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Hey guys! Welcome back to Ancient Evil quest! For some reason I can't get the last thread

>>1412796

To archive so if someone could help a nigga out that would be neat.

Last time we awakened from our thousand year imprisonment, drained some adventurers and began our war against.... Well everybody.

Twitter: https://twitter.com/CursedQm?s=09


Pastebin- https://pastebin.com/Z3HxDDDf
>>
>Resuming last thread.
>20. Mutate 10 Thralls into Maulers

You summon ten of your civilian thralls to your chamber within tie trunk of the Great Tree, the selection of men and women kneel before you, hands splayed on the floor and eyes closed in reverence of your power.

You smile warmly at them, their devotion to the green mothers will is pleasing.
"My children... The green mother has spoken to me... She has a.... Special... Plan for you that will require you to assume more.... Adapted forms"

You spread your hands wide and channel your power, the waves of Arcane energy swirling through the air and sinking through their skin.

Immediately the Thralls begin groaning and shaking, their bones and tendons shifting as the energy forces changes on the cellular level. Their muscles swell and bulge, thick, coarse hair poking through and covering their visible flesh.

With pained cries their jaws and faces elongate into canine snouts, maws filled with razor sharp fangs. Their eyes take on a red hue, the pupils glowing in the dim light. Their ears elongate into points, tipped with dark fur.

Their arms and legs stretch, the bones cracking and healing instantly, fingers sprouting claws like meathooks as the rip at the stony floor.

At last their clothes rip at the seams, falling from their bodies in tattered rags. Your newly made Maulers stand, sniffing the air and growling slightly.

>10 Maulers Created. Maulers are brutal close combat/Night assault soldiers capable of ripping through unarmored troops and cavalry.

>Practice/Research a spell (D20)

>Create/ Research a minion Type (D20)

>Destroy the Remainder of the town (D20)

>Send your Leafwings to Scout (D20, which direction?)

>Begin fortifying the area (Write in what you want, D20)
>>
Rolled 2 (1d20)

>>1433087
>Destroy the remainder of the town.

Return this place to a sanctuary for the Mother. At the same time, create some burrows for your maulers and thralls. Maybe use the caverns below for that.
>>
Rolled 13 (1d20)

Welp, I missed the last thread ending and still reading it, but...

>>1433087
>>Destroy the Remainder of the town (D20)
>>
Rolled 15, 13 = 28 (2d20)

>>1433087
>Destroy the remainder of the town
Then
>Begin Fortifying the Area
>>
Rolled 8, 17 = 25 (2d20)

>>1433145
Seconding
>>
Ooh boy, just finished the rest of last thread and need to change vote. We are losing perfectly good minions and need to stop the people fleeing the town...after that we will have to surround the smaller village nearby, to stop them from escaping.
Nothing else is so time critical as these two tasks.

>capture so many of townfolk as we can.
Could be combined for destroing town vote..
>>1433140
>>
>15. Destroy the town

You stand amongst the upper branches of your Great Tree, a LeafWings perched atop a nearby offshoot. You gaze upon the shattered remains of the town, you never even bothered to learn its name.

The vast majority of the towns populace has fled, leaving only those too stubborn or insane to run. The vast roots of the Great Tree occasionally surface from the cobblestone streets like great wooden serpents, houses pushed aside into mounds of rubble

This edifice of humanity must be swept away. The remainders of the population must be removed.

By force.

With a small smile you send the order, your will immediately carried out by your minions. WildFolk and Maulers run rampant through the streets, cutting down those that try to resist or flee. Scything claws and ripping fangs shred flesh and crush bone. The untrained, unarmed and desperate townsfolk stand no chance.

Your Guard Thralls march in tight formations, shields ready, polearms to the front and crossbows behind. They secure each home, shop and tavern, slaughtering the inhabitants and piling their bodies in the streets.

As you watch a pair of your Leafwings sweep down upon a fleeing man, gripping him by the shoulders and a leg. Wings laboring they circle the trunk of the Great tree, rising higher and higher, rising above even the mile high canopy.

A faint scream sounds out high above you and rapidly approaches. You look up and meet the eyes of the unfortunate man as he plummets past you. His only sight of you is a jolly wave and then he is past, the bone white bark whipping past...

>Town Destroyed. Population Slaughtered. Townsfolk have escaped over the past few days and have most likely reached help by now.

>Practice/Research a Spell (D20)

>Create/Research a minion (D20)

>Send Leafwings to Scout (Where? D20)

>Mutate Thralls (43 Guard thralls, 13 Civilian, WildFolk? Maulers? New Type? D20)

>Construct Fortifications (Write in what you have in mind, D20)

>Other (D20)
>>
>>1433377
Damn it I wouldn't have rolled had I know someone would survive!

>Practice/Research a Spell (D20)
Need to research how to immortalize ourselves using Plants or Fungi or Spores... like Orcs.
>>
Rolled 15 (1d20)

>>1433388
Forgot my roll
>>
>>1433388
The Druid is already functionally immortal, he is incredibly hard to kill and will regenerate from any injury given enough time. Only if completely destroyed (IE: Fire, Acids, Apocalyptic magic blast, etc) will the Druid be killed.
>>
>>1433399
Well still, it never hurts to have a contingency plan against those things. Maybe something akin to a mental link with a plant clone.
>>
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Rolled 14 (1d20)

>>1433377
build defenses
idea1

pic related
>>
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>>1433430
idea 2
forgot name sorry
>>
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>>1433434
final idea
>>
Rolled 20 (1d20)

>>1433377
>Practive immortality through plants and Fungi
>>1433388
>>
>>1433441
>>1433434
I understand the plant and brambles but...

>>1433430
Ice?
>>
>>1433451
druid is nature not just plants and what better way for mass murder than a second ice age?
>>
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>>1433448
And it's good. Get yourself a name Anon, you've earned it.

>>1433454
I mean I suppose but Ice isn't so much a living thing as much as plants are... I mean it could be argued that Winter is as much a part of Nature as Summer or Spring.
>>
>>1433377
>surround the nearby village, don't let the villagers escape.
The one we had a change to check out at first thread, it is closeby right?

