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File: dungeonHeart.jpg (302 KB, 1920x1202)
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The Imps enter the battlefield, disappointed that all their hard work trap making only killed a single man. Nevertheless they gather the corpses and their gear for transport, all the while fending off the hungry Basilisks. You reward them with the corpse of the Vampire's thrall, more to allow the Imps to do their work than anything. The Undead guard the battlefield dutifully, allowing a chance for the Vampiress and her Dullahan to rest and tend to their wounds. Even though the battle was a resounding success they were harried for days and have the injuries to prove it.Your Imps wrangle the surviving horses and hand them over to the Vampiress, reminding her that dawn will be in a few hours and that it would be wise to make their way to the temple quickly. As they leave you are given a chance to look over the battlefield. You've gathered enough corpses to replenish your losses and then some. Besides that their pockets were filled with gold coins, their payment from the Noble no doubt. On top of all that you finally gained your champion. It is a good day, but it is passing slowly. If you direct your undead towards the task the scavenging would go much more quickly…


Some time later your champion arrives at the Temple. Although you wish to talk to them now they are tired and deserve the rest. You lead them to the barracks with the intention of talking to them in the morning. Until then you rest, the constant scrying and domination has made you very tired. Although you can attempt to come up with a plan for convincing your champion.

(you may pick multiple)
>Be forthright, you lured her here because she has potential to be a great servant
>Be pragmatic, you're powerful and can protect her while she's here
>God that curse is so annoying, you can probably get rid of it (-20 mana)
>Ask her about her day
>[Write in]
>>
>>1324946

https://twitter.com/GM_UnderLord
https://pastebin.com/u/shacklebox

previous thread >>1303161
>>
>>1324946
>>Ask her about her day, besides being chased by angry people.
>>
>>1324946
>Ask her about her day
>Ask if she wants her curse removed.
>>
>>1324968
Good guy dungeon heart is best dungeon heart
>>
>>1324946
>>1324968
>>1324984
>Do all of the above options, we can open with asking about her day, going into forthright, and then pragmatic before offering to remove her curse.
>Mention that we wanted to get some companions, since it gets lonely being a dungeon overlord and we could use someone to talk to in those long, cold nights in between potential raids on our dungeon.
>>
>>1324997
Your idea sounds good.
>>
>>1324988
He's not evil, he's just a massive pool of tentacles inside the center of a dungeon! He's not accountable for what everyone else outside the dungeon might think of him.
>>
>>1325063
Stand your ground laws, if someone barges into your home(dungeon) brandishing weapons, you have the right to defend yourself. Just cause your home is filled with undesirables doesn't mean it's evil.
>>
>>1325090
Are we actually the refugee-ghetto lord of an abandoned temple that we were born into? Has anyone ever thought of dungeons like that?
>>
>>1325096
I haven't but i like to be a dungeon like that.
>>
>>1325096
Let's help the impoverished races give them a place I Life a source of income! Let's start sweatshops and threaten the kingdom's economies with our cheap cheap products
>>
Let's summon some more imps, and then have them pan the river for gold. Then we can get all the imps, and slowly work our way up the demon ladder, reforming the demon cast system, and hiring humans, ogres, and dragons to protect the dungeon meanwhile slowly improving the life expectancy of those living in said dungeon.
>>
>>1325152
YES I LOVE THIS Idea
>>
>>1325179
Love your idea to
>>
>>1325179
>>1325152
Why not get some prospectors too while we're at it and try finding some forgotten mineral deposits or basins to start one of the world's first Dungeon Gold Rushes?
>>
>>1324951
Underlord you doing okay?
>>
>>1324946
i vote for this >>1324997
>>
>>1325278
Yeah, I'm writing now. You guys chose all of the above and that's at least two or three whole posts.
>>
>>1325291
Okay sorry if that was a bit much still good to hear from you.
>>
>>1325291
>>1325310
Mr. Dungeon Heart is a very caring eldritch entity to his subordinates, and takes the time out of his day making sure they're all okay.
That reminds me, do we even have a name?
>>
The next morning you awaken just before the Dullahan, however the Vampiress is still very much awake. She does not need sleep as far as you can tell and you sense she doesn't fully trust you yet. Understandable, you think despite the feeling of indignity that comes with it. You may have saved her from the pyre but from what you gathered vampires have a lot of reason to be distrustful of generosity, namely other vampires. You poke around her mind in search of information on other vampires, it's not a large community but it's both cutthroat and influential. She was never particularly powerful and seems to resent that, something you can use to your advantage. The lawmen here weren't the first and she doesn't believe they will be the last. Feeling prepared for her you send Gabriel to bring her to your chamber, to which she agrees. Leaving the Dullahan to sleep she instead chooses to arm herself lightly and approach you. You feel a well of pride as she attempts to hide her awe at seeing your visage. She steps forward at Gabriel's behest, looking around the room before realizing it is featureless save for your person.

"The Underlord I presume?" she asks you, half expecting something else to walk out from behind your fleshy mass.

"Yes I am, and I am glad we are able to have a proper introductions after the unpleasant circumstances of our first meeting." reply with practiced ease, it took a long time to learn to speak without shattering minds. Although you can still feel the mice in the walls shudder at your voice.

She curtsies with practiced ease befitting one of the vampire court before giving her name. "Victoria of the Eventide Clan. It is a pleasure to meet your acquaintance. I thank you for your assistance as well as your hospitality."

"It is good to see you well rested rather than weary from being hunted, how goes your recovery? The recovery of your friend?"

"The two of us are not so easily injured." she answers proudly, looking for something to make eye contact with before settling on a nearby tentacle.

You nod your tentacle before continuing "I am glad, although I must ask what brings you into my forest? What have you done to earn the ire of these humans?"

"I had taken a few of their people as my own, as you have no doubt noticed, and they were… displeased. As for why I came here it is because..." She pauses, struggling to remember, "We came here searching...." She stops, clearly distressed at being unable to recall the reason for traveling so far.

"You came searching for me, Victoria. I took notice of you some weeks ago and realized the potential you hold. Potential you would have seen wasted if you stayed within your manor, stayed under the thumb of other vampires with equally wasted potential."
>>
>>1325584
She is practiced in diplomacy, but such a revelation sends a look of shock over her face for a brief moment before she controls herself. She settles on a scowl before responding. "You brought me here so that you may use me as your pawn then." she states, dropping all pretext of politeness and courtly manners. "If that is the case then I'm afraid my loyalties are not yours."

"And who do they belong to?" You ask, "Your clan? They have no respect for you, what did they do when you asked for an armed escort through the countryside? What did they do when they chose to involve you in their petty disputes, risking your life and property to preserve their decadent lifestyle?"

You feel her swell with hatred at the mention of the other vampires, she has no love for them as you've felt in her mind. "We are all cursed to live only in the night, they are the only one who have sympathy for me. What would you have me do? Leave the only people that tolerate my condition?"

"I would have you step into the light." You say in your full and unrestrained voice as you flex your magical abilities and target her. She falls to her knees and covers her ears as her mind suffers the consequences of listening to your voice, but her soul remains unharmed. You reach into it and pull at the curse that binds it, loosening the knots and removing a single string. She stands moments later, feeling very different. You gesture to a beam of light stemming from a crack in the ceiling. She looks at it tentatively before reaching a hand in and quickly retracting it, afraid of a burning pain that never comes. She looks to the entrance of the dungeon and sprints the short distance before coming to a stop directly in the sunlight. She stands there, basking in a sensation she hasn't felt in years before reluctantly returning to you returning to you.

"Thank you, the Vampire clans… They wouldn't even... " She stops and sighs before kneeling before you "You have my thanks as well as my service Underlord."

You probe her mind and find that she is hungry. For blood yes, but there is a greater hunger, for power and revenge against those that had wronged her before. Those that took advantage of her in the Vampire Clans and the living who despised her for her transformation. She intends to use you to this end, you believe your goals will most likely align in the future.

[-20 mana]

You have gained the Champion Victoria the Vampire, removed her weakness to sunlight, and defeated the lawmen that hunted her. As a result you have grown in power

[130/200 Mana]

Gained 250 gold, 8 corpses, one knight corpse, and one horse corpse from battle, pastebin updated
>>
>>1325589
With Victoria in tentacle you may move on to tackle the day and make further progress towards your dungeon.

Day

8 building material

Minions vote:
>Clear more rooms, you'll be needing it soon enough (3/9 rooms uncleared on this floor)
>Upgrade the crafting room into a forge using 2 materials
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>Upgrade the Basilisk pen into a Beast Den (holding 5/10)
>[Write in]

Dungeon Heart vote:
>Scry the immediate area, see if you can find something interesting nearby (-10 mana)
>You've got a lot of corpses to raise, best get started
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
>Send Victoria on a mission (what?)
>[write in]
>>
>>1325597
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>You've got a lot of corpses to raise, best get started
>>
>>1325597
>Upgrade the crafting room into a forge using 2 materials
and
>Send Victoria on a mission (what?)
Get her to parlay with the miners.
>>
>>1325597
>>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
>>
>>1325597
>>1325626
Get Victoria to help us with raising the undead if she can, or recommend someone who can. The less often we have to sleep because we blew our magic load, the better. More help is always appreciated.
>>
>>1325670
>>1325725
victoria doesn't know raise dead
>>
>>1325752
Does she know any necromancers who can, or places to start searching for some besides having us scrying everywhere? The first real raid is probably going to have a lot of corpses to raise and having someone else to do that would be helpful.
>>
>>1325597
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)

>You've got a lot of corpses to raise, best get started

Can we please get the beast Den and Basic farm set up already?
>>
>>1325597
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)

>You've got a lot of corpses to raise, best get started
>>
>>1325772
Some of the higher vampires know, or you could try to teach her, but she doesn't like them. Even if you bring them here their travel time will be just as long as hers.

You could try to teach her the raise dead spell
>>
>>1325800
Yeah, sounds like something she should know. Good for utility and combat.
>Upgrade the Jackalope pen into a Basic Farm (holding 10/10)
>Teach Victoria how to Raise Dead as the first student of the Underlord Academies.
>>
>>1325752
>>1325800
Switching >>1325725 to >>1325871.
>>
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>>1325597
Shortly after your conversation with Victoria the Dullahan awakens and find Gabriel nearby, asking for her location Gabriel points outside into the morning sun. The Dullahan sprints outside in a panic to find Victoria laying in a patch of flowers near the entrance enjoying the sunlight. They speak excitedly for a long time before the Dullahan walks into your chamber and introduces herself as Avila, stating that she serves Victoria and now is at your disposal. You speak briefly before bidding her rest to recover from her wounds, at which she rejoins Victoria in the sunlight.

