Then tell them to surrender or die.
>>
>>42522247
Attempt diplomacy
Leave now take your men tell the duke the boy is mine
>>
Rolled 20 (1d20)

>>42522247
diplomacy
>>
>>42522247
>>Kill him (extra brownie points for describing how)
Rip him in half blood lust roar afterwards to get all eyes on you. Block the exit tell the rest to surrender. Lay down your arms and I won't kill you. Here them away from the weapons and have the boy kill them as the test of will.
>>
Rolled 17 (1d20)

>>42522333
I swear I rolled
>>
Rolled 6 (1d20)

>>42522313
this
>>
Rolled 7 (1d20)

>>42522339
Well, diplomacy time, nat 20.
>>
>>42522247
>>Kill him (extra brownie points for describing how)
Force the saw launcher against his chest, in line with the sternum, and fire a blade through his chest. After that, rip his head off and throw it at the Knights/swordsmen
>>
Rolled 19 (1d20)

>>42522247

>Attempt to diplomacy

"Now then... I give you two choose: Ripping off your arms and head, or go back to your Duke and tell him that his son will not come back until he completed his training."
>>
I got it, first we tear his arms off, ORA ORA ORA him, then smash him onto the floor, and then throw him up into the air and with our saw launcher tail, aim at his crotch and fire, tearing him in half, and then ripping off his head.
>>
>13/20/17
Diplomacy.
>>
>>42522247
diplomacy
>>
>>42522247
Diplomacy
>>
>>42522313
>>42522339
>>42522361

Close vote, but more people wanted diplomacy

(49/60) You bring the scrawny old man inches from your face. "The boy joined me of his own will, you will leave, you will tell his father that he is not a little bitch and sending a patsy to do the big dog's dirty work isn't gonna make him come home." Marlon has fear in his eyes. He nods quickly and in fear before shouting to his men "Hold! We're leaving! The duke will be informed that his son wishes to stay in this dark fortress!" The men are confused, but the golems halt in the killing of them, so they comply and leave, battered and wounded. -2 iron golems, -6 swordsmen, -1 quarreler.

You place the wizard down, and he scurries away along with his little army.

(I'm gonna be busy for the next 2 hours or so, keep the thread alive until I'm back. Real life and all that. When I come back I'll update on what your apprentice was doing, and the aftermath of the attack. Honestly it probably wont even die in the next two hours, so discuss stuff, or dont. doesn't really matter.)
>>
>>42522603
Awesome perfect timing for me steely.
Anyone wanna discuss? I'd like to know where that 100 gold went. Maybe it was the apprentice but he was studying? Maybe the frogs? Do they even use gold? How secure is our treasure room?
>>
Upgrade ideas for golems and the dungeon?

>tearbane flower farming
>false hallway that shuts and gets filled with flying saws
>mine flail trap
>shield golems
Basically a war golem, but holding two massive tower shields. These could be used to block hallways and fire projectiles from slots in the shields
>formation golems
Basically a siege golem, but with the catapult arm set perpendicular to the ground at shoulder level. Add a number of chains, spikes, and blades to the catapult arm, then have them walk up to formations of men. The force should allow it to obliterate massed ranks with ease.
>>
You know what we need?
An epic true weapon, fit for our guy rather than a basic iron sword.
Probably would be something among the lines of a pole arm that has a sawblade at the end, used similarly like an axe.
>>
>>42523014
*truly epic
I don't know why I wrote epic true.
>>
>>42522867
>false hallway that shuts and gets filled with flying saws
>shield golems
What about a combo of these? Instead of shields they have false walls and we cut a room in half with them then lure invaders and crush them
>>
>>42523014
Maybe like a sword some douche named Roy would carry?
>>
>>42523014
Once we kill Roy, we'll have a epic weapon

>>42523065
I was planning this, but figured it would be easier to explain without adding the shield golems. The name isn't perfect, seeing how I imagine them as able to function as walls.
>>
>>42523014
>>42523099
>>42523150
I got it, how about shield tonfas with spinning sawblades attached to the shield part. Or if we did some research, chainsaw shield tonfas.
>>
>>42523191
Getting a little crazy here
>>42523065
Maybe we could use these to set up faux forts on trade routes to ambush caravans
>>
>>42523191
We could probably make woodchippers and set the exhaust to shoot to the front. What kind of man wouldn't be terrified by a unstoppable stone monster that shreds any person near it, and attacking it causes the weapons to shoot back at you, all while it sprays the blood of their comrades back at them?