Some loyal human population would be nice...to have new druid order, following the true way of mother. That won't end badly right?
>>
Rolled 7 (1d20)

>>1433470
Oh right the roll, even thou other vote seemed to win.
>>
Rolled 2, 8 = 10 (2d20)

>>1433377
Send LeafWings scouting east - only a simple command.
>>1433441
Supporting defense.
>>
We're gods now!
>>
>>1433484
Shit, imagine making spore clones of ourselves.
>>
File: Homo Superior.gif (565 KB, 500x375)
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>>1433484
>>1433515
Hey Lead Belly, Sidney, get a load of these two, they're not musically inclined!
>>
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>>1433484
>>1433515
WHAT! THOSE MONSTERS
>>
>20. Clone wars?

You retire to your central chamber inside the hollow trunk of the Great Tree. You kneel in the soft layer of decaying wood pulp and soil and breathe deep the smells of nature. Fresh black soil. Pollen. Flowers. Mold. A bouquet from the mother herself

You admire the march of new life around you, insects and small crawling creatures already making their homes in the Great Tree. Their dedication to ensuring their line doesn't die out is awe inspiring.

Perhaps you could... Emulate them? Ensure your own survival even if this vessel were destroyed. A transfer of souls into a preprepared body? Either grown or crafted? You've heard of alchemists and Lich's performing rituals to accomplish the same, yet you are the Mothers champion, you can do this alone.

You focus your will and from the walls woody, sap dripping surface grows a fleshy pod, its surface clear and its innards swirling with viscous fluid. A drop of your blood and a infusion of your will is all it takes to start the process. Within minutes a lattice of bones is already being laid out, the thin tendrils inside the pod laying them on bit by bit

>Rebirth pod created. As long as 1 Great Tree is intact you will resurrect at the nearest one within moments of your death. You will need to recover any equipment or Resources lost however.

>Send Leafwings to scout (Where? D20)

>Research/Create a new Minion (D20)

>Mutate Thralls (13 civilian, 43 Guard, Grissom. Mutate into what exactly, D20)

>Fortify town Rubble (D20)

>Research/Practice Magic (D20)

>Other (D20)
>>
Rolled 2 (1d20)

>>1433693
Now we do defense
>>
Rolled 3 (1d20)

>>1433693
>Fortify town rubble
>>
>>1433704
>>1433724
Lol apparently not.
>>
>>1433725
W-whatever man, next guy will roll a 17/18, just watch.
>>
Rolled 3 (1d20)

>>1433724
>>
Rolled 1 (1d20)

>>1433704
Supporting!
>>1433573
The real monsters in this thread
>>
>>1433729
lmao
>>
>>1433704
>>1433724
>>1433733
>>1433734
>>1433738
Wow.
>>
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>>1433734
Ooooh, Sidney, I hope that doesn't count.
>>
Rolled 12 (1d20)

>>1433693
>>Research/Practice Magic (D20)
We need water magic in case they attack the forest or the great tree with horrible fire. Lets work on spells related to the deep sea and its dark creatures to aid us in its defense.
>>
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>>1433777
>>
signing off for tonight, have fun.

Also this
>>1433781
is a great idea
>>
>3. Fortify Town Rubble.

You acknowledge the poor defensive abilities of the town and the vulnerability of the Great Tree. You will have to do something about this.

You set your Thralls to begin crafting a crude wall around the circumference of the mostly destroyed town.

The industrious thralls begin piling up stone and shattered wood beams, forming a crude section around the town in places. It seems their lack of general construction expertise is causing them trouble.

You attempt to direct them and try to micromanage their actions but you forget one crucial fact.

You don't know how to build a wall either.

The only results for your efforts are exhausted thralls, Smashed thumbs everywhere and a group of thralls crushed in a collapse.

Maybe another time....

>-5 guard thralls

>Send Leafwings to scout (Where, D20)

>Research/Create a new unit type (D20)

>Mutate thralls (D20, into WHAT exactly)

>Practice magic/Research spells (D20)

>Create more units (What kind? )

>Other
>>
>>1433802
Night night anon.
>>
Rolled 13 (1d20)

>>1433864
>Create more units (What kind? )
Treants
And if we need to mutate thralls into that here's a roll
>>
>>1433903
Treants are made from (You guessed it) Trees. Your fleshy units are made from Thralls or animals. Your Nature units (Leafwings, Forest walkers, Treants) are made, literally, from nature.
>>
Rolled 7 (1d20)

>>1433864

>Send Leafwings to scout (Where, D20)

East
>>
>>1433916
I said IF at any rate if people vote for that we should have some decent Treants...unless someone fucks it up
>>
Rolled 5 (1d20)

>>1433922
Seconding.
>>
>13. Create a Treant.

You make your way down from the canopy, the long trek down the hollow trunk giving you time to reminisce a bit about your old days.

You remember crushing armies in battle after battle, your WildFolk ripping soldiers limb from limb. Juggernauts crushing through shield walls and castle walls alike. Forest walkers terrorizing camps and convoys, their needle sharp darts ending lives every night.

And the Treants. The lumbering frontline troops of your old armies. Wood and leaf given movement and vicious purpose. They were more than capable of fighting fifty men alone.

You walk through the town, leaving the crude walls behind as you make your way to the forest. You search briefly before you find a suitable tree, a thick Oak, its bark scored by the years and its branches still standing strong.

"The Fury of the forest is a terrible thing once roused.... How many trees would pass the chance to take vengeance if they had but the ability to do so?"

Placing your hand upon the trunk you channel energy into the living wood, the trunk shifting as it reforms, branches fusing into limbs as it begins wrenching itself from the earth, roots coiling into powerful legs.

>1 Treant Created. More can be created with Research

>Send Leafwings to scout (Where, D20)

>Practice a spell/Research a spell (D20)

>Create minions/Research new type (D20)

>Fortify Town (D20)

>Other (D20)
>>
>>1434035
>Pic Related
>>
Is everyone ded? :(
>>
Rolled 18 (1d20)

>>1434174
naw man>>1434035
summon a giant glacier wall
>>
Rolled 4 (1d20)

Nah, just sleeping. And I gtg too.
>fortify
>>
>>1434196
You actually do NOT have ice magic. like at all. You can magically construct a wall but not a Ice Wall
>>
>>1434244
make a wall of brambles then
>>
>>1434282
Backing this
>>
>>1434282
Good Idea!
>>
>>1434282
Do this

But guys i thoguht we was going to go dowm the whole make people love us and thr mother though song and dance and have people offering themslfs to us to be changed
Insted of totaly evil guy
>>
>18. Wall of Thorns

You return to the ruins surrounding your Great Tree, the Treant lumbering behind you, occasionally sinking its roots into the soil to taste the new area.