You look at the new horses thinking that they'll need accommodations to be maintained. With that in mind you send your minions to upgrade your jackalope pen into a proper farm.

Other than that you've got plenty of corpses to raise. The battle was short and now that you've got a chance to look at them you find many are mostly intact or at least require little repairs. The bones of your lost skeletons are far worse, having suffered the greatest in the fight. You could probably make a single skeleton out of their remains with bones to spare. You look into the crypt at the daunting task of raising all these corpses and briefly consider employing Victoria as an assistant.

[130/200 Mana] (raise dead is 30 mana a corpse and at 100 mana you must rest for 1d4 days)

>Raise 1 zombie, you can raise more tomorrow if you wish
>Raise 4 zombies, replenishing your forces is worth the rest you have to take

>Give victoria the skeletons and try to teach her necromancy
>Let her enjoy her day
>>
>>1325597
>Upgrade the crafting room into a forge using 2 materials
>You've got a lot of corpses to raise, best get started
Raise em while their fresh
>>
>>1325898
>Raise 4 zombies, replenishing your forces is worth the rest you have to take

>Let her enjoy her day and take a breathier
>>
Rolled 4 + 1 (1d4 + 1)

>>1325898
rolling for time to build farm
>>
>>1325898
>Teach Victoria necromancy, then let her enjoy her day.
>Use remaining mana to raise the maximum amount of zombies we can raise.
She should learn necromancy because of how useful it is, but once she finishes she can take a breather as our first student of the Underlord Academies. We'll handle the rest before we slip into unconsciousness again.
>>
>>1325898
>Raise 4 zombies, replenishing your forces is worth the rest you have to take

>Let her enjoy her day
Can imps raise ded?
>>
>>1325906
Farm troubles, eh? I wonder what our demonic construction workers think about all this.
>>1325928
Good question, if we can we should start teaching everyone necromancy we could as part of our necromancy curriculum.
>>
>>1325906
>>1325935
it should be -1 due to the tools you have, I just fucked up.
>>
Rolled 2 (1d4)

>>1325898

rolling for days asleep

You dismiss the notion, better to let her enjoy her first few hours of sunlight in decades. You decide to raise as many corpses as you can, with your undead being understrength and both your new minions recovering from injuries you are in grave danger of some sort of attack breaking through your walls and killing you.

[-120 mana]

Lost 4 corpses
gained 4 zombies

By then end of the day you feel yourself drifting off to sleep, as your champion watches the sunset you consider asking her some questions and better informing yourself about the world around you.

>Ask about the Vampire clans
>Ask about the world of men
>Ask about the local area and the country you're in
>Ask about her day
>[Write in]
>>
>>1326026
>Ask about her day
>Ask about the local area and the country you're in
Start small, then go big.
>>
>>1326026
>Ask about her day
>Ask about the local area and the country you're in
>>
>>1326026
>Ask about the local area and the country you're in
>Ask about her day
>>
>>1326026
You speak to Victoria with the intention of learning more about the world around you. The knowledge you gained from the Imps about the local area is… unsatisfactory. As she approaches you ask her how she's been enjoying her day. She smiles before lifting a hand to her face and feeling her own raw skin from spending so long in the sun. "It was my first day in a long time, thank you Underlord."

"I am glad you enjoy your gift so much, however I have many questions about the nearby area and the land around us. What country are the nearby kingdoms? Who owns the forest we reside in?"

She thinks a moment before pulling a map out of her travel bag and unrolling it before you. She points to the forest you reside in and begins explaining the local area.

"The forest is technically owned by King Galor of Averland, but it is vast and untamed. The City of Andalin is to the north west, that's where the lawmen came from, and the town Hadersfield borders the forest. Further south you have the Duchy of Lady Tilea, she belongs to the Kingdom of Ethalia and controls the towns Valburg and Garmsby, with her castle looming above the former. I came all the way from the Capitol of Averland." She scratches her head for a moment and calls over Avila, who explains that the countries hate each other but are unwilling to commit to war at the moment, why she couldn't say. She suspects that the most vulnerable town is Hadersfield, although they are under the protection of Andalin and they have a substantial guard, at least six scores of men by her estimations.

Map discovered! (I forgot to make it last night, I'll get it done by next session)

You thank them both for their time and bid them heal their wounds for now. As sleep overtakes you you think about what future conquests you may be able to achieve with this new information...

Roll1d100 for random events while you sleep, best of three
>>
Rolled 25 (1d100)

>>1326214
Gonna be a fire.
>>
>>1326214
>>
Rolled 21 (1d100)

>>1326258
My bad
>>
Rolled 19 (1d100)

>>1326214
Underrace Utopia GOOO!!
>>
Rolled 100 (1d100)

>>1326214
We dream of eldritch sheep.
>>
>>1326214
>>1326305
What a shame, now we won't know what counts as sweet dreams Mr. Underlord for here.
>>
>>1326305
HAHAHA, TOO SLOW MOTHER FUCKER, SHITS ALREADY FUCKED

writing
>>
>>1326320
But what if i delete my post?
>>
>>1326320
>>1326325
This *is* the "Underlord QM" we're talking about here. He's probably been rubbing his tentacles together waiting for just this very moment.
>>
Rolled 11 (1d100)

>>1326320
rolling for how bad shit gets
>>
>>1326364
Is lower good or bad for how bad shit gets?
>>
>>1326372
The first roll i asked for is on a table of events with lower events being worse. The second roll is for how bad it gets, with lower rolls meaning it gets really bad.
>>
>>1326388
>Double really bad rolls.
So can we pray to ourselves, then?
>>
>>1326388
There goes our minions.
>>
>>1326214
25 is a pretty poor roll my guy, good thing you just got yourselves a pair of badasses

You awaken to the sound of tearing flesh and horrible screaming, again. Although when you expand your senses to the rooms around you you find that the basilisks did not get into the Jackalope pen. You search further and find the corpse of an owlbear sitting ontop of two Imps. You ask Gabriel what happened and he informed you that it wandered into the Temple the night before and had to be fought by your undead forces and Knight Avila. It was a long and grueling battle, taking the lives of two imps it crushed in it's death throes as well as fourof the zombies fighting it. The Imps burst into ash as they were unsummoned, and two of the corpses is mangled beyond repair. Although now you have a chance to make owlbear zombies, that's pretty cool.

Lost 2 imps, 4 zombies

Day 17

[200/200 mana]

Minions vote:
Minions are still bus building the farm for 1 more turn

Dungeon Heart vote:
>Scry the local towns that surround the forest
>Scry the forest very thoroughly, see if there's anything interesting
>Keep raising corpses! Raise the owlbear too.
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
>Send Victoria on a mission (what?)
>[write in]
>>
>>1326429
>Keep raising corpses! Raise the owlbear too.
>>
>>1326350
Who wouldn't rub their tentacles thinking of owlbears.
>>1326429
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
>>
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)

Can we re-summon the lost Imps?
>>
>>1326413
This is why I wanted to teach the others necromancy before bad shit happened. At least we did well in the other parts to not have to worry about it. Although reflecting on it I'm not sure if they had any mana to spare anyways.

>>1326429
>Teach everyone in the dungeon you can about necromancy, emergency procedures, and what to do if something happens what we’re asleep and set up a standardized curriculum so the others can teach new recruits it. Set up a classroom session to make matters simpler.
>>
>>1326429
>Keep raising corpses! Raise the owlbear too.
>>
>>1326429
Hm... Actually, are we able to scry any remnant memories for where the Owlbear came from to see if we can save time on having to find its den?
>>
>>1326491
Imps can't learn necromancy, neither can your current undead. The only one capable would be Victoria, although you could find more living minions that may be capable by choosing
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)

>>1326528
no, The underlord can only search through living minds. It's also not a scry, just innate power

>>1326484
second vote follows on what minions you search for, summoning included
>>
>>1326555
>>1326429
Switching >>1326491 to
>You've got a barracks but no minions to populate it, maybe you should scout for some? (-10 mana)
Personally I'd prefer low-maintenance folk like advanced undead to be a part of our army, but we can get some living minions too if they're good enough.
>>
>>1326429

You lost a lot of minions, unfortunately. The problem, you believe, is that Avila and Victoria are the only independently competent minions you have. The undead are effective, but only excel when directed by you. On that note you decide to give both Victoria and Avila the ability to command your undead minions, but it's still not enough. You think long and hard about what you could do to remedy this problem and decide it is time to expand your roster of minions.

[200/200 Mana]
[275 gold at your disposal]

>Scry around for some competent minions (-10 minions)
>You learned how to summon minions from the Hellscape a while ago, get Gabriel to summon something more dangerous than his Imp friends (costs gold)

Separate vote
>Resummon the Imps you lost (-10 gold)
>Summon even more imps, you could always use more (how many?)
>Don't resummon, they failed and they can stay in the Hellscape as punishment
>>
>>1326650
>>Scry around for some competent minions (-10 minions)

>Resummon the Imps you lost (-10 gold)
>>
>>1326650
>Resummon the Imps you lost (-10 gold)
It's not necessarily the Imps fault they're only competent when we're around. Plus keeping loyal minions around is good and we'll keep them on as a reward for being our starter minions and not being too terrible.
>Scry around for some competent minions (-10 minions)
Why does scrying around cost minions?
>>
>>1326690
>>1326669
dammit, it's supposed to say (-10 mana). My bad
>>
>>1326650
>Scry around for some competent minions (-10 mana)
>Resummon the Imps you lost and 5 now one's (-35 gold)
>>
>>1326701
Ah. So we're not making sacrifices to help in our search for some competent minions.
>>1326650
>>1326690
Try focusing on scrying for some commander-type minions to help lead the Imps while we're gone. How good is Gabriel at that, or is he more of the majordomo in our dungeon?
>>
>>1326650
You first have Gabriel assist you in resummoning the lost Imps, they are surprisingly thankful even though your own negligence got them killed. Apparently they thought you'd leave them in the Hellscape after their untimely banishment.

Soon you turn your incredible magical abilities to the world beyond the confines of the dungeon, and with your newfound knowledge of the local area you are able to search more thoroughly and effectively.