Mine flails would probably work just as well, and if we made them rotate clockwise, it would hit people in the legs and balls.
>>
I say we should try to make 150 stone and a 100 iron golems first to fill up our main battle-line and then focus on the heavy hitter if we want raid that town with the manor
>>
What if we raid villages and take the populations as slaves?
>>
>>42523983
We got a region map anywhere?
>>
>>42523983
We can get tribute and our workers are just better than slaves
>>
>>42523983
Workerlings are easier, they don't eat, can work indefinitely, and won't rise up against us. Plus, now that our apprentice can make golems independently, we don't need to make more unless we really need to. Plus, if worst comes to worst, workerlings can fight
>>
>>42523983
Actually maybe we can demand a levy of troops that they must provide like we get from the frogman tribe for when we go on the offence
>>
>>42524035
>>42524053
I still think taking over some settlements may be a good idea.

>>42524066
This. We can get conscripts to sit on the front lines for us. And farming isn't a bad idea if we ever get in the trade business sometime in the future.
>>
>>42524101
We scouted out some stone village last thread but it's heavily defended, and we took a lot of losses against Roy, we need more golems before we strike.
>>
>>42524157
Probably a good idea to get better equip before taking over.

Any chance we can get a run down of the local tribes/villages?
>>
Does anyone think it would be a good Idea to make a control room for traps so we could activate them as we want instead of just relying on invaders trigger them?
>>
>>42524476
>>42519651
It's in there.
>>
So are Frogmen 'people'
>>
>>42524548
Yeah that sounds like a good idea
>>
On the subject of farming, we could totally upset the economy by becoming an agricultural and industrial powerhouse with golems that never need to eat or rest. The farmers and craftsmen we put out of business can be put to better use human losses cost nothing

On a more immediate note, farm tearbane so we can have tear gas dispensing golems
>>
>>42524548
If we could add the control ability to our suit, we could just line our battle room with arrow traps and fire the ones right above our enemies.

>>42525103
Not to us

>>42525645
Tearbane is mandatory, considering it would have no effect on our troops
>>
>>42525702
Yes
Yes
And yes
>>
Why haven't we used steel yet for making golems? We had it researched a while ago.
>>
>>42525702
>>42524548
We could just turn the traps into stationary golems that attack enemies when they come into range.
>>
>>42525969
Let's make golems out of dead people.
Have we don't that yet?
>>
>>42526056
Actually with doppelgangers golems we kinda have.
>>
>>42526099
Hot.
>>
>>42526050
Have we researched nonhuman shaped golems? If we don't need to research it, we should make some moving pillars that hold a ton of arrows, and place them around the dungeon
>>
>>42526492
What if we made Stone Golems that pretended to be statues?
>>
File: CurrentAreaMap.png (33 KB, 1832x1080)
33 KB
33 KB PNG
>>42522603
+140 iron (golems + weapons/armor)
From now on worklings will each work a resource, each workling provides +1 of the resource it is currently working. You can still send them to gather resources in order to gain a standard bonus to materials. Workling material gain will be marked in brackets. Some rare materials, like tearbane, require 5 worklings per +1. Materials made of others, like steel, can only be assigned to work in the increments of the gain, ie steel costs 2 iron and 1 gold for 2 steel, so you'd need to apply 2 worklings for that +2 steel.

Worklings will be autoassigned unless you guys specify you want something gathered.

Materials:
>402 gold (+10)
>25 stone [+20]
>385 iron (+5) [+10]
>481 wood [+10]
>420 hay (+5)
>10 steel
>10 tearbane flowers
>1 topaz
Units:
>3 war golem (60 iron, 5 gold)
>13 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)
>5 iron golems (30 iron, 5 gold)
>9 agile scorpion golems (20 iron, 3 gold)
>40 worklings (10 stone)
>1 doppelgolem (1 human, 50 gold)
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)
>antimagic runes (25 gold)