You leave the colossus behind you and begin walking along the circumference of the town, thinking of ways to improve the defenses before you are inevitably attacked.

As you walk you begin channeling your energy and chanting softly, the wisps and faint shimmers of your power coiling into the ground. With slight rustles the soil begins shifting and thick, woody vines begin curling from the earth.

Reaching skyward they begin coiling around each other, forming a nearly solid wall of arm-thick vines nearly thrifty feet tall and twenty thick. With the creak of growing wood razor sharp, foot long thorns sprout from the outward side of the wall, making climbing it impossible.

The ruined gatehouse is repurposed and made working once again, Guard Thralls and WildFolk standing Vigilant.

>Send Leafwings to scout (Where? D20)

>Research a spell/Practice a spell (D20)

>Research/Create a unit (D20)

>Mutate thralls. (13 civilian, 38 Guard Thralls, Grissom)

>Other (D20)
>>
>>1434640
Where did you possibly get that idea
>>
Rolled 4 (1d20)

>>1434652
>Send Leafwings to scout (Where? D20)
Northwest
>>
Any of my Druids alive or did you all leave me
>>
I need at least 1 more roll
>>
Rolled 10 (1d20)

>>1435272
k
>>
>>1435267
I need to sleep but
>learn how to summon a glacier
>>
>>1435325
What are you rolling for exactly
>>
>>1435339
YOU ALSO NEED TO ROLL YOU BLUESY BUTTHOLE
>>
>>1435340
scouting
>>
Rolled 16 (1d20)

>>1435339
forgot dice
>>
Rolled 2 (1d20)

>>1435267
>>1434656
Idk it was in my head.
Like we would become the head of a cult
And go from there
>>
Rolled 15 (1d20)

>>1435068
Supporting, or in direction the most villagers left
>>
>>1434652
>scout the nearby village with our fliers
>>
Rolled 14 (1d20)

I suggest we put our WildFolk and Maulers at work expanding the caves and building burrows and warrens around the Great Tree in the ruins of town. They will double as barracks for our minions and locations from where to launch ambushes against intruders.
>>
Rolled 13 (1d20)

>Research Minions

Either we need something that's sturdier and more threatening than a leafwing, or we need to improve on the leafwing itself.

Great Birds of some sort might do the trick, alternatively we might find a way to introduce particular pollens/spores to the wings/undersides of the leafwings

>Butterfree used Poison Powder!
>>
Rolled 16 (1d20)

>>1434652
I want to throw in the defensive water spell idea again to have something to fight fire with.
>>
>sorry about that guys. OP crashed hard and slept for fucking ever.
>16. Research Ice Magic.

You retire to your chambers, pondering the many myriad qualities of magic. You were skilled in many schools in your glory days. You were an unparallel master in Nature and Earth magic, you controlled water and ice to heal and crush enemies, you dabbled in Fire magic but it didnt suit well with you.

You remember summoning great blocks of ice to crush a fleet at sea, the great icebergs smashing ships like matchsticks. You idly channel a bit of power and from your fingers coils a thin wisp of frosty air, a small rotating snowflake forming between your fingers. Clenching your fist it becomes a lump of ice, a small sculpture of a Treant, a razor sharp point.

Releasing the flow of energy it rapidly dissolves into ice water and sinks into the soft soil...

>Basic Ice Magic created. Before Spring must come Winter, you can now employ simple ice spells in combat or in Utility
>Spell Learned-
>Ice Shards- rapidly fires small, sharp shards of ice at an opponent ineffective against armored targets
>Cold Snap-Lowers surrounding temperature, Decreasing enemy weapon durability and sapping energy.

>Research/Practice a new spell (D20)

>Create a minion/Research new type (D20)

>Send Leafwings to scout (D20, Where)

>Mutate Thralls (D20, Into what?)

>Other (D20)
>>
Rolled 17 (1d20)

>>1436443
>Now send leafwing scouts.

There is a smaller village nearby, right? sorry op I fogot which landmarks are in which direction maybe you can reiterate.
>>
Rolled 1 (1d20)

>>1436443
>>Mutate Thralls (D20, Into what?)
Expand the caves and building warrens around the Great Tree in the ruins of the city.
>>
>>1436443
>>Send Leafwings to scout (D20, Where)
I don't remember where things are, I think the forest is southeast of us?
>Send scouts North
>>
Rolled 6 (1d20)

>>1436467
>>
>>1436458
North-West there is a small village that you know of, several dozen loggers, hunters and farmers mainly. North of there is the large city of ColdHarbor

West of your position is unscouted

East of your position is more forest and possibly other villages/towns

South is unscouted
>>
>1. Tunnel Rats.

You set your thralls to constructing an elaborate system of interconnected tunnels and warrens underneath the ruined streets. Any attacker of your Domain will have to contend with enemies surfacing under their very feet.

Your thralls take to the task with gusto, shovels and picks clearing away the soft soil and soon numerous burrow entrances are constructed.

The thralls work tirelessly, digging deep and spreading the tunnels in a vast spiderweb around the Great Tree.

Suddenly a cry of alarm and panic spreads through the tunnels as one of the Great Trees roots shifts in the earth, the colossal wooden serpent sending ripples through the ground.

As you watch the tunnels suddenly slump inward, the soft soil crushing the flimsy roof supports. A handful of your thralls who didnt escape in time are crushed in the cave in.

>-4 Civilian Thralls
>-6 Guard Thralls
>9 Civilian Thralls remain
>32 Guard Thralls
>Grissom

>Failed so hard you succeeded. You have gained
>Trenches- improves defense against enemy cavalry and ranged attacks.

>Send Leafwings to scout (D20, Where?)

>Create/Research Minions (D20, what do you have in mind)

>Assign Thralls a task (D20)

>Mutate Thralls into something more useful and less Squishy (D20. How many and into What?)

>Research/Practice a spell (D20)

>Other (D20)
>>
Rolled 17 (1d20)

>>1436513
>Send Leafwings to scout (D20, Where?)