>A band of Gnolls is nearby, not particularly intelligent but they are vicious warriors
>A Tribe of Lizardfolk appears to be wandering the forest, apparently dispossessed by the humans to the north
>A Cabal of Lamia appear to be traveling from the east, they might be willing to strike a deal
>A flight of harpys is nesting to the south, they would be grateful if you were to kill the great snakes that threaten their hatchlings…
>Are those mushrooms walking? Interesting, but what could you do to recruit them?
>>
>>1326875
>Are those mushrooms walking? Interesting, but what could you do to recruit them?
Mushroom people, friendly mushrooms!
>>
>A Tribe of Lizardfolk appears to be wandering the forest, apparently dispossessed by the humans to the north
Lizardfolk are traditional, for lost temples and appear to be looking for a home.
>>
>>1326875
>A Tribe of Lizardfolk appears to be wandering the forest, apparently dispossessed by the humans to the north
Can we still send someone to help the harpys now or later?
>>
>>1326910
I dunno... Mushroom people could be looking for some dank places to grow in, after all. We'd probably have some of the dankest places around given our dungeon and culture. They'd probably be pretty chill, too. Although, come to think of it...
>>1326875
Switching >>1326904 to whichever group needs the most help. We can pick up the other folks later since their situations would be less urgent.
>>
>>1326976
I can already see the mushrooms engulfing a skeleton, and making a skeleshroom warrior.
So I'll go with
>Are those mushrooms walking? Interesting, but what could you do to recruit them?
>>
>>1326875
>Are those mushrooms walking? Interesting, but what could you do to recruit them?
>>
What's a Cabal?
>>
>>1326992
Group word. Like
Flock Of sheep
Pod of whale
Murder of crows
Gaggle of geese
>>
>>1326976
Fair point. We could try to contact both, offering a home and whatnot. I don't think we can use telepathy on mushrooms, so we can telepathy the lizards, and send an imp to the mushrooms.
>>
File: 655617-kabalvs.png (32 KB, 209x199)
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32 KB PNG
>>1326992
a group of people plotting to do something nefarious, it's used in reference to witches a lot. alternatively this guy
>>
>>1326992
>>1327012
A group of an ancient conspiracy that've been running the human governments the entire time from the shadows?

>>1327014
Telepath the Lizards, Harpies, and Mushrooms to check their status and send an Imp ambassador to whomever we can't telepath? The other two groups seem fine by themselves.
>>
>>1327014
We could lure the mushrooms with a smelly zombie. The harpys want the great snakes dead, which might mean the lamias.
>>
>>1327024
>>1327031
>>1326875
Wait, so this is a race war we're talking about? Well shit.
>>
>>1327036
I don't know. It just said the harpys wanted the great snakes dead. >>1326875
>>
>>1327014
>>1327030
you guys gotta remember that you have 0 rooms unused, 13 space in your barracks, and your farms can only support 13 more minions when it's done. you probably won't have space for everyone.

also there's no race war going on, different group of snakes but the Lamia and Lizardfolk generally worship dragons, dinosuars, and giant Wyrms. They might be mad if you kill the snakes they might not, depends on rolls
>>
>>1327063
Would it be in bad taste to offer the snakes we kill as an offering to the snake people's gods? Maybe get some of their shamans to help their spirits onto the afterlife once we're done with them or something.
>>
>>1327063
Welp. Until we have more space then, I guess we should just contact the Mushrooms then. If it fails, we can snag something else later.
>>
>>1327063
>>1327082
Mushroom people seem to work best with undead out of all the groups so far, unless there's secretly a necromancer in one of them. I'd also like to take them in because I'm not sure what the local perception is of walking mushrooms and whether the rest will try to genocide them or not.
>>
I wonder if the mushroom people would be tasty if cooked?
>>
looks like mushroom men win, followed by Lizardmen, do you want to try and contact both?

If so how?

>Imp to Mushrooms
>Victoria to Mushrooms
>Imp to Lizardmen
>Victoria to Lizardmen

you can try to dominate one and bring them to the temple but they probably won't like that.
>>
>>1327099
Does the taste of sapient flesh sound tasty? I mean, we could include them in some mystery stew... They might not notice the difference depending on whether these mushrooms are based on normal mushrooms or not.
>>
>>1327114
None of them are into being dominated? What a shame.
Go for ambassadors to whichever think they can talk to better, we don't really know what the diplomatic relations are between the four groups.
>>
>>1327117
Well humans taste very similar to pork, it's even called long pork, but if it's sentient imma avoid it.
>>
>>1327114
>Imp to Mushrooms
>Victoria to Lizardmen
>>
>>1327144
Do you think the Mushrooms have ever engaged in cannibalism with each other? Are they into vore what with that fungal detritus digestive process for decomposition?
>>
>>1327158
Eat each other, probably not, but melding into a larger shroom that might happen.
and
>>1327114
>Imp to Mushrooms
>Victoria to Lizardmen
>>
>>1327175
Seconding.
>>
>>1327175
So like some sort of fusion dance?
>>1327114
>>1327130
If they don't know, then >>1327155.
Our champion goes for the group that seems more clearly in danger than the other? Possibly the Imps might have some infernal method of translation for Mushroom speak?
>>
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>>1327158
>>1327144
>>1327130
>>1327175
what are you guys doing
>>
>>1327114
>Imp to Mushrooms
Though I'm in favour of getting the Lizardmen too, we should wait until we have more space available.
>>
>>1327191
Contemplating fungi evolution in a realm steeped in magic.
>>
>>1327191
Is that a picture of a dolphin getting high off of a puffer?
>>
>>1327191
shh its ok bby

>>1327211
>>1327221
Some of the many benefits of both the magical and real world.

>>1327194
I thought we were doing some sort of rescue mission with one of the groups, or whichever turned out to be more useful and were sending emissaries to both because it'd fit for us?
>>
Rolled 7, 8 = 15 (2d10)

Rolling for numbers of each party


The mushroom men hold your curiosity more than any of the other options. You observe them for a while and see that they are very well organized despite not seeming to have a language, telepathic perhaps? They appear to poison the trees with their own polyps with the intent of both harvesting it for food and as a method to birth their young. You send an imp to meet them and perhaps discuss a deal. The Lizardmen are much more conventional creatures and appear to be migrating for very conventional means, their land was taken. The humans apparently did not like the migrational patterns of the Lizardmen bringing them so close to their towns and decided to drive them into the forest. You send Victoria and Avila to them in the hopes that she can convince them that you have something to offer.


Roll 2d100 for successful diplomacy
>>
Rolled 89, 61 = 150 (2d100)

>>1327333
>>
Rolled 91, 96 = 187 (2d100)

>>1327333
>>
Rolled 45 (1d100)

>>1327333
>Hello fellow earthlings, we come in peace!
>>
Rolled 4, 76 = 80 (2d100)

>>1327333
>Hello fellow earthlings, we come in peace!
>>
>>1327333

91 and 96, you guys are pretty good at this

The Imp arrives to greet the mushroom men and begins communication immediately. Many of the smaller ones don't know how to respond and walk away, perhaps they're fleeing? They're very bad at it if they cannot- no wait they're just getting the big one. A Mushroom man standing at twice the height of the others and thrice the girth approaches the Imp and begins rumbling in a low 'voice'. It is incredibly difficult to understand but it speaks nonetheless. "Hello flying creature, what are you?"

You order the Imp to respond truthfully and shortly ask the Mushroom to do the same. It stands still for a long moment before speaking up. "I am the Father, we are of the Myconid. The Wind carried me here decades ago and I have grown the Myconids you see before you. " He says, gesturing to the six smaller creatures before you. "We are what is left, a terrible fire raged three months ago. It took many of us with it before the rains came."

You offer your condolences as well as spy a solution. You offer your home made of stone so that they may hide from the fire next time it rolls around. The Farther face stretches into what may be a grin before accepting heartily.
Victoria and Avila return some time later with the Lizardmen in tow. They approach the temple with reverence and bow before it. Apparently this tribe nearly starved a century and a half ago, when the temple was still operational. The generosity of the monks was enough to get them through the winter, but it's location was lost after several generations. They believe Victoria offering them a permanent home within it to be a fated encounter.

Gained 6 Myconids and 1 Myconid father

Gained 7 Lizardmen and 1 Chieftain of the Red Fang tribe


That's the end of the session for today, goodnight and thanks for playing.
>>
>>1327439
Thanks for running
>>
>>1327439
Thanks for the session, QM!

Well, looks like we gotta speed up living accommodations pretty soon. How much time do we have before we start panicking?
>>
>>1327439
Thanks for running
>>
>>1327439
>tfw we’re so good at diplomacy we accidentally risk overpopulating our home with refugees, and didn't expect both groups to need some rescuing.
>>
What if we start building settlements outside of the temple, there were dead bodies here so I figure the ground must be rich in nitrogen, so farming should be a cinch. Let's hope we don't need to find potatos or something.
>>
how do you do text formatting on 4chan?
>>
>>1328082
>this arrow > for green text

type "for spoilers and type "[spoiler/]" to end the spoilers for a section of text.