"Boy, you have some explaining to do."
"What do I have left to say? My father is a duke and I ran away, you're clearly more powerful and can advance me in ways he never could."
"I'll let you know that I've lost some trust in you. I'm guessing that you stole that 100 gold."
"How'd you guess?"
"You are running my patience thin."
"I also took 100 iron, but that was fresh from when those worklings were mining earlier. You didn't notice."
"And you aren't helping."
(cont)
>>
>>42526798
>Water
WE NEED THAT FUCKING WATER
>>
>>42526632
People know we have golems, they won't be fooled by "statues". Support pillars aren't something that you'll notice until it shoots a arrow into your dick
>>
>>42526798
"Honestly, I didn't notice the attack until you broke into the workshop."
"What could be so important that-"
"You wanna see?"
You begin walking towards the workshop. Your ribs are still cracked and you are still in a very bad mood.
"So I looked through your notes on sawblades-"
"If I were counting strikes, you'd have lost your head much earlier today."
"And I wondered, why do they have to be circular? If built on a type of chain they could have the same effect that sawblades have without needing a rigid metal plate."
"Congrats, you managed to make a non-circular sawblade. You want a candy?"
"Anyway, so I had been sketching out the design for a while now, and finally managed to make this new sawblade form."
"So?"
"So I put it on a sword." Your apprentice opens the door to the golem workshop, revealing a large, golem tier sword on the table, with a serration of large blades along the edge. "The one disadvantage is that it costs quite a load of gold, due to each interlocking part requiring magic to move along the edge. Thoughts?"
"So you put it on a fucking sword."
+1 chainsword

Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon (how?)
>Send worklings to gather resources
>>
>tails
>wings
Why haven't we built Gargoyles?
>>
Rolled 5, 6, 9 = 20 (3d20)

1: Research "Support Pillar" Golems

2: Build 4 Sawblade Shield Tonfas out of Iron for us to use as weaponry

3: Worklings mine for more Iron.
>>
Rolled 9, 3, 11 = 23 (3d20)

>>42527079
nice rolls
>>
>>42527079
you cannot research this turn
>>
Rolled 5, 1, 16 = 22 (3d20)

>>42527079
Yes on research
We haven't researched shields let alone shield tonfas
A bonus to it iron doesn't sound bad also maybe train apprentice? And Maybe figure it what he knows about magic since he's a duke's kid
>>
>>42527201
Oh, than I guess the other two.
>>
>>42526798
We should probably carve a room with antimagic to act as a jail for mages/ necromancers
>>
Rolled 17, 16 = 33 (2d20)

>>42527079
>>
>>42527079
>>42527110
>>42527275

You can't research this turn, and haven't researched shields yet. Can't make something you haven't researched yet. I'm gonna pull one action for worklings, because you can actually send them mining. Using the third roll, cause it was for the mining

(16/20) send worklings mining - The worklings head into the cave, digging deeper and deeper. +215 stone, +190 iron

Choose 1 action:
>Loot
>Build golems
>Enhance dungeon (how?)
>>
>>42527510
>Enhance dungeon (Build a room to store all the corpses that have been piling up around here.)
>>
Rolled 7 (1d20)

>>42527510
Enhance dungeon
Another large room perhaps with a trap floor
>>
Rolled 2, 3, 8 = 13 (3d20)

>>42527510
Goddammit.
Research: Shields
Worklings: Mine
Build: 10 Stone Worklings
>>
>>42527510
Build more rooms for the dungeon. Like a library for books, a sitting room, an area for training the apprentice asshole, sparing area. The works.
>>
Rolled 12 (1d20)

>>42527549
>>
>>42527549
This with>>42527549
A trap pit that we store dead bodies in
>>
Rolled 19, 8, 12 = 39 (3d20)

>>42527510
>>42527343
>Enhance dungeon (how?)
Time for wizard jail
>Build Scarecrows
>Research chainswordes further
>>
Rolled 17 (1d20)

>>42527559
Forgot dice damnit.
>>
Rolled 5, 20, 17 = 42 (3d20)

>>42527556
wow your rolls are shit
>>42527549
we could just make dead people golems or use them for biofuel if we need to
>>
Rolled 4 (1d20)

>>42527559
this
>>
>>42527549
>>42527510
BUILD FLESH GOLEMS
GO GO GO
>>
>>42527585
Ignore last two.
>>
Rolled 4, 1, 5 = 10 (3d20)

>>42527556
>>42527589
Well that was a nat 20 going to choose this one
>>
Rolled 20 (1d20)

>>42527549
this
>>
Rolled 16, 3, 7 = 26 (3d20)

>>42527605
Damn my roll incompetence!
>>
Rolled 11, 18, 3 = 32 (3d20)

>>42527556
doing this, but let's replace building with:>>42527549
>>
>>42527027
>Enhance dungeon - add a few more rooms before the treasury and make it like a maze, with paths only you and apprentice know.