South
>>
Rolled 8 (1d20)

>>1436564
Support
>>
Rolled 5 (1d20)

>>1436564
Support.
>>
>17. Scout south

You assume control over one of your LeafWings and take to the skies, the energetic creature screeching as it launches into the air. Its broad, greenish tinted wings catch the rising thermals and carry it high, its wide, bright eyes catching every detail of the forest below as it follows the clear cut road through the forest.

To the southeast you see the mountain containing your former prison, its surface bare and devoid of all life. Surrounding it are twisted, stunted trees, the curse upon the mountain keeping the forest away.

Within the forest, connected to the main road by thin, dirt trails are several small villages and camps, humans hard at work farming and logging. Taking the fruits of the mother for their own!

The Leafwings screeches in displeasure as a tall tree totters and falls with a woody crack, the loggers at its base cheering and rapidly dragging it away with teams of mules.

Suddenly on the road ahead a glint of metal within a cloud of dust catches your Leafwings eyes. Swooping overhead the creature growls as the dust resolves itself.

Ranks of armed and armored soldiers, led by a group of men on horseback. The soldiers carry halberds and spears with light Crossbows behind. At least a hundred strong they march with precision with determination on their faces beneath their helms.

Their leaders are clad in mail with plate chest pieces, greaves and gauntlets. They carry longswords and lances, iron helms riding upon their saddlehorns.

It seems the escaping villagers found someone to listen after all.

>3 small villages to the south
>Large town/Small city further south.
>A minor lord has gathered his Troops to deal with the "Issue"
>3 Turns till they arrive.

>Scout in another direction (Where? D20)

>Create minions/Research New Type (D20)

>Practice magic/ Research a new spell (D20)

>Mutate Thralls/assign thralls a task (D20)

>Other
>>
Rolled 6 (1d20)

>>1436613
I was established that treants can deal with up to 50 enemies at a time, right?

One more treant
>>
>>1436636
They are a match for Groups of infantry easily but like Juggernauts can be out flanked by more agile troops
>>
Rolled 18 (1d20)

>>1436613
>create Juggernaut
It takes as long as treant right?

After this i'd think we really need forest walkers for range and to protect from enemys agile troops.
>>
>>1436710
It takes just as long.

I forgot to upgrade troop production with the creation of the great tree.

>Using Great Tree to produce units will now go as follows
>Treants-produced from Great Tree in groups of 3.
>Forest Walkers- Created in groups of 10
>LeafWings- Created still in packs of 5.
>Juggernauts-Still at 1.
>WildFolk-Produced in groups of 10.

I checked my notes and realized I messed up. My bad anons
>>
Rolled 13 (1d20)

>Research Magic
Try to create a spell to release mind-altering spores--just enough to grant horrible visions if you linger too long and scare off the less dedicated
>>
>>1436749
actually since we get 3 treants, lets just go with that for now...and walkers later.
>>
Rolled 20 (1d20)

>>1436749
More treants then!!
>>
>>1436887
what he said
>>
4chan ate my kickass juggernaut intro soooo....

>1 Juggernaut Created.

>Practice spells/Research a new one (D20)

>Create minions/create new type (D20)

>Assign thralls a task/ mutate them (D20)

>Other
>>
>>1436949
>Pic related. Issa juggy
>>
>>1436853
Shit I already wrote it out when I saw that :/
>>
>>1436957

>1 Juggernaut Created.
>>
>>1437004
This image also works.

Im still salty because I had a long as fuck creation for the juggernaut but 4chan ate it
>>
>>1437035

Always use notepad my man, also Guild Wars 2 is full of plant-like-creatures if you need some inspiration.
>>
>>1437035
The villages we scouted are between us and the marching army? Can we send some minions to capture some villages and raisedown the ones in the armys path?
>>
>>1437081
Yes you can, they aren't BETWEEN the army and your town just along the road. They would be a good source of Thralls however.
>>
>>1437055
I do all my writing off of the top of my head but I think ill have to start doing that.
>>
>>1437101
>>Forest Walkers- Created in groups of 10
Then i would like to create some forest walkers, so they can go to those villages and kidnap some villagers for us.
>>
>>1437117
Roll? Also how many groups. Creating more groups at once lowers their quality (Prevents superior and unique versions from being created) but increases quality
>>
Rolled 17 (1d20)

>>1437130
Just 50 of then. I believe that will be good enough.
>>
>>1437135
5 groups of Forest walkers. They will be of normal quality only with no superior/above average units.
>>
>>1437159
I'm okay with it they only need to grab some villagers and come back to us.
>>
>>1437175
Support
>>
>>1437159
Do i need to roll to see if our Walkers will succeed in their capture?
>>
Hope qst isn't hungry for more QM posts.
>>
>17. 5 Groups of Forest Walkers

You descend the Great Tree and gather your minions before you. Your Trent and Juggernaut cease rolling a large boulder back and forth and take up positions on either side of you. Your WildFolk and Maulers clamber over roots and perch atop them, whining softly and panting.

Your Guard thralls and civilian thralls gather in front of you, their features warped from the effects of the brain seeds. Their skin has taken on a greenish tint and is noticeably thicker, their bodies have begun swelling with muscle and in some cases the skin has split, revealing green fibres and thick coils of tendon

You have solid ground troops, they will fall upon any foe like a hammer, yet they are vulnerable. They require support. Eyes and ears in the trees.

You spread your palms and radiate pure energy, the green wisps soaking into the surrounding bark and foliage.

"RISE! Walkers of the forest! Knives in the Dark! RISE AND FIGHT!"

At your command fleshy pods sprout from the bark, the figures inside struggling to emerge for a moment before tearing their way free.

Tall and lithe, they stand like silent predators. Resembling elves of old they are elegant creatures. Clad in hooded tunics and breeches made of folded leaves and plant fibres they blend into the surrounding plant matter like shadows. In their hands are sturdy bows, the strings taut and ready. On their backs are quivers of thin arrows, their tips sharpened bone and iron hard wood. At their waists are long bone knives, the edges dripping natural poisons.