I think for blue you do one similar to [blue] spoilers. I found this online

http://userscripts-mirror.org/scripts/show/177986
Usage:
Add a < at the end of a line to make it orange:
orange<
A > will make your text pink:
pink>
A < at the start of a line will make it red:
<red>
If you want to make banned text, just put ( and ) at the start and the end of a line:
(usar wos bammd 4 dis post :DDDDDDD fug! :DD)
Same with [ and ], it will produce a blue text (spaces are requied):
[ blue ]
Same for { and }, it will make the text purple:
{ purple }
This script also brings back the feature present on other boards.
Put "kek" in the namefield to make your post have a different font.
>>
>>1328148
Oh wtf have I done? Disregard this post.
>>
>>1328148
test
[bold]test[/bold]
>>
>>1328619
bold?
>>
>>1328622
>>1328619
>>1328363
>>1328148
ok, I got it thanks
>>
>>1328148
Test[spoiler/]
>>
>>1329194
for spoilers again [spoiler/]
>>
>>1329204
[Spoiler/] One more time [spoiler/]
>>
>>1329211
At least i can make my text orange?<
>>
>>1328148
The instructions weren’t clear enough. I got my dick caught in the ceiling fan.
Please elaborate.
>>
>>1329229
I think if your ip changes, it won't let you do the special text. Its only for the original creator of the thread. You can try making a new test thread for that, or try and get your old ip back, or go back to the computer you were posting from.
>>
>>1329692
Oh, that's fine then but how about the spoiler function?
>>
>>1329729
CTRL+S dude
>>
>>1329740
Thanks
>>
>>1327809
I figured the reason we haven't started building outside the temple yet is because we haven't secured the area yet, given how an Owlbear managed to wander into the temple and dealt a fair amount of casualties.
Farming should be even easier given how we have Myconids who are probably either natural farmers what with their fungal origins, or have a natural connection to nature that tells them how to best utilize the environment. In addition, the Lizardmen were around the temple before they lost it and have more conventional knowledge of farming compared to the Imps who can just respawn if they die. So we've probably gotten the best farming options out of the tribe recruitment list.
>>
>>1330703
Yeah chop down the jungle build a town! And jungle is Amazing farm land like the best in the world. Also I think we should send diplomats to those two towns to start up trading and peacefull communication
>>
>>1330903
Please no.
The harpys live in the trees, and that would also invite attention we don't need till we get stronger.
>>
>>1330903
Who are we gonna send? The honest to god daemons or the vampire they ran out of town a few days ago?
>>
>>1330903
>>1330914
Yeah, while the jungle would make great farmland, it'd also ruin the biodiversity of the area if we drive the local fauna and flora out. Plus the jungle probably helps to deter adventurers by being hard to find and disease ridden.
Although, we could start making tree fort settlements in the jungle instead to help preserve the biome while keeping its advantages, help expansion efforts, and gain the high ground on our enemies.

>>1330988
Couldn't we just send the Myconids or Lizardmen instead? Well, probably not the Myconids since apparently only one of them can talk. The Lizardmen were driven out because they lived too close to the town, but they live in the temple now and it wasn’t mentioned that there was any particular bad blood between them besides that.
>>
>>1331026
I like this idea
>>
>>1331026
We can try making caves and underground farms. use bio-luminescent lights or reflected light that hits the temple and mirrors to get light.
>>
>>1332623
The Myconids could help the most with bio-luminescent lights, and Lizardmen with reflected light that hits the temple and mirrors to get light. The Imps might also have an infernal method of light generation that hasn't been mentioned yet because we didn't ask. Maybe they have something like glowstone from the Hellscape?
>>
The Lizardmen are quick to fill the barracks, many of them are still nursing wounds from the human's attacks and appreciate a safe place to rest. They quickly make themselves at home, putting away their tents and letting their hatchlings loose in the Temple. Many are initially unsettled by the undead, however Gabriel is quick to inform them that among them are the once dead monks that inhabited the temple and are in your service. This further cements their reverence, believing the monks to be once again showing their kindness to the tribe of lizardmen.

Barracks (10/15 spaces filled)

The Myconid are slow and lumbering creatures, they take the better part of the day to reach the temple. When they finally arrive the Father takes a long time staring at the Temple with an expression made unreadable by his lack of facial features. Before long he voices his displeasure in living in an area without soil under their stems and decides to make camp outside with the intention of moving indoors should a fire start. Soon after they begin gathering the fallen branches and rotting leaves left from your Imps lumber work, the Father tells you that it will be necessary to house the Myconid and to grow future generations of their kind.

Myconid Garden started, completed in 3 days


Roll1d100 best of 3 for how well they get along.
>>
Rolled 45 (1d100)

>>1333596
>>
Rolled 42 (1d100)

>>1333596
Try and get the lizard people to worship us too.
Never know if we'll need the extra whatever we get from it.
>>
Rolled 27 (1d100)

>>1333596
>>
Rolled 36 (1d100)

>>1333596
>>
>>1333596

The two groups meet when the Lizardmen quizzically poke their heads out of the temple at the new arrivals. The hatchlings approach curiously and get as close as they can to the mushroom men just barely taller than them. The parents arrive and quickly gather them inside while the chieftain and several of their more experienced warriors approach. You are there, speaking through Gabriel to keep the peace. They tensely question each other, the Lizardmen very suspicious of the Father and his children, while the Father stands between the lizardmen and his offspring. You are able to diffuse the situation and ensure them that both are under your protection, neither will harm the other. The Lizardmen seem dissatisfied but don't seem willing to forsake the Temple over such a dispute and return to the barracks. The Chieftain approaches Gabriel shortly after the tense standoff and warns him about the Myconids, claiming they are disgusting and infectious creatures who would kill us all with their homegrown diseases before leaving to the barracks. The father similarly speaks aloud, knowing that you are listening, and warns that the lizardmen worship the fire breathers, and would gladly see to your death as well as his if a dragon would but ask.


The Myconids and Lizardmen are distrusting of each other, although they begrudgingly look past their differences to ensure the protection of their people.


You feel as though without your presence to mediate them the situation may have escalated to violence in short order. You prepare to head to bed before expending some of your mana to raise some of your newfound zombies.

+3 zombies, just because you had the leftover mana.
>>
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>>1333681
In the morning you wake up and see that the farm has been completed, just in time. Just in time as well, as your new reptilian additions additions wake up hungry and are quick to slaughter a jackalope for its meat. The Myconids are equally hungry, although they are more interested in eating the foliage and branches off the ground and the refuse from the farm for sustenance. Nevertheless, they too grab a jackalope to sustain themselves.


Due to the [not picky] trait Myconids only need to have half their population fed.

You prepare yourself for a new day. Yesterday was incredibly productive and dramatically increased the number of minions you have. (I'll update the pastebin later)

Day 18
[200/200 mana]

Farm Complete! Supports 15 minions that need to eat
8 building materials available

Barracks; supporting 10/15
Farm; supporting 13/15

Minions vote:
>Clear more rooms, you'll be needing it soon enough (0 rooms available)
>Perform upgrades on your rooms (Crafting Room-> Forge, Basic Farm->Advanced farm)
>Gather more materials!
>[Write in]

Dungeon Heart vote:
>Scry the local towns that surround the forest (-10 mana)
>Raise some corpses, you're crypt could house a lot more corpses
>that mine will become very useful soon, maybe your newfound lizardmen would be up to the task of taking it?
>Send Victoria on a mission (what?)
>[write in]
>>
>>1333688
>Gather more materials!

>Raise some corpses, you're crypt could house a lot more corpses
>>
>>1333688
>>Clear more rooms, you'll be needing it soon enough (0 rooms available)

>Scry the local towns that surround the forest (-10 mana)
See if they are forming a searching party for the lost noble.
>>
>>1333688
>>Clear more rooms, you'll be needing it soon enough (0 rooms available)

>Scry the local towns that surround the forest (-10 mana)
>>
>>1333688
>Perform upgrades on your rooms (Crafting Room-> Forge
>Raise some corpses, you're crypt could house a lot more corpses
>>
>>1333705
I change my Dungeon Heart vote to
>Scry the local towns that surround the forest (-10 mana)
>>
almost forgot, i finished the map
>>
>>1333688
>Perform upgrades on your rooms: Crafting Room-> Forge

>that mine will become very useful soon, maybe your newfound lizardmen would be up to the task of taking it?

>>1333715
Hey that's pretty fucking neato, did you use a program to make that?
>>
>>1333723
Hexographer, there's a free version that kinda sucks but the premium is only 15$ so I bought it
>>
>>1333728
This is pretty cool, might use it if I ever want to try my hand at this. Thanks!
>>
looks like clear more rooms and upgrade the forge are tied, I'll give it another 5 more minutes for a tiebreaker or I'll flip a coin for it.
>>
>>1333746
flippin'
1 is clear rooms
2 is upgrade crafting room into forge
>>
Rolled 1 (1d2)

>>1333758
>>
This makes me miss playing dungeon keeper 2.
>>
>>1333688

With the newcomers having just arrived and their feeding well in hand, you decide to direct the imps towards clearing more rooms. Who knows when next you'll have to build a barracks or construct some room to keep your minions happy? They are quick to get to work and are happy to receive passing help from the Myconids and Lizardmen both in moving the logs and stones needed for their work.

While the Imps are hard at work you look over your new minions proudly and see that the Chieftain of the Lizardmen tribe is engaging in pleasant conversation with your champion and her companion. After observing them for a while you realize that not only are you harboring a Lizardmen who've been driven out of Averland, but a Vampire who was likewise driven out and followed here. Also you killed a noble and his lawmen, you note as one of their corpses shuffles by. With that in mind, you begin scrying the towns of Hadersfield and Andalin, hoping that no more trouble comes you way, or at least it's not so much trouble that you can't beat it. The Scrying shows that Hadersfield is a sleepy town, most known for its proximity the forest. The town seems largely self sufficient, with a blacksmith and more than a few guardsmen, although it'll be nothing you can't handle. The economy seems to be mostly based around the adventurers that come from Andalin and Averland on their way into the forest for one contrived reason or another. As for Andalin it would appear that quite a few people have noticed the missing noble. He appeared to be an important part of the town's leadership, although his opponents seem to be against sending a force of town guard after him with the intent of claiming his sizable estate. The unrest may be useful if you're careful. On the other side of the border the towns of Garmsby and Valberg are doing nothing more or less, save for the fact that Valberg may be more heavily guarded than normal. It would appear the Duchess is paranoid of an attack from Averland.


You dig deeper in search of any reason that you may be in danger...


Roll 2d100, 1st for Imps effectiveness 2nd for any enemies moving against you
>>
Rolled 55, 97 = 152 (2d100)

>>1333783
>>
Rolled 85, 96 = 181 (2d100)

>>1333783
>>
Rolled 92, 48 = 140 (2d100)

>>1333783
Maby we could send the bewitched son of the noble and cause Valberg to attack Andalin. We could then brotect the city and gain a human settlement.
>>
>>1333791
protect
Seriously, brotect.
>>
Rolled 47, 55 = 102 (2d100)

>>1333783
>>
>>1333783
rolling days for room clearing

You search through the people in Andalin and find that some are interested in sending a party of adventurers into the forest in search of the lost noble who was surely capture by the Lizardmen who dwell there. You follow the rumors and conversation until you find a servant of the Noble meeting with a party of adventurers in what you assume to be the adventurer's own home. They don't look particularly experienced or skilled, but you know adventurers inexplicably do really well in Dungeons, particularly against dungeon hearts like yourself. Despite this you don't feel worried, the mage is clearly a dropout from some sort of magical academy, apparent by his training wand and school uniform. The warriors among them are an admittedly intimidating dwarf wielding an axe and a human wearing the town guard's uniform. The ranger appears to just be a local woodsmen who got roped into this by her guardsman friend. They don't even seem prepared to venture into the woods yet, giving you ample time to prepare.