>Enhance Dungeon - add a speaker and a magic camera, if possible, near gate. I mean, holy fuck, why do we keep putting ourselves in danger and lose advantage?
>>
And only now 4chan updated replies. Screw you 4chan
>>
When we attack a settlement, we should break down all its buildings ans make Wreckage golems out of them.

Just a thought.
>>
>>42527549
>>42527556
>>42527622
>>42527589
>>42527617

Well you didn't choose 1 action, but it looks like you planned the next turn, so whatever.

(20/20) build room to store corpses - You dig out an offshoot from a hallway, a fairly large chamber with a large drop off point, your golems immediately set to work dumping piles of corpses into this room, which were quite frankly stinking up the place. +100 stone, + corpse storage

______

(5/20) research shields - You decide the next logical step from weapons would be shields, and promptly set to work detailing them. What should be an easy research is proving to be more difficult than expected.

(20/20) worklings mine - Your worklings, again, head to the mines, and they dig beautifully. Delving deeper and deeper, finding higher quality ore as they go. +310 iron, +100 stone.

(17/20) you begin building some more worklings to set to the mines, You'll probably be good on worklings for a while. -100 stone, +10 worklings

>2 actions, cannot stress this enough
>2
Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon (how?)
>Send worklings to gather resources
>>
>>42527945

Steely, can we already do magical cameras, remote control of golems or speakers, or do we have to research that?

Can we get a reminder how steel is created?

>Send Worklings to gather resources - Coal
>Enhance Dungeon - Cameras and stuff, if possible. If not, improve the entry room, make it bigger, grander, yet also misleading. Have it have giant doors on opposite side from entrance, after making the room bigger... But make the doors simply be set in a wall, closed. On the other side, there's the wall.

The invaders will think that the big doors are the important thing to reach, how to get further ahead, but it's a decoy! THAT SIDE ENTRANCE IS THE TRUE PATH INTO REST OF DUNGEON!
>>
>>42527945
>build false corridors to confuse attackers
>build false walls/stone doors in the corridors to hide golems behind
>>
>>42528046
magic cameras/speakers are definitely a research item. Steel costs 2 iron and 1 gold for 2 steel. The gold is because magic, and that's how it's generally been used. In addition, you probably wouldn't know where to find coal, nor would you specifically be able to send worklings for it without knowing the location of a deposit.
>>
Rolled 8, 3 = 11 (2d20)

>>42528072
>>
Rolled 11, 6 = 17 (2d20)

>>42528072
>>
>>42528117
Would it be possible to develop non-magical version of refining iron and such into steel, to save on gold?

Can we send worklings to instead SEARCH for coal deposits?
>>
Rolled 6, 6 = 12 (2d20)

>>42528072
this
>>
Rolled 5 (1d20)

>>42527945
Ok so that siege on the base gave me an idea. What if we research magical sensors to replace things like pressure plates? No ordinary person would notice them, no wizard would think to detect the magic, and we could just build an extra hallway as a shortcut to go in and out.
>>
the dice gods hate us tonight, or just this thread in general
>>
>>42528117
>>42528255
Why not have the frogmen do it? They aren't doing much at the moment, and they know the caves much better than we do. I'm sure they know of many interesting/dangerous/useful things regarding the cave.
Hell, they may know of other somewhat intelligent denizens we could conquer/recruit without too much trouble and infamy.
>>
>>42528327
Isn't that basically what I said, though? Magical cameras, speakers, etc? Which could also be used to remotely control golems while we hide somewhere?

NOTE TO SELF
>Make it so that the golem armor is remotely controlled, but even when worn, wearer's face is covered.
>>
>>42528597
nice so we could be there and not be there? i like it
>>
>>42528255
I don't see why not. If you get the votes for it, you can send worklings to look for coal deposits. You can even spend 2 wood to get 1 charcoal, which will work the same for simplicity's sake.