>5 Groups of Forest Walkers created

>Raid the Villages for Thralls (D20, roll for Raid success and seeding success in one)

>Ambush the army before they arrive (D20, write in tactic)

>Create more units, Reinforce your soldiers (D20, create what)

>Practice a spell/Research a new one (D20)

>Mutate thralls (Mutation already begun, will Transform into WildFolk if allowed to Progress, D20)

>Other
>>
Rolled 9 (1d20)

>>1437555
raid for thralls
>>
Rolled 2 (1d20)

>>1437619

Support
>>
Rolled 20 (1d20)

>>1437555
>Raid the Villages for Thralls (D20, roll for Raid success and seeding success in one)
>>
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>>1437619
>>1437641
>>1437658

KEK
>>
>>1437684
My second twenty. Poor villagers.
>>
>>1437658
>>1437684

PRAISE KEK
>>
>20. Raid and indoctrination

Your troops slip through the forest towards the nearby villages like ghosts, the Forest Walkers dashing along branches and leaping like squirrels without a sound. Your WildFolk and Maulers lope along like wolves, dropping to all fours and running swift as horses.

They fall upon the sleepy villages like a storm, crashing through the filmy doors and dragging out screaming families. Those that resist or try to run are hamstrung by arrows from the vigilant Forest watchers.

Bound with Strong vines the captives are marched along back to the Great Tree behind the Wall of Thorns. Their previous lives at an end.

For hours you create Brainseeds, the screams of the villagers cut off with a grisly crunch and wet gurgles. They rise as obedient thralls, their wills subverted to your own.

>Gained 146 Civilian thralls
>155 Civilian thralls total
>32 Guard Thralls
>9 WildFolk
>10 Maulers
>1 Treant
>1 Juggernaut
>50 Forest walkers
>5 LeafWings

>Create Minions/New minion Type (D20)

>Assign Thralls a task/Mutate Thralls (D20)

>Research/improve a spell (D20)

>Ambush the Lordling and his troops (D20)

>Other
>>
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Rolled 9 (1d20)

>>1437993
turn 55 of those civilians into wendigos
>>
>>1437993
>Create Minions/New minion Type (D20)

Converte/mutate 25 civilians into Wild Folk.

The other civilians will start creating traps along the forest preparing for a siege
>>
Rolled 11 (1d20)

>>1438013
Ops forgot to roll.
>>
Rolled 17 (1d20)

Wendigo's you say
>>
>>1438004
Can you give me some details on the Wendigos what do/specialize in? Because we don't want to have a bunch of troops that specialize in the same thing (Ie: Maulers and WildFolk are almost the same thing)
>>
>Wendigos have it. Gonna have to do some discussion on this
>>
Alright so my take on Wendigo's are they are like a force of corruption.

We could have them take over peoples bodies and use then as spy's and shit
>>
>>1438004
Lead? You wanna expound upon this?
>>
well they are giant and related to coldthey also never stop growing. anyone who is consumed with greed becomes a wendigo
>>
>>1438050
We technically already have that with the Thralls. They will perfectly mimic humans for several days/weeks until mutations begin becoming obvious.
>>
>>1438063
So a large unit that uses cold and Fear as a weapon while also is eternally hungry for flesh
>>
Rolled 5 (1d20)

>>1438013
>>1438013

Support but raise the number to 50
>>
>>1438073
I mean sure as long as it looks like a rotting demon deer
>>
>>1438078
>>1438073
pretty much
>>
anyway it's late and im drainrf so this cat is signing off
>>
>17. Wendigo hunger

You admire your new thralls, they stand ready to carry out your will and die in your service if necessary. You wave forward a group and inspect them.

These forms are no good for the battle to come. They will need a hunger for flesh and bone, a thirst for blood to be suitable warriors.

Channeling your will and chanting in the arcane tongue you send forth ice magic as you twist their forms. Shifting their very souls toward hunger and ice, death and decay.

As the energy soaks into their bodies they howl in pain, their bones shifting and lengthening, splitting the skin and leaving it in ragged strips of flesh. Their finger bones shift into long claws of bloodstained bone. Clawing at their own faces they strip away the flesh, their skulls warping into gaping jaws below a antlered skull, the horns jagged and cracked. Their skin turns a dusty dark Grey, the color of frostbitten skin. Coarse black hair sprouts in tufts as their bodies constrict, ribs punching through the skin as bloody spikes. Their eyes glow with a pale blue flame, the ground crackling with frost under their feet.

>55 Wendigos Created- Wendigos are devastating shock troops, utilizing blinding speed and freezing claws and are experts at terrorizing enemy positions. Consuming the flesh of their opponents prompts them to grow even larger and more dangerous.

>1 turn before Lordling arrives

>Create minions/new minion type (D20)

>Ambush The Lordling and his troops (D20)

>practice/ research a new spell (D20)

>Assign thralls a task/Mutate Thralls (100 civilian thralls remain, 32 guard thralls, D20)

>Fortify Position further (D20)
>>
Rolled 10 (1d20)

>>1438219
>>Ambush The Lordling and his troops (D20)

Lets attack them at night with the wendigos while most of them are asleep.
>>
Rolled 11 (1d20)

>>1438227
Seconding
>>
Rolled 3 (1d20)

>>1438219
>Ambush the Lordling and his troops
Just send out the forest walkers and leaf wings to harass them with arrows, kill their horses, that sort of thing. Don't let them give speeches or set up for battle, or god forbid rest after their march.
>>
>>1438227
>>1438233

By the skin of your teeth.

Writing
>>
>11. Night assault.

Your troops split up, half going along one side of the road, Half on the other. Your Forest Walkers and Wendigos slip through the darkened forest like ghosts, leaving only the faintest of tracks, a bent twig, a tuft of fur on bark, a frosted scrape on a branch.

The young lord's "army" has made its camp upon the road, a flimsy perimeter set with sharpened stakes and sandbags. Sentries stand near torches, the city dwelling men uncomfortable in the darkened woods.

With a strangled scream a sentry is yanked into the darkness, a bony claw hooked under his jawbone. Wet rips and crunches sound as his body is ripped to shreds.

Another that turns at the noise is greeted by a bone tipped arrow through his eye, his limp body falling back, spear dropping from nerveless fingers.

All around the camp torches and cookfires gutter low, the light rapidly fading away as the temperature drops quickly. The men toss dry wood onto the fires, their breath smoking as they shiver.

Howls of terror and agony echo through the camp as arrows whistle through the air from both sides, Wendigos and Maulers leaping upon men as they stumble from tents, awakening only to be gutted by claws or peppered with arrows. A few attempt to flee but their screams erupt from the forest as the Wendigo sate their hunger.