The Adventurers are on their way to investigate the missing nobleman! They will arrive in 6 days
>>
Rolled 2 + 1 (1d4 + 1)

>>1333822
I keep fucking up the dice
>>
>>1333822
In the morning you awaken to find the Imps chattering excitedly to the Lizardmen, who respond in their own semi-understandable common. You listen in for a moment and decypher that the Imps found a relatively intact room with a summoning circle in it. Although it is basic, it wouldn't take much for the Imps to rework it and make it more suitable for your purposes.

Your Imps found a damaged Summoning Circle!

Cleared 4 rooms in addition to the summoning circle

Day 19 (Adventurers arrive in 5 days, Myconid garden complete in 2 days)
[200/200 mana]

8 building materials available

Barracks; supporting 10/15
Farm; supporting 13/15

Minions vote:
>Clear more rooms, you'll be needing it soon enough (4 rooms available)
>Perform upgrades on your rooms (Crafting Room-> Forge, Basic Farm->Advanced farm, Barracks into advanced barracks)
>Build a new room (needs a second vote)
>Repair the Summoning Circle (1 day)
>[Write in]

Dungeon Heart vote:
>Scry the local towns that surround the forest (-10 mana)
>Raise some corpses, you're crypt could house a lot more corpses
>that mine will become very useful soon, maybe your newfound lizardmen would be up to the task of taking it?
>Send Victoria on a mission (what?)
>[write in]
>>
>>1333863
>Repair the Summoning Circle (1 day)

>that mine will become very useful soon, maybe your newfound lizardmen would be up to the task of taking it?
>>
>>1333863
>Repair the Summoning Circle (1 day)
>Raise some corpses, you're crypt could house a lot more corpses
>>
>>1333863
>>Repair the Summoning Circle (1 day)

>Raise some corpses, you're crypt could house a lot more corpses
>>
>>1333863
>>Repair the Summoning Circle (1 day)
>>Send Victoria on a mission (what?)
To play lost and helpless traveler, and trick the incoming adventurers.
>>
>>1333863
You order the Imps to begin repairing it immediately, something they do eagerly. They shoo the Lizardmen out of the room and begin their unholy work, drawing symbols and preparing daemonic countermeasures.

While they keep themselves busy you turn to the little hatchlings and watch them play, occasionally stepping in with your limited telekinetic powers to pull them out of harm's way. You decide you like them and worry about their parents. They're more or less pawns for you to use as you please, eventually they too will be put in harm's way and when that happens you can't pull them away from the ledge by their tails like you can with their children. You decide they could use a larger meatshield and look to the crypt. After the Owlbear incident you have much fewer corpses, although not so much that you can get it all done tonight and not have to rest. You look to your Champion conversing with the Chieftain. You sense that both have potential as necromancers… perhaps they could learn?

[200/200 Mana]

Raise how many corpses? (remember when you have less than half mana you have to sleep for 1d4 days)
>Raise the three remaining lawmen (-90 mana)
>Raise the Knight (-30 mana)
>save the Knight for later, you'll find a better use for him in time
>Raise the Owlbear (-30 mana)
>Don't raise the owlbear yet

Necromancy teaching
>Teach both Victoria and The Red Fang Chieftain
>Just teach Victoria
>Just Teach the Chieftain
>Teach neither
>>
>>1333951
>Raise the Owlbear (-30 mana)
>Teach both Victoria and The Red Fang Chieftain
>>
>>1333951
>Raise the Owlbear (-30 mana)
>Just teach Victoria
Something makes me think that the Chieftain has better uses being a field commander for the living, rather then as a necromancer.
>>
>>1333951
>Raise the Knight (-30 mana) and Raise the Owlbear (-30 mana)

>Just teach Victoria
>>
>>1334016
I second this
>>
>>1333951
>>1333971
>>1333989
>>1334016
>>1334020

looks like raising the Owlbear wins and Victoria is the only one learning necromancy today

roll 1d100 for how well she takes to it.
>>
Rolled 100 (1d100)

>>1334055
Hopefully well.
>>
>>1334063
Hooooooooooooleeeeeeeey shiiiiiiiiiiiiiit
>>
>>1334063
Is she better than us?
>>
Rolled 20 (1d100)

>>1334055
>>1334063
'da real MVP.
>>
Rolled 77 (1d100)

>>1334055
>>
>>1334063
Damn, roll and go to different quest before it loads, and miss it.
>>
>>1334063
>>1334055
100, our first crit if I'm not mistaken

You decide that the chieftain is better off not learning necromancy, the lizardmen are already uncomfortable around the undead as it is. You order Victoria into the crypt and have a minion dump the bones from the skeletons you lost to the lawmen in front of her. You sit her down and gather the Owlbear corpse, raising it before her very eyes. She studies the flow of mana as you cast the spell and begins to mimic it herself. Almost immediately the bones arrange themselves into a tall skeleton. Victoria, surprised by her own abilities, begins to raise a second corpse from the pile with equal effect. Soon she has excitedly raised the rest of the lawmen, and is also moments away from passing out. You tell Avila that Victoria is nearly unconscious from her admittedly very effective dead raising. When Avila enters minutes later she gathers Victoria and takes her to the barracks to rest. Victoria is much better at this than you, for now. Seeing her raise dead so effectively has given you some ideas, which you experiment with for the rest of the night.

Gained 3 zombies and 1 skeleton, courtesy of Victoria
Gained 1 Owlbear which is pretty cool too, but holy shit did you see Victoria?

From your frequent casting of the spell and studying Victoria's own progress you've learned how to more effectively raise dead, as well as gained a new spell.
[Raise Dead] costs 20 mana instead of 30
[Summon Spirit] At the expense of the corpse you can raise a revenant, an ethereal undead capable of passing through walls and possessions in addition to being capable fighters.


Victoria is capable of raising 2 corpses a day, she will do so automatically. She will only raise corpses that are not unique.
>>
>>1334142

The next morning you check over the completed summoning circle, it's incredibly complex and is designed to not let a daemon out unless you want it to get out. It could contain some very powerful daemons, as well as provide living space for the Daemons you do summon.

Summoning Circle complete! You may now attempt to summon demons beyond Imps! [+15 daemon pop]

Day 20 (Adventurers arrive in 4 days, Myconid garden complete in 1 days)
[200/200 mana]

8 building materials available

Barracks; supporting 10/15
Farm; supporting 13/15

Minions vote:
>Clear more rooms, you'll be needing it soon enough (4 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>Brand new Summoning Circle, time to give it a test run!
>Check up on the adventurers, how are they progressing? (-10 mana)
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>Send Victoria on a mission (what?)
>[write in]
>>
>>1334153
>Build a new room (needs a second vote)

>Brand new Summoning Circle, time to give it a test run!
>>
>>1334153
>>Perform upgrades on your rooms (needs a second vote)
>Brand new Summoning Circle, time to give it a test run!
>>
>>1334153
>Perform upgrades on your rooms (needs a second vote)
>Brand new Summoning Circle, time to give it a test run!
>>
>>1334087
>>1334142
We're really good teachers, or Victoria is a really good student?
>Build a new room (needs a second vote)
Get that trap room up to bait the adventurers into their doom. They're first-timers so traps will work exceptionally well this time around and if we kill them all then we can prevent the surprise from leaking out.
>Notify the others of the impending adventurers and to begin preparations for defense of the dungeon and their new homes. Ask Victoria if we can release the nobleman’s son from thralldom and whether he’d remember any details from being a thrall or not, and if so how difficult would it be to give him selective amnesia.
>>
gonna need a tiebreaker on the minion vote, i'll flip a coin again if I need to

>>1334198

you could try to give him selective amnesia, but it'd require a roll.
>>
>>1334228
I'll change mine to upgrade then.
>>
>>1334228
Either we get a trap room up for more defenses or upgrade the workshop for more gear, either way works for me if it comes to a coin flip. However, I think we won't have enough time to build enough tools in comparison to the traps before the raid hits, but either way will help us defense the dungeon better.
>>
Can we imprison the adventurers and not kill them?
>>
>>1334254
We could, but then they'd probably pull adventurer shenanigans and try breaking themselves out from prison, wouldn't they? Adventurers are a hassle to deal with if they're your enemy and if they paint a target on your back, it's better to get rid of them ASAP before they start leveling up. Plus, if the adventurers escape then they'll leak word of the dungeon to the town.
If we're going to imprison the adventurers then we’re going to need a way to sway them to our side or keep mum on what they saw here.

>>1334228
What would the DC be on Victoria and MC giving the noble's son selective amnesia? How much mana would it take from us per attempt?
>>
>>1334198
>>1334228
ok, upgrade room wins. Which up room do you want upgraded?
8 building materials
>Basic Farm->Advanced Farm(supports 10 more pop) 2 materials
>Basic Barracks->Advanced Barracks (supports 10 more pop) 2 materials
>upgrade Basilisk Pen into Beast Den (supports 5 more pop, allows them to breed)
>upgrade Crafting Room into Forge (supplies better tools when you've got the metal for it)
>Upgrade Crypt into Advanced Crypt (=1 undead pop) 2 materials


265 gold
And what do you guys want to summon
>Just see if it works and summon some more Imps (+5 imps -25 gold)
>You could use some combatants, summon 5 fighter daemons (+5 Reaver Daemons -100 gold)
>Just open the way to the Hellscape and see if anything interesting comes by(+??? -??? gold) (roll 1d100)
>[Write in]
>>
Rolled 65 (1d100)

>>1334298
>upgrade Basilisk Pen into Beast Den (supports 5 more pop, allows them to breed)

>Just open the way to the Hellscape and see if anything interesting comes by(+??? -??? gold) (roll 1d100)
>>
>>1334298
>upgrade Crafting Room into Forge (supplies better tools when you've got the metal for it)

>You could use some combatants, summon 5 fighter daemons (+5 Reaver Daemons -100 gold)
>>
>>1334298
>>Upgrade Crypt into Advanced Crypt (=1 undead pop) 2 materials
What does =1 undead pop mean? I thought there were already a bunch of undead stored in it?
>upgrade Crafting Room into Forge (supplies better tools when you've got the metal for it)
Do we have the metals for any better tools?