>>42528072
>>42528123
>>42528151
>>42528256

(11/20) build false corridors - you send your worklings to build several false corridors to tire out invading armies. They will most likely be trapped later, and immediately are turning out as planned. +50 stone.

(6/20) build false walls - You decide to make hiding panels for your golems. However a series of setbacks and minor accidents lead you to only making one, in the entry room. at least you earned some stone from the ruined attempts. +40 stone

Also, I forgot to finish the trap research in the last update, so I'll just mention it now.

Trap research - Pressure plates are becoming old school, often predictable. You finish your research and realize the extent of what can trigger a trap. A button does not need to be pressed, the traps can be semi sentient, much like golems. This will allow them to recognize friend or foe, and attack intelligently, and less predictably.

Shield research - While it is not perfect, a large, thick rectangle of material can go a long way in preserving a golem's well being. Golem shields are now researched. Costs 50 material.

(One more turn, then I'm hitting the hay. Been a long day for me and when I'm tired my writing gets lazy.)

>Choose research
Choose 2 actions:
>Loot
>Build golems
>Enhance dungeon (how?)
>Send worklings to gather resources
>>
>>42528672
>choose research
how about interlocking shields to make them undetectable by the eye? so we can make false walls hiding golems.
>enhance dungeons
rooms that can look like corridors with the above mentioned golems
>build golems
whatever golems, we need a bigger army
>>
Rolled 5, 15 = 20 (2d20)

>>42528829
oh and roll
>>
>>42528672
Carve out a room with antimagic runes for wizard jail. (For the necromancer / cocky wizards)

Build steel golems

(Btw do doppelgolems have any memories of their body? How loyal are they?)
>>
>>42528672

>Research : Better, stronger, yet capable body and limbs for golems. ELITE unit bodyparts. The stuff where we really pay a lot of resources, even gold, possibly taking time to create the thing, but it is worth it.
>Pic related.

>Enhance Dungeon - Big entry room with giant doors at its opposite to entrance end. Make it so that they are actually there but behind them... is just a wall. It's another decoy, a main one.
>Ask frogmen about various deposits of different ores or minerals in the caves and all.
>>
>>42528878

GUYS!

If we can make anti-magic golems... That means we could make crystals that can store magic too. We can later accomplish force beams...

>In b4 unibeam

As for my reasoning for elite unit stuff? We have war golems and they have their multiple arms, but they are the WEAK multiple arms type. What if the thing is stronger.

OUR OWN HERO UNIT!
>>
>>42528672
Hey, I'm gonna get that document all caught up by tonight, so if you wanted to include it in the OP next time, it should be ready for that.
>>
>>42528934
Sure, I'll do if from now on now that I know that it'll keep getting updated.
>>
Rolled 13, 17, 4 = 34 (3d20)

>>42528672
>choose research
Flesh Golems
>enhance dungeons
Give apprentice his own room.
>Send worklings to gather resources
stone
>>
>>42528255
Charcoal also works for forging steal. We got trees otherwise yeah coal too would be good for cheaper steel.
>>
>>42528985
FLESH GOLEMS
YESSSSS

>>42528907
What if we just made one really big golem?
>>
Do we still have that Frog Village?
>>
>>42529044
Except I am asking for something that can still fit in regular houses or even our dungeon.

Mechas are a bit unwieldy and more expensive, it's basically the size.

Elite units are basically steel-folded-thousand-times-by-the-perfect-japanese-makers type of stuff. They are the superior units. Hell, it's like comparing terminator to an animatronic.

Quality over quality/size. But we need to develop a way to CREATE such elite bodyparts.
>>
>>42529044
i like the really big golem idea but maybe not for the "elite" golem mayeb something that has incredible health nut limited movemet, something that could shut off hallways after assholes come in, a kind of last ditch effort or "you not only took a wrong turn, you REALLY took a wrong turn" kind of thing. kind of like the shield/wall golems
>>
>>42529136
wow, all kinds of typos there
>>
Since we have researched shields, it's time to make four shield tonfas with sawblades attached and anti-magic ruins etched onto each.
>>
Rolled 11, 19 = 30 (2d20)

>>42528879
In place of a wall, we should have a shit load of saw/arrow/tearbane traps
>>
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>>42529202
I like the way you think.