The lordling and his entourage rush from their tent, half armored and waving their swords wildly at the shapes half glimpsed in the dark. They fight back to back bravely against a dying campfire, swords coated with black blood.

One by one they fall, bodies ripped asunder and devoured whole. Eventually only the lordling remains, bravely standing his ground against the silent enemies.

"By the order of Lord Destron I have been tasked with restoring the domain of Baron Alfstein to the crowns control. By killing my men you have declared war upon my Father, The Crown and the city of Peliach. I demand you allow me to return an-HRRK!!!"

He cuts off with a wet crunch and a gurgle, blood cascading down his chin as he looks down at the bony claw protruding from his chest. A Wendigos descending maw is the last thing he sees....

>Lord Caius defeated

>6 Wendigos killed
>3 Maulers killed

>Create Minions/New minion type (D20)

>Research spell/Practice current spell (D20)

>Mutate Thralls/Assign thralls a task (D20)

>Scout (Which direction, D20)

>Fortify Great Tree further (Write in,D20)

>Write in (D20)
>>
Rolled 15 (1d20)

>>1438369
>Scout (Which direction, D20)
Northwest
>>
>>1438391

Support, we might want to set up regular patrols long the south.
>>
>Sorry about the interruption, Gf called and would NOT get off the phone. Any of you lovely druids still here?
>>
Rolled 2 (1d20)

>>1438709

Yeah also rolling for my support here >>1438405
>>
Rolled 2 (1d20)

>>1438391
support
>>1438709
yep
>>
>>1438709

Wendigo-Chan standing by to
bring ruination
>>
>15. Scout Northwest.

Your LeafWings take to the sky with ear piercing screeches, wings beating the air. They angle themselves to the northwest, riding the early morning winds.

They pass high over the large village you saw before, its inhabitants hard at work constructing a small wall around the village from earth and sharpened stakes. It seems they have taken in a few of the refugees from the Baron and are taking precautions. The groups of men patrolling outside are armed with axes and small bows for the most part.

Passing over the town the LeafWings note that in the far distance to the north there is the faint silhouette of a large city, spires and walls standing tall from the surrounding forest. A faint sparkle can be seen to the east of the city, the far off glint of waves.

>Village to the Northwest has been Fortified.

>Scout (D20, Where?)

>Assign thralls a task/Mutate Thralls (D20)

>Create/Research minion types (D20)

>Practice/Research a spell (D20)

>Other (D20)
>>
Rolled 6 (1d20)

>Other
Have the Wendigo's eat the flesh of nearby animal life then puke it into the villages water supply
>>
>>1438765
Wend-Nigga what the fuck
>>
Rolled 6 (1d20)

>>1438755
>Create/Research minion types (D20)
Research how to imbue ice magic into your minions. Specifically I want our juggernaut to a giant ice tree.
>>
>>1438777
>>1438765

2 6's.

That's what you anons get for not being musically fabulous.
>>
>>1438768
We're an Ancient Evil we better start acting like one and if a few fucking peasants get in the way of that I say poison their water supply and watch them break down into madness
>>
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>>1438781
Better?
>>
>>1438787
>>1438798

Much better. Now both of you chucklefucks REROLL cause I hate ties and don't see any other anons in here.
>>
Rolled 11 (1d20)

I'll reroll for my idea then
>>
Rolled 17 (1d20)

>>1438811
Reroll
>>
Rolled 13 (1d20)

>>1438787
>>1438765

I like the idea but we should research a spell specially for this.

>Practice/Research a spell (D20)
A spell to contaminate water or food and weaken those who infested it.
>>
>>1438829
holy shit the name works!
>>
>>1438829
Ok. Your roll wins out so we gonna discuss. What the hell do you have in mind here

>>1438777

?
>>
>>1438831
That would makes things boring though,
Oh bippity boppity boo water is aids pool closed.
I think it would be more fun if we just had our units do it. Makes it more grimdark in my opinion, but hey what ever
>>
>>1438843
Wendy your love of horror and grimdark warms my cold black heart
>>
>>1438841
Basically Juggernaut is able to frost breath/ drop giant icicles on people and other generic ice magic. Big thing though is to eventually have have a huge cold aura that causes living being around him to wither, basically they might be able to dodge his physical blows, but you can't dodge the cold.
>>
>>1438856
So basically from Forest Juggernaut to Tundra Juggernaut.
>>
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>>1438841
>mfw this is the best snowy/icy treant plant monster picture I could find
>>
>>1438889
Hes so jolly!
>>
>>1438861
Yea
>>
>17. Ice Juggernaut

You smile as you rematch the slaughter of the night before from the eyes of a Wendigo, the creatures claws had caused horrific wounds, their edges blackened by frostbite and the blood freezing into jagged crystals.

The power of ice and decay is powerful and a excellent mirror to your own nature abilities. Spring and summer are mirrored by fall and winter. The four faces of the mother.

You admire the lumbering might of your juggernaut, summoning the brutally strong creature to kneel before you.

Channeling ice and your arcane energy you chant softly, runes carving themselves into existence into the Juggernauts hide as his skin thickens and darkens, the tufts of hair turning white as his breath frosted the air, his forehead sprouting curved horns like a bull that sprout tiny icicles. His hands thicken into mighty paws, the nails resembling chipped, black shovels. He is the wintry fist of the mothers displeasure.

"Rise, Glacion, Cold Fist of the Mother. You will freeze and shatter the hopes and lives of those who disturb her beauty"

>Unique Unit Create- Glacion-Juggernaut infused with Ice and Decay. A Mighty warrior that saps the will and ability to fight of those nearby.