>upgrade Basilisk Pen into Beast Den (supports 5 more pop, allows them to breed)
Actually, allowing them to breed could help us with the adventurer raid, so I'll go for this.

>Ask the Imps what'll happen if we just
>Just open the way to the Hellscape and see if anything interesting comes by(+??? -??? gold) (roll 1d100)
>If it's not too dangerous, then do it. If it is, then
>You could use some combatants, summon 5 fighter daemons (+5 Reaver Daemons -100 gold)
For the oncoming raid.
>>
>>1334298
>>Basic Farm->Advanced Farm(supports 10 more pop) 2 materials

>[Write in] See if the imps have any ideas on what to summon
>>
>>1334298
>>1334314
fuck, that's supposed to be (+10 undead pop)

sorry about that
>>
>>1334298
>upgrade Basilisk Pen into Beast Den (supports 5 more pop, allows them to breed)
>Just see if it works and summon some more Imps (+5 imps -25 gold)
>>
>>1334322
>>1334314
The imps tend to not associate with other daemons, mostly because they get to 'I murdered your family and ate them for shits and giggles' levels of asshole. They say if you just open the way to the Hellscape anything can come by and answer, it could be another imp, it could be a Daemon far more powerful. it's literally a roll of the dice. The Imps are divided on how dangerous it is, some think the summoning circle is strong enough, while others think there are a few ranks of daemon that could break out.
>>
>>1334298
>>1334314
>>1334322
2nded asking Imps for suggestions.
>Ask the other VIPs if they have any suggestions for how we should prepare the dungeon for the next raid.
It occurred to me that we haven't asked the others yet what their thoughts on the matter is.
>>
>>1334348
I am thirding that
>>
>>1334346
Ah, well. Makes sense. Lets just grab the Reaver Demons then, because I am now concerned about a misplaced 100 killing us all.
>>
>>1334346
>>1334371
>tfw we roll so well we actually screw ourselves over.
>>1334346
>The imps tend to not associate with other daemons, mostly because they get to 'I murdered your family and ate them for shits and giggles' levels of asshole.
I can see why people don't like daemons now. The Imps we have seemed pretty chill which is why I didn't think the daemons could be so bad.
>>
>>1334392
Oh yeah, the Hellscape is like the worst neighborhood you've ever been in if it was in an African warzone. Except the aids is magic and it is always mildly uncomfortable to exist there.

You ask the Imps on their suggestion for your first summoning. They have several opinions, mostly revolving around how you really shouldn't summon wrath, gluttony, or lust Daemons, because they're assholes. In fact, in some Daemonic realm the word 'wrath' is their word for asshole, which is apparently inconvenient when one has to go to the doctors. They say that Reavers are hungry for war and are mostly sane so long as they can get a few good brawls in regularly. Hell Knights are bigger and stronger, generally put in service of higher level Daemons. They won't want to discredit the name of their masters by acting poorly, but they also won't be loyal to you. If their master asks they'll gladly abandon you for them. There are other reasonable Daemons like the Raksasha, but they'll ask for continued payment as well as other amenities you don't have, namely alcohol and concubines. In the end they settle on Imps being the best daemons and that all other daemons can stuff it.


I also realized that you only have enough food to feed two more minions, so you it's gonna be two daemons instead of five.

>The Imps make a pretty convincing argument, summon more Imps! (+5 imps -25 gold)
>Reavers are simple, you can most definitely contain them (+2 Reavers, -40 gold)
>Why not go for the Hell Knights? You don't need them to be loyal, just tough (+2 hell knights, -70 gold)
>Just open it up and see who calls, it'll be fine probably (roll 1d100)

(I gotta eat dinner, this vote'll be a while)
>>
>>1334438
>>Why not go for the Hell Knights? You don't need them to be loyal, just tough (+2 hell knights, -70 gold)
>>
>>1334438
>Why not go for the Hell Knights? You don't need them to be loyal, just tough (+2 hell knights, -70 gold)
>>
>>1334438
>More imps.

They're loyal, and good labor.
>>
>>1334438
>The Imps make a pretty convincing argument, summon more Imps! (+5 imps -25 gold)
Maybe, hold off on the demons then. The Reavers sound fine, but I'm kind of concerned without an Arena, (or a tavern area) that they may not interact well with the other members of our Dungeon. I'm kind of worried that the Hellknights will stab us in the back when we have no counters for them.
>>
Rolled 72 (1d100)

>>1334438
>Just open it up
I love random shit. Maybe we get a useless, cute and dumb daemon that can be used as sideshow.
>>
>>1334438
>>1334462
>>1334463
3rded. Imps best minions. We'll have to save the more advanced demons for once we get can accommodations to satisfy their lust for blood.
>Get the best Imps we can get for the raid, look for a commander-type Imp to lead the Imps to battle.
There're normal Imps and fire Imps, are there any more types of Imps?
>>
>>1334438
>>1334471
I thought the rolls are made once we agree on a vote, to avoid bandwagoning on rolls?
The biggest problem is that we don't have much to keep them in place, and only the Imps seem loyal enough to us without that.
>>1334438
>Oh yeah, the Hellscape is like the worst neighborhood you've ever been in if it was in an African warzone. Except the aids is magic and it is always mildly uncomfortable to exist there.
So we're actually saving daemons from the ghetto life, and the Imps from being bullied?
>>
>>1334475
>>1334480
Rolls are made after to avoid bandwagoning, you only have access to worker imps and certain Daemons because it is a basic summoning circle. at Advanced you can summon fire imps. and yes, you're basically saving some Daemons, others like Reavers and Hell Knights are more just being employed

That said Imps win and I'm writing
>>
Rolled 1 + 1 (1d4 + 1)

You think about some of the Daemons you can summon. The Raksasha and other, more reasonable Daemons are on the table, but until you can properly support them it may be best if you stick to best Daemons, Imps. You suggest summoning Fire Imps, but Gabriel advises against it, saying that the summoning circle isn't built to contain such an unpredictable Daemon long enough to draft a contract. You decide to summon more Imps to better improve your dungeon in the future.

+5 Imps, imp 1d100 rolls now have +10 modifiers (up from +5)
-25 gold

Speaking of improving the Dungeon, you have the Imps prepare a proper Beast Den, you should ensure that they live comfortably and are breeding safely so that you can have more should some fall in your service. You might even find more interesting beasts to dominate and command in the future.


I think that's gonna be the last post for tonight, I'll update the patebins in a minute. Thanks for playing everyone
>>
>>1334519
Thank you for runing.
>>
>>1325906
>>1325972
>>1333824
>>1334519
Should the time for room clearing and Beast Den upgrading be on a -1 modifier because of our tools, or is this a special scenario?
>>1334519
Thanks for the session, QM.
>>
>>1334886
it is -1, no matter how many times I try it always changes minus to plus when you roll.
>>
Rolled 3 + 1 (1d4 + 1)

>>1334951
Oh, really? Let me try then, sounds strange that it would be limited in such a manner.
>>
Rolled 3 - 1 (1d4 - 1)

>>1334951
And you're right. Nevermind then.
>>
>>1334951
>>1334961
>>1334965
Found it.
Type in dice+die -modifier to get a minus modifier on your roll:
"dice+1d4 -1" for instance would give
>>1334965
>Rolled 3 - 1 (1d4 - 1)
>>
We should try and hire the adventurers and say that we are a well meaning dungeon heart that simply want to create a home for all these creatures in need of help. We are a out racial equality explain to them the noble came and attempted to kill some of the innocent denizens and we had to defend ourselves and we are more then happy to return the body as a sign of good will. We should just generally try and befriend them.
>>
>>1336243
We could do that, as discussed earlier:
>>1333822
>>1333889
>>1334254
>>1334294
Mostly it's a matter of how bloodlusted are these folk to look beyond their prejudices, but they're inexperienced enough to probably not have met another Dungeon Heart and not go straight to murderhoboing.
>>
>>1336258
Every time i see that word "murderhobo," a smile comes to my face.
>>
>>1336258
>>1325063
>>1325090
>>1325096
>>1325152
We could probably make things easier if we can just convince the noble's son over at >>1334294 instead of a bunch of adventurers.
>>
>>1336266
Yeah let's make the noble son our representative! Would be perfect. Let's just corrupt and bend his will to our means and make it look like we are a wonderful and kind dungeon heart!
>>
>>1336272
To be honest, we wouldn't even need to corrupt and bend him to our will if we can just give him selective amnesia and give a good cover story for how he got up here. If you want I can give one that's almost entirely true.
>>
>>1336285
Let's try the first the more actually good we are the easier it will be to make everyone think we are good.
>>
>>1336288
Yeah. Plus, if we happen to be actually good enough or have a good enough rep then we can give legitimate reasons for warring on other kingdoms or getting them to not wage war on us. If we do, then we can do stuff without having the rest of the civilized world on our ass trying to stomp out what’s PURE EVIL in their eyes. Crusades are a bitch to deal with.
>>
>>1336285
>>1336288
Or we alter his memory. Make him think his father wanted him dead and Victoria was rescuing him. Having holes in one's memory is questionable.
>>
>>1336296
>>1336297

I mean hopefully at a point we will have a full fledged city around us then a nation. If we are good it will make that a lot easier as it will make people want to join us
>>
>>1336299
Yeah, obtaining the moral high ground always helps when it comes to gathering followers and zealots.
>>1336297
Is it easier to alter someone's memory to give certain events, wipe them out, or insert them? I'm not exactly sure how the mechanics work.
>>
>>1336303
Father is coming to rescue me.
to
Father is coming for me.
to
Father is coming to kill me.
>>
>>1336272
>>1336285
>>1336297
>>1334198
>>1334228
Actually, I think we won't even need to alter his memories of thralldom to convince him to join us. I'd need to know how much he remembers of being a thrall and any particularly sore spots for him to know which parts I should focus the cover story on and how to present it. If it does work it’d make for a much more willing and less mind-altered candidate that can have parts of its memories poked later by anyone with the powers to. If it doesn’t then we can always go back to the mind-altering and go try out take #2.

>>1336322
Yeah. Probably goes by nearest version of the memories and least steps required to make the next conclusion, from the looks of that example. Probably that’s how mana and DC expenditure is calculated. Thanks for the reference.