>>42529136
Naw, man. Think of it. Shield/wall golems would mostly be a think that delays people, due to their nature they would be less for offense, more for defense.

Elite unit has to have large health, good, preferably fast movement, and intense attack. The type of thing that, when the army thinks that they survived and are about to take us down, they round the corner and then they got this shit-wrecker. Alternatively, it just awaits them in second or third room, after the cannon fodder golems thinned their ranks a bit and tired them out.

Also, it would be menacing as fuck.

Bonus points? Give it the chainsword.
If we want to be better, mount hidden laser or something launchers in its shoulders.

Pic sorta related.
>>
Rolled 17, 18, 3 = 38 (3d20)

Also, holy fuck TG, where are my rolls
>>
>>42529316
Let's modernize the frog men.
>>
>>42529337
ooh yes lets and can we make them able to help defense? if only as a preliminary outside defense to the dungeon? perhaps to give the impression that the inside is only frogmen
>>
>>42529430
OP said that frogmen won't help in defense, because if we can't even defend our own home then we are worthless and pathetic
>>
>>42529445
That's why we have to burn their culture and beliefs to establish the new mindset that Warlord is God.
>>
Just a reminder to vote and let me wrap this up, I like my beauty sleep.
>>
>>42529445
that would be the modernization part, also they'd be defending their home
>>
>>42529468
Or you know, in the least we can try and get them o come to the surface and establish a village and get them to be normal citizens.

We're not getting anything from them but a little help on raids, these frogs will be better off as farmers and occasional conscripts that pay us tax rather than being in a cave all day.
>>
>>42529508
did we not vote?
>>
Rolled 9, 7, 20 = 36 (3d20)

>>42528985
This
>>
>>42529541
There were votes, but no consensus on what people want. It's all different ideas at the moment, and I don't want to just pick one.
>>
>>42529524
With golems, we could house, clothe, and feed them for cheap. We could make them entirely dependent on us for everything. Hell, there isn't anyone we can't do this to.
For now though, they can be mercenaries that acts as scouts and harassers in exchange for goods. Our enemies can't focus on us if their towns are getting raided whenever their armies are out to get us.

This is assuming that there are other exits from the cave network, and that the frogs know them.
>>
>>42529590
Just have frogmen tell us secrets of the caves

THE CONSENSUS DEMANDS:

>Research - Elite body parts/units creation. Fuckton expensive but amazing in power stuff

>Enhance dungeon- bigger entry room with giant door at end opposite to entrance. Behind the doors are actually traps.

>Modernize frogmen and get their cave knowledge
>>
>>42528985
>>42529581
Eh, I vote flesh golems for research as well, then. Eventually we could work our way up to them being able to be constructed during battle.

>Gather resources
>Fortify 'large room' with moats, spike walls/trenches, and pop-up cover for our golems (pops up out of walls and ceilings, and can be hidden when enemies get to them to deny them cover when they least expect it)
>>
Rolled 2, 5, 16 = 23 (3d20)

>Reaserch Flesh Golems
>Build Apprentice his own Room
>Modernize Frogs forcefully
>>
>>42528879
>>42528985
>>42529202
>>42529699
>>42529746
>>42529557

Ok I'll just kinda mash these together then.

(17/20) research Flesh golems - you figure that you have a surplus of people gunk after all of these attacks, and any material can be used to your advantage, especially when dealing with constant attacks.

(17/20) give apprentice his own room - You apprentice has already caused enough trouble, if gave him his own room and workshop he would be able to work more efficiently and out of your way. Your worklings quickly dig out a small alcove for him, and furnish it. +20 stone, -80 wood + apprentice room

(16/20) Modernize frogs - You head into the frog cave, and they are restless as soon as they see you.
"King, you been gone for so long. You promise us glory, where is it?"
"How do you feed yourselves?"
"What?"
"How do you feed yourselves. I will not repeat myself again."
"We hunt the great Aggri fish that swim through the caverns, and feast upon their tasty meats. The fish eat greenplants below the surface."
"Good. You're going to farm them."
"Farm?"
You take the time to explain the process of catching the fish and allowing them to breed so that they may be eaten in greater quantities later. The frogmen have a bit of trouble understanding at first, but catch on when the idea of more food is brought up. You also give them crude pickaxes, which you instruct them how to mine for ore, and they grab iron and slowly but surely begin to smelt it. It may take a few weeks, as the process is slow going, but it will eventually succeed, and the frogmen will provide you with a more reliably levy, and small, but regular tribute. Once they are feudalized, you may learn much more about the surrounding caves. (done in 3 turns)