>Headed to bed anons. Feel free to discuss ideas and post questions in the meantime :)
>>
Refugees and escapees spreading word about our actions are a problem. Our next minion should be a land tracker/pursuer that can double as a harasser, they could work pairing them with the forest walkers. So I purpose Vinewolves (or Vinehounds) as seen in >>1437055
>>
>>1438967
Maybe have them be able to spread some sort of plague that turns people into tree things, like grey scale in GoT but instead of turning to stone people turn to wood
>>
>>1438967
>>1438973

Let us decorate the forests with their wooden corpses
>>
>>1438973
>>1438976

How about giving them some kind of poison? It be a reinforcement of their function as pursuers and harassers. If their prey overcomes them, it still has to worry about the poison, even if its not deadly its there to slow them down further.
>>
>>1439005
The reason I liked the plague idea more is that if the people escape, they bring the plague with them to the villages destroying them from the inside. Poison only affects one person, but the dogs should have either the plague or poison.
>>
So much stuff happened, different timezones are a bitch :/

>>1438973
Might be a bit out of our scope right now, don't you think? Makes everything a bit too easy.
But I like the idea of Vinehounds. >>1438967
>>
I want a jackass unit. Just there to harass and lower morale. Spriggans, pixies, brownies, however we wanna get that done, I need that in my Ancient Evil Druid life.
>>
>>1439156
Seconded. People get much less enthusiastic about battle when all their ale went bad 2 days ago and none of them got a good night's sleep for a week and a half.
Mother nature grinds down great boulders with just a trickle of water. We can surely bring down armies with some carefully planned harassment
>>
>>1439116
That is true, maybe later on down the road when we are battle entire nations then?

>>1439156
>>1439176
I also like these
>>
>Druids ASSEMBLE!!!!
>>
>>1439303
Druid 1, reporting in!
>>
>Ok Boyos, Im gonna lay some shit straight. Plagues and disease magic are above you right now. You need poison then Disease and then you can create plagues
>>
>>1439326
Then poison vine doggos it is!
>>
>>1439303
More druids here! Also backing the brownie, redcap, goblins idea
>>
>>1439326
Can we create a singing maneating plant?
://m.youtube.com/watch?v=L7SkrYF8lCU
>>
>>1439303
Reporting in until gf arrives. I want t change my vote to
>>1439156
>>1439176
>>1439345
>>
>>1439355
https://m.youtube.com/watch?v=L7SkrYF8lCU

Ops screwed up the link.
>>
You recline upon a curving, smooth branch high in the canopy of the Great Tree, watching your minions as they mill about.

Thralls work tirelessly, shoring up the ruined Gatehouse. They dwell mainly in the more intact houses, resting in with dusk and rising with the dawn. Your more advanced Thralls have completed their transformations into WildFolk, ripping free of their previous skins and howling in fury
>-9 civilian Thralls
>91 remain
>-32 Guard Thralls
>Gained- 41 WildFolk.
>50 WildFolk total

Your Treant and Glacion toil side by side, rolling large boulders and pushing aside mounds of rubble, clearing paths and and creating vantage points within the Wall of Thorns.

Your Forest walkers patrolling atop the wall and in the nearby woods, bows ready for any potential interlopers. Their eyes pierce the gloom of the forest like high noon.

All is going well for you at the moment.

>Create units/New unity type (D20)

>Practice a spell/Research a new one (D20)

>Raid the nearby village (D20)

>Fortify position further (D20)

>Scout (Where, D20)

>Other
>>
>>1439355
Maneating yes, singing no
>>
Rolled 5 (1d20)

>>1439372
>>Raid the nearby village (D20)
>>
Rolled 19 (1d20)

>>1439357
>Practice a spell/Research a new one (D20)

Let's see if we can develop a Quagmire
>>
>>1439372
This here linked the wrong post.>>1439378
>>
Rolled 5 (1d20)

>>1439372
>>Create units/New unity type (D20)

Vine wolves!
>>
Rolled 15 (1d20)

>>1439377
Supporting. But first, scout the village to see if we can make a useful, special thrall. Is there a special military guy over there? An Alchemist? Any specialist who might be useful
>>
Rolled 4 (1d20)

>>1439378
Supporting
>>
>>1439378
Ok by quagmire what do you mean? You want to research how to create a swamp or quicksand or what exactly?
>>
>>1439429
Vietnam but worse on every level
>>
Rolled 3 (1d20)

> Create New Unit Type

Spriggans, tiny woodsprites who engage in mischief and general bedevilment.
>>
Rolled 13 (1d20)

>>1436636
I support this, because 100% more destruction is good.

But that can't be our only trick.
>>
>>1439494
Aaaaalright , looks like something went wrong with refresh
>>
Rolled 2 (1d20)

>>1439491
Support this
>>
Rolled 13 (1d20)

>>1439378
>>1439466
Dis
>>
Rolled 2 (1d20)

>>1439378
>>1439466
support
>>
>Interpreting create Quagmire as increase the impassible quality of the surrounding terrain by turning it into a swamp that would turn away Shrek. So this isn't a SPELL but a Fortification

>19. Get outta mah Swamp.

Your Forest Walkers pause in their patrols as your chanting echoes unnaturally around the surrounding forest. With nearly practiced grace they leap into the surrounding trees as the ground becomes saturated with water and stinking slime, becoming thick, viscous mud. For miles around your Great Tree, the ground becomes a soggy morass, mud deep enough to swallow a man.

Grasping vines and roots emerge from the mud, large thorns and jagged spines emerging in all directions. Underneath the water and and in the mud are more roots and occasional sinkholes, just waiting to trip a man, break a horses leg, swallow a wagon hole.

The trees thicken, their canopies melding together into a nigh impenetrable barrier, shrouding the Quagmire in eternal gloom. Your Wendigo and Forest Walkers stalk in the shadows, their forms half glimpsed as if in a nightmare.

Only a scarce few trails are available through the Quagmire. Only in single file could a group attempt to pass through. Straying from the path would be certain death....

>Quagmire Created. A natural defense the Quagmire is nearly impassible for enemy units. Their movement speed is severely slowed and they will face constant risk from ambush, drownings, sinkholes, diseases and simply getting lost. +3 Turns to enemy arrival times plus a bonus to ambush attacks within the Quagmire.