>>1336262
'Tis a fine word, really.
>>
In the morning you do your routine check on the Dungeon, ensuring that everything is running smoothly. The Myconids were able to finish their garden fairly easily and are already planting their seeds so that more Myconids may be grown. The Imps meanwhile had completed the Beast Den by the end of the night and are already herding the Basilisks back into their confines. With more adequate space and shelter you suspect the Beast Den will soon be full of Basilisks.

Myconid Garden Complete! Supports 15 Myconids
Beast Den complete! Supports 15 beasts, allows breeding
Day 21, adventurers arrive in 3 days
[200/200 mana]

8 building materials available

Barracks; supporting 10/15
Farm; supporting 13/15

Minions vote:
>Clear more rooms, you'll be needing it soon enough (4 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>Check up on the adventurers, how are they progressing? (-10 mana)
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>Send Victoria on a mission (what?)
>Avila seems as though she wants to speak to you, although she's assured you it can wait a few days
>The Nobleman's son is still Victoria's thrall, maybe you can make use of him?
>[write in]
>>
>>1343146
>>[Write in]
Have the minions prepare emergency plans, for when you are asleep.

>The Nobleman's son is still Victoria's thrall, maybe you can make use of him?
Use him to disuade the adventurers from exploring.by >>1336297
>>
>>1343146
>Gather materials!

>Avila seems as though she wants to speak to you, although she's assured you it can wait a few days
>>
>>1343146
>>1343158
>Have the minions prepare emergency plans, for when you are asleep.
2nded emergency prep. We'll probably have to drain our mana for some serious business.

What types of additional materials do we have to craft with if we get the workshop upgraded?

>>Avila seems as though she wants to speak to you, although she's assured you it can wait a few days
Sounds important, let's learn what that is.

>>1343158
>>The Nobleman's son is still Victoria's thrall, maybe you can make use of him?
>Use him to disuade the adventurers from exploring.by >>1336297
If we do this, since there's 3 thralls in total, we should practice on the 2 other thralls first before we try it on the Nobleman's son. Any other released thralls we succeed in convincing can also help convince the Nobleman's son.
>>
>>1343178
I vote for this idea.
>>
>>1343146
The adventurers will be here soon, you'll have to conserve your mana so that you're not asleep when they arrive. You think briefly on how poorly things could've gotten when Victoria had arrived, if she had stuck to her schedule she would have arrived while you were asleep and led the lawmen straight to your relatively undefended doors. You could've lost both your new champion and the entirety of the Dungeon due to your poor sleeping habits, not to mention the fact that you could have potentially found and helped her earlier if you were not asleep. With this in mind you send for your leader minions to meet you within your main chamber and discuss the potentials of intruder protocols and what to do should something happen while you sleep.

What do you want to discuss with your minions? (choose multiple if you want)
>Your lives are valuable, use the zombies to take the most brutal of the fighting
>the Myconids should leave the Myconids Garden and retreat into the Dungeon in the face of danger
>Have the Imps retreat into the depth of the Dungeon, they're not great fighters
>[Write in]
>>
>>1343256
>Your lives are valuable, use the zombies to take the most brutal of the fighting
And we need to make some traps. Sssoooooooo many traps, like damn. Make an entire room a trap. Put traps on the traps.
>>
>>1343256
>Your lives are valuable, use the zombies to take the most brutal of the fighting
>>
>>1343256
>Your lives are valuable, use the zombies to take the most brutal of the fighting
>>
>>1343256
>>1343265
2nded.

>>1343256
>>the Myconids should leave the Myconids Garden and retreat into the Dungeon in the face of danger
Does this mean they should get rid of the garden and make a new one in the dungeon, or evacuate it during fights and retreat into the dungeon?

>>1343256
We should ask the other members first what their strengths are before deciding on anything else. Which types are tanks, which types are skirmishers, who's good at trap-making and so on.
>>
>>1343265
that's how you get traps, read the pastebin with possible rooms

https://pastebin.com/ZqPreDgZ

once you get a trap room it's a write in for the actual trap inside

>>1343322
evacuation. None of your minions are good trap makers, Myconids are tough and strong but slow and not dexterous while Lizardmen are dexterous and good with bows and spears
>>
>>1343256
>>Your lives are valuable, use the zombies to take the most brutal of the fighting
>>the Myconids should leave the Myconids Garden and retreat into the Dungeon in the face of danger
>>Have the Imps retreat into the depth of the Dungeon, they're not great fighters
Undead are meatshields, literally. Besides that, I don't want the Myconids getting ambushed or cutoff if things go wrong, though i am curious as to whether or not they can disguise themselves as regular giant mushrooms. Finally, any substantial Imp loss will set us back days in construction. so keeping them safe is a priority, if not a very high one.
>>
>>1343329
>>>1343322 (You)
>evacuation. None of your minions are good trap makers, Myconids are tough and strong but slow and not dexterous while Lizardmen are dexterous and good with bows and spears

So zombies and skeletons are cannon fodder, that’s for certain. Myconids are tanks, Lizardmen are skirmishers/pole-arm experts, and Imps seem to be best for flanking, scouting, and manning any other support role because they can fly and respawn.

>>1343256
>>1343322
>Your lives are valuable, use the zombies to take the most brutal of the fighting
That's what they're there for.
>>>the Myconids should leave the Myconids Garden and retreat into the Dungeon in the face of danger
Best to form a cohesive force.

>[Write in]
Formations:
Zombies and skeletons go on the front, Myconids 2nd to plug any gaps in the lines, Lizardmen 3rd to provide either archer support, or on the flanks for anti-cavalry duty.
Imps flanks and back to basically act as light cavalry.

https://pastebin.com/ZqPreDgZ
I'm referring to the info on unit types from the Pastebin and QM's response.
>>
>>1343256
>>1343378
>>1343355
If the Imps are so weak they can't even flank the enemy, then
>>Have the Imps retreat into the depth of the Dungeon, they're not great fighters
Hopefully the Imps can at least make use of their flying in a fight though.
>>
"You called for us Underlord?" you look to the entrance to your chamber and see Gabriel, Victoria, Avila, the Father and the Chieftain waiting for you.

"Yes, we have an issue that I think we all need to address. There are adventurers coming for us, and although I am confident that we can beat them we should plan for their arrival as well as any other intruders that would disturb us."

"What of my people?" The Father asks in his rumbling voice "All of us are willing to defend our new home, but we are vulnerable outside the Dungeon."

"The safest place for them would be inside the Dungeon, where we can mount a defense from any invaders." you say, the Father giving a satisfied nod.

"And our hatchlings?" The Chieftain adds, "We won't have them in harm's way when the humans come for us."

Gabriel answer that, saying that Imps are ineffective fighters and would do better with logistics and preparations. He says he would gladly dedicate several Imps to escorting their young to the safest part of the Dungeon. The Chieftain nods and shakes hands with the Imp, accepting and thanking him for his offer.

You get an idea from Gabriel's plan… Panic Room added to rooms list!

Next you go over formations that would play to the strengths of each group. The Undead, being expendable, are to take the brunt of any engagement while the tough Myconids are meant to sit just behind, using ther strength to their advantage. The Lizardmen are best with their bows and spears, they will serve as the backline. Although you doubt this will be useful in the cramped confines of the Dungeon it is good to have a plan for the eventuality of combat in the open field.

You have them run some simple drills in case of intrusion. An Imp sounds the alarm (taking a hammer to an empty helmet) and the Lizardmen scramble to arm themselves while several imps gather arrows from the crafting room and hide the hatchlings behind your mass. The Myconids lumber into the Dungeon, arming themselves with clubs and spears on the way.

After the third drill you feel as though the Dungeon can survive attacks and crisis even without your intervention. Although there is always room for improvement, you thank them for their cooperation and send them about their days.
>>
>>1343557
Avila stays behind, you vaguely remember Gabriel telling you that she had something to say. You bid her speak and she steps forward.

"I hope it is not out of place Underlord, but your minions are woefully unarmed and I haven't the facilities nor equipment to do more than cursory repairs to my armor." she points to the large cuts and punctures in her armor, most likely from fight with the lawmen several days prior.

"The Dungeon needs a forge, as well as a smith. I have spoken with Gabriel and I believe that the Imps will not be enough. With the Myconids being afraid of fire and the Scalefolk uninterested in the art you would have to recruit your own."

You agree, begrudgingly. Gabriel and the Imps wouldn't dare complain about it, but they're dissatisfied with their tools and your other minions would be devastating with steel armaments. You assure her that it will be done in time, although you have more pressing matters such as the Adventurers to deal with. She nods in understanding before bidding her goodbye.


The adventurers are proving to be a problem, taking up so much time and planning you could be using for other things. You briefly consider just giving them what they want, but a zombified noble walks by and dissuades you from the notion. Although, Victoria has his son as a Thrall still, you could make use of him. You've mostly let Victoria have her thralls as a food source and to cater to her whims, but you are sure she would allow you to use them to protect the Dungeon.

>Dominate the noble's son, have him meet up with the Adventurers and betray them. (-50 mana)
>Dominate the noble's son, have him meet up with the Adventurers and dissuade them from entering the Dungeon. (-50 mana)
>You've still got the corpse of the Knight, use Spirit Bind and have the Revenant posses him. (-50 mana)
>Fabricate memories of escaping Victoria and let him go, he is no longer useful
>Just leave him, you'll find a better use for him eventually.
>>
>>1343567
>>Dominate the noble's son, have him meet up with the Adventurers and dissuade them from entering the Dungeon. (-50 mana)
Keep the son as a pawn in the town. We can then use the noble's influence to help keep our dungeon safe.
>>
>>1343567
>>Dominate the noble's son, have him meet up with the Adventurers and dissuade them from entering the Dungeon. (-50 mana)
It occurred to me we don't have much mana for this so we'll have to make this one count. Darn.
Altering his memories of thralldom and convincing him to join us sounds more effective than having him as a meat-puppet for dissuading them.
>>
>>1343593
>>1343587
Yeah. If we just get the adventurers killed then the town will just try recruiting more people to raid us. Nipping the problem in the bud will save us much needed resources that'll be better spent elsewhere.
>>
>>1343567
>Dominate the noble's son, have him meet up with the Adventurers and dissuade them from entering the Dungeon. (-50 mana)
>>
>>1343567
>Dominate the noble's son, have him meet up with the Adventurers and dissuade them from entering the Dungeon. (-50 mana)
>>
>>1343567
That reminds me. Can't we just release him from thralldom and try to convince him before going straight to dominating him?
>>
You look over the enthralled man and consider how he may be useful. He could join the adventurer's and betray them once inside the Dungeon, or perhaps he could be possessed by a revenant and do your bidding. You eventually come to the decision that you can avoid the Adventurer's entirely if you're careful. You dominate him and tear at his clothes, making them look more disheveled than they are. Hopefully you can convince the party that he escaped Victoria shortly after the death of his father. If they have the noble and his father is dead they hopefully won't have a reason to pursue you anymore and you can go back to running your dungeon. You send him on his way, his mind following your every command just as he did Victoria's, the only difference is your vastly superior control over all of his actions.