(cont with summary)
>>
>>42530033

Materials:
>442 gold (+10)
>455 stone [+25]
>665 iron (+5) [+15]
>431 wood [+10]
>440 hay (+5)
>10 steel
>10 tearbane flowers
>1 topaz
Units:
>3 war golem (60 iron, 5 gold)
>13 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)
>5 iron golems (30 iron, 5 gold)
>9 agile scorpion golems (20 iron, 3 gold)
>50 worklings (10 stone)
>1 doppelgolem (1 human, 50 gold)
Weapons:
>10 Obelisk clubs
>1 Chainsword
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)
>antimagic runes (25 gold)
>Shields
>Weapons

And now I'm pretty tired, so I'm gonna archive this then head to bed. Feel free to discuss strategies and/or talk shit about me behind my back. Pls raid more it's fun for me
>>
>>42530105
gosh that guy steelywheel is a "reel" ass isnt he?

thanks for the fun, i'll be watching
>>
>>42530105
I heard that Steely guy has a chode.

-

In other news, FROGS ARE THE FUTURE
>>
>>42530105
i say we raid more next time. dunno why this idea just came to me
>>
Kay.

Guys, here are the ideas

>Elite epic units
>Decoy doors in entry room after makin it larger. Especially make the road to doors trap heavy so when they try to go back to real path. They encounter traps again. Hell, make traps that work only if they go back so they don't expect these
>Magic Cameras/Speakers
>Remote control of golems and golem armor, so we can be elsewhere. Preferably through speakers and such
>Magic lasers and force shields
>magic storage battery gems
>MAKE SHITLOAD OF STEEL
>>
so have you guys heard about that guy Steely?

People say he has a pair of tits tattooed on his back
>>
>>42530105
Needs more scarecrow golems.
ONE FOR EVERY FIELD!
In time, we should research remote communication, even if it's just a 'pulse', so our scouts/golems can report back remotely.
With a good network of scarecrows/scouts, we can get wind of trouble right at the source.
>>
I like to imagine that Steely is a dark god, and we're all his smaller god children that are bitching about our new world playset where he's trying to teach us how to cooperate, but we're really fussy.

I'm not weird, right?
>>
>>42530243
i've seen them, they're not tattoos...
>>42530227
i'm liking this
>>42530257
more scarecrows sound like an awesome idea but something that should be done after we have a secure stronghold
>>42530303
no, not weird at all,not at all, nope, not wierd... at all...brother god
>>
>>42530303
Yeah you're pretty weird.

Ok off to bed for reals this time.
>>
>>42530332
Night, dad.
>>
>>42530325
The best defense is a strong...

We can't always be on the defensive waiting for them to knock on our doors. We can keep them occupied with considerably less resources and losses if we can regularly hit them where they are weak, keeping them guessing and dividing their forces. This takes scouting.
Besides, our forces are just sitting idle while our worklings do their thing. Why not having them pull their weight as well? Doing you even RTS?
>>
>>42530786
ha rts's are my babies. the golems take no resources so the can just sit. we're not strong enough to venture out. if some douche named roy wielding a sword much too bug for him can almost take us, we need to up our defense. if home base gets taken then we're nothing and i dont think we can survive a moderate attack against our home. we've been lucky so far and we have almost zero notoriety
>>
>>42531086
also, not rts, this is most certainly not rt(real time) it is however an s(strategy) game but it is turn based
>>
>>42531086
If it is then we are fucked Intel wise

Our headquarters is exposed and known so we might as well forgo stealth then

I say we build a proper defenses around the mountain entrance

Moat, walls large and wide enough to have golems patrol and guard towers with catapults and spotters to see invaders coming
>>
>>42531168
The walls can also have murder-holes and boiling oil
Probably start having patrols sent out to do recon and buy time to prepare defenses too
>>
We need to attach that chainsword to our golem suit.



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