The noble's son is on his way, he will meet up with the adventurers tomorrow

>Check up on the adventurers (-10 mana)
>Talk with one of your minions (who?)
>Skip to tomorrow
>[write in]

(gonna put the thread on hold for now, I've got something to take care of, gimme an hour)
>>
>>1343762
>>Talk with one of your minions (who?)
The VIPs of the dungeon for suggestions on where we can find some smiths for the forge we'll be upgrading to soon.
>Proceed to scry for smiths.
>>
>>1343762
Wait, should the noble's son already know of the adventurers? Have they interacted before?
If so, then
>>Check up on the adventurers (-10 mana)
to learn more about the adventurers and make the cover story work better.
>>
>>1343762
>Talk with one of your minions (who?)
Lizard chief, don't know much about him.
>>
>>1343762
>Check up on the adventurers (-10 mana)
>>
>>1343762
>Check up on the adventurers (-10 mana)
>>
>>1343762

>>1343788
Your minions don't know, the Lizardmen are used to making their own tools, the Myconids don't use tools, and everyone Avila and Victoria know is Farleigh.
You call the Chieftain over to your chamber and ask him about his day. His mouth splits into a large smile and he tells you it is going better now that you called them to discuss the defense of the dungeon. He knew that danger would come looking for them here, he is simply glad that the hatchlings will be protected.

"My people have often found themselves serving Underlord and other such evils, I am glad we have found one who will not mistreat us."

"Yes, the Lizardmen have been an abused people throughout history, I would hate to do anything but help you and the Red Fang tribe." You say

"Well..." he starts "I think we would appreciate it if you would stop calling us Lizardmen." he says, to your confusion. Why would they not wish to be called- "We prefer the term Scalefolk."

Oh no…

You've been a lizard racist haven't you?

You begin apologizing for your mistake, telling him that much of your knowledge is taken from the humans. He laughs heartily and reassures you that it is alright and that he knows that it was not malicious.

-8 Lizardmen
+8 Scalefolk

The conversation continues pleasantly, as he tells stories of his people and you tell what little you can of Dungeon Hearts. Eventually the conversation returns to the Adventurers and you decide scrying on them would be a good decision, it has been a while since you've checked up on them.

You direct your attention to them and find that they are getting close to the temple, having passed Victoria's cart and continued to follow the horse tracks by foot for some time. They appear to have gotten in a few scuffles with the wildlife and have grown slightly stronger as a result. You simply observe and adjust your dominated human's path so that they wander upon each other more easily.

roll1d100
>>
Rolled 11 (1d100)

>>1344026
>>
Rolled 70 (1d100)

>>1344026
>>
Rolled 27 (1d100)

>>1344026
>>
Rolled 9 (1d100)

>>1344026
>1d100
>>
>>1344026
>You've been a lizard racist haven't you?
How could this have happened?
Is calling them Lizards a slur then?
>>1344026
>-8 Lizardmen
>+8 Scalefolk
Quite the fortunate conversion.
>>
>>1344026
70 is good, but they rolled higher

As you search through the party you see… something. More like you cannot see, there is something hiding itself from your vision. You doubt the mage is skilled enough to block you so subtly and effectively, and if he is trying to hide something why not hide the entire party? You look closer and attempt to penetrate the strange nothing that hovers around the town guard and the hunter with little success. Very worrying, you hope it does not interfere with your plan. Without a way to scout them and risk revealing yourself you decide to rest for the night and regain your strength, who knows what you'll have to deal with in the morning?


Several hours later the Imps are up and about, ready to work on whatever the dungeon needs.


Day 22, adventurers arrive in 2 days
[200/200 mana]

8 building materials available

Barracks; supporting 10/15
Farm; supporting 13/15

Minions vote:
>Clear more rooms, you'll be needing it soon enough (4 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
You're going to be spending today controlling the Noble's son
>>
>>1344085
>Gather materials!
>>
>>1344085
>>Build a new room (needs a second vote)
Trap room.
We might not finish it in time but it'll be great for defenses.
>>
>>1344100
Seconding.
Very deep pitfall trap, with punji sticks.
Then have the scalefolk shoot them with arrows.
>>
>>1344085
>>Build a new room (needs a second vote)
>>
>>1344127
>Very deep pitfall trap, with punji sticks.
>Then have the scalefolk shoot them with arrows.
Just like the Charlies would do, eh?

I feel like I had a similar conversation like this in another quest, possibly with a mutant horse named Roach.
>>
>>1344142
Yes you did.
IT WAS MEEEE!!
>>
>>1344085
>Build a new room (needs a second vote)
>>
>>1344085
What room will you build? (check the pastebin for descriptions)

>Barracks
>Trap Room
>Tavern
>Drill Yard
>Beast Den
>Crypt
>Farm
>[Write in]
>>
>>1344151
>Yes you did.
Oh, so it isn't just me.
Wow. What a surprise! Didn't think I'd be able to recognize another anon whom I haven't seen namefag before. First time recognizing one too.
>>
>>1344184
>>Trap Room
Traps. Adventurers love traps! Right?
>>
>>1344184
>>Trap Room
Though I do think once the immediate threat is over we should build Tavern
>>
>>1344184
>Trap Room
>>
>>1344184
>Trap Room
>>
>>1344184
ok, what kind of trap?
>just a pit with spikes in it
>[Write in]
>>
>>1344241
A pit with spikes, and a treasure chest in behind it! or a box. Basically, some kind of adventurer bait.
>>
>>1344241
>>just a pit with spikes in it
>>[Write in]
At the first center of the room is a small treasure chest with 20 gold in it, in front of it is a hidden pit with punji sticks or spikes. Around it are Trou de loups.

How much is 20 gold worth to a starting adventurer?
>>
>>1344241
>>1344280
The treasure chest itself is booby-trapped where opening it activates some small spikes from the locks and some small openings. I'm not sure if that's too advanced at the moment.
>>
>>1344241
a cage ready to drop on someone.
>>
>>1344289
>>1344280
they're adventurers, any gold is enough

the treasure chest spring trap is too advanced, even if it wasn't you'll need a forge and a minion smart enough to make that sort of thing
>>
>>1344294
>the treasure chest spring trap is too advanced, even if it wasn't you'll need a forge and a minion smart enough to make that sort of thing
Darn. Figures.
How advanced can we make traps then?

>they're adventurers, any gold is enough
Ah. So they ARE murderhobos like I suspected.

So a small chest with like, 5 gold or whatever since it only needs to look like it has something inside.
Pit trips with spikes with trou de loups.
>>1344290
Perhaps a cage operated by a pulley with a hidden operator to drop the cage on someone. Or maybe that's too advanced as well.
>>
you decide that a simple spike pit is enough for now and have your minions begin construction. With that take care of you turn your attention to your newest dominated human as he gets closer and closer to the adventuring party. You make him sprint the last few miles to make him look more desperate, when he arrives he has dropped to an urgent jog.

The Guardsman holds up a hand to stop him, "Whoa there traveler, what brings you to this jungle? Why are you alone?"

"People! Oh thank the gods, you have to help me there was a vampire! She took me and made me fight for her I barely escaped, please you have to get me away from here!" you try and make him look afraid and desperate, you don't have much experience with human emotions besides two fell creatures cursed to be outcasts forever but you think you are doing well.

"Wait a moment lad, what's your name? Where's this vampire now?" the dwarf asks

What's his name again? You take a look inside his mind for a moment before responding, "David Petmon, the vampire's back there," he says, pointing vaguely in the wrong direction "But we have to leave now! Please, I can pay you, just get me out of here!"

"This is the boy," The Guardsman says to his companions, "What about your father? He came looking for you. Have you seen him?"

You shake David's head and have him look a little more panicked, "He came, but the Vampire killed him and all his men too. Please, she's going to do the same to us if we don't leave right now!"

roll1d100 best of 3 to convince them
>>
Rolled 14 (1d100)

>>1344360
>>
Rolled 76 (1d100)

>>1344360
>>
Rolled 84 (1d100)

>>1344360
lets hope adventureres are as stupid as they look
>>
Rolled 33 + 10 (1d100 + 10)

>>1344360
and the adventurer's got...
>>
>>1344394
>33 + 10
vs
>>1344380
>Rolled 84 (1d100)
Absolutely solid!
>>
>>1344360
The other adventurers look around nervously, as if the vampire is going to be hidden in the trees. Hids story is starting to get to them, and as he goes into detail about slipping away from the Vampire and the gruesome death of his father. Some well placed sobs soon gets him leaning on the shoulder of the mage as they turn around, convinced that there is nothing that can be done about the situation. As you watch them leave the you once again notice the nothingness that hid from your scrying earlier. It seems frustrated as it flies between the adventuring party and the direction of the temple, eventually it gives up and follows the party as they make the return trip to Andalin and to the Petmon estate.

The Adventurer party has left! They will return to Andalin in six days.


That's gonne be the end of the thread, I'm falling asleep. Goodnight, thanks for playing, and i'll post the next thread on my twitter when it comes around. Probably on the weekend
>>
>>1344410
>The Adventurer party has left! They will return to Andalin in six days.
Success! Now we just have to prevent another incident that'll get us into another group's shitlist.
>>
>>1344410
thanks for running
>>
>>1344410
Keep a tenticle out for that unscryable thing.
>>
>>1344444
Agreed.
>>1344410
>That's gonne be the end of the thread, I'm falling asleep.
Thanks for the session, QM.
>>
>>1344410
thanks for running
>>
Just binge-read the first thread and caught up on this thread whilst at work. It's been a fun read and I'm looking forward to participating, thanks for running OP.
>>
thank for running
>>
New Thread! GO GO GO!

>>1353574
>>1353574
>>1353574
>>1353574




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