>Scout (D20, Where)

>Raid The fortified Village (D20)

>Create units/Research new ones (D20)

>Practice a spell/Research new one (D20)

>Fortify area further (Write in, D20)

>Other
>>
Rolled 7 (1d20)

>>1439619

Bringing raiding back on the table.
>>1439413
>>
Rolled 5 (1d20)

>>1439631
Seconded
>>
Rolled 7 (1d20)

>>1439619
>Create units/Research new ones (D20)

Create 3 more units of Leafwings so that we can have a rotating aerial scouting group for all of the directions of the compass
>>
>>1439641
this idea is perfect
>>
>>1439631
>>1439641

I hate ties. Reroll plz
>>
Rolled 10 (1d20)

>>1439641
>>
Rolled 20 (1d20)

>>1439631
>>1439654

Rerolling
>>
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>>1439666
Muhahahaha
>>
>>1439666
PERFECT
>>
>>1439666
My keks shall echo through the stars, eternal and triumphant.
>>
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PRAISE KEK
>>
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BUMPING WITH THE POWER OF ROCK
>>
The spriggans are already incredibly effective, making anons only roll 2's and 3's.
>>
>Sorry about the delay, been a hectic last couple hours. Any druids still present?
>>
>>1440628

Always
>>
wew
>>
>>1440628
Hi
>>
>>1440628

Reporting in
>>
>20. Raid the Fortified village.

The village watchmen pause as they circle the walls, their torches flickering , casting shifting shadows along the trees. If one didn't look to closely, some of the shadows almost seemed to shift and reappear somewhere else.

Wendigo's, WildFolk, Forest Walkers and Maulers circle the village, the ever growing horde closing in as their very unseen presence begins shaking the villagers resolve. The men begin circling ever closer to the walls, eyes wide as the shadows creep ever closer.

With a roar Glacion charges forward, his massive fist sweeping aside a terrified villager, the mans pulped body shattering as it hits the ground, flash frozen. Glacion continues his charge, simply kicking his way through the wall, splintering the tree trunks like dried twigs.

As Glacion rampages through the village your troops pour into the gap in the wall, clambering over it in other places. The meager patrols are overwhelmed and torn to shreds, gore painting the walls.

Your Wendigo's and WildFolk crash through doors and walls, claws clashing with crude blades. Many brave villagers find their axe handles and crude spears growing impossible to hold, the wood freezing to their hands and leaving weeping cracks in their flesh.

Forest Walkers run along the rooftops, firing barbed shafts into the hands and thighs of those that fight too fiercely. The few archers the village has are quickly cut down in a storm of needle tipped death.

Before long the village stands silent and empty, its populace marched off in bonds to your stronghold. the only remnants of those that had fallen were stripped bones and slowly thawing chunks of shattered flesh.

>Gained 87 Civilian Thralls

>178 civilian thralls total

>Assign thralls a task/Mutate thralls (D20)

>Create minions (D20)

>Scout (Where, D20)

>Fortify position (D20)

>Practice/ Research a spell (D20)

>Other (D20)
>>
Rolled 7 (1d20)

>>1440693
>Assign thralls a task
Send newly-changed thralls to the big city to the south. Have them start spreading more rumours about the rulers there, using whatever urban legends already exist to increase credibility. Sow instability and unrest in the population.
I'd suggest sending people to sabotage crop fields as well, but that's for another turn. Nothing causes revolutions like a spike in bread prices.
>>
Rolled 13 (1d20)

>>1440693
>Create minions (D20)

Create 3 units of LeafWings so we can have rotating patrols
>>
Rolled 16 (1d20)

>Create Minions, Spriggans

Dice gods pls
>>
Rolled 1 (1d20)

>>1440693

>Create minions (D20)

Create 3 units of LeafWings so we can have rotating patrols

Also make a song
>>
Rolled 10 (1d20)

>>1440727

Support we need be ready
>>
Rolled 18 (1d20)

>>1440693
>Create minions (D20)
Create Spriggans/ mischeavus fairies who live in human towns and just make life hard.
>>
>16. Spriggan troubles

You sit in the arch of a root as thick around as a house and watch idly as a small squirrel torments a larger one. Stealing its food, chattering at it incessantly, rustling bushes to frighten it.

Eventually the larger squirrel leaves the area and the smaller rejoices, scampering about and collecting the abandoned nuts and nesting material.

It gives you an idea. The humans have never done well against constant harassment. The lack of sleep and clean food and drink saps their will to fight and prompts them toward competition instead of teamwork.

You close your eyes, chanting softly as you channel your energy, the wisps of arcane power arcing through the air and sinking into the surrounding shrubbery.

With a chorus of confused squeaks and chirps dozens of pairs of tiny, shining black eyes appear in the surrounding plants.

At your coaxing the small creatures step forth, their thin woody limbs picking their way across the soft loam. They stand barely a foot tall, their bodies thin and speckled brown and green, patches of moss growing from their thin shoulders.

Their heads sprout bundles of leaves and flowers, making them able to compact themselves to the soil to avoid detection. They will be your mischievous sprites, the harassers of human comfort

>36 Spriggan created. No combat utility but excellent spies and mischief makers. They can harass enemy troops and settlements, spoiling food and destroying crops, preventing men from sleeping and damaging supplies.

>scout (D20, where?)

>Create units/New units (D20)

>Practice Spells/Research new ones (D20)

>Fortify Position (D20)

>Assign thralls a task/Mutate thralls (D20)

>Other (D20)
>>
>Create units/New units (D20)
The Ashen
Monsters made from the corpses of burnt trees they will spew burning ash onto their victims and bring ruination to man
>>
Rolled 17 (1d20)

Oops forgot my roll
>>
Rolled 4 (1d20)

>>1441363
>Create minions (D20)
Create 3 units of LeafWings so we can have rotating patrols
>>
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>>1441410
>>
Rolled 10 (1d20)

>>1441363
>>Create units/New units (D20)
>The Ashen
>Monsters made from the corpses of burnt trees they will spew burning ash onto their victims and bring ruination to man
>>
Rolled 19 (1d20)

>>1441425
Seconded
>>
>>1441425
thirded
>>
Rolled 13 (1d20)

>>1441425

Support
>>
>>1441425
Supporting
>>
>>1441425
This. We need a secure and an early warning system before developing more creatures. The coolest beasts do not help if we don't know what's coming.
>>
>>1442319
*secure base
>>
>>1441425
Supported
>>
Hey guys, posting will be delayed today due to my schedule being shit. Feel free to discuss ideas and and ask questions and ill answer in the meantime :)
>>
>>1442534

Speaking of ideas what would you guys think of creating some wide spreading trees? They cast their seeds high into the air and slowly build a network that they can send messages through, keep them normal looking so that they don't get targeted but they could work as an early warning system.

I'm getting the idea from the research that has gone into the Douglas Firs where a forest will be able to warn each other about predatory beetles and begin producing protective measures, spice it up with a bit of magic and we should be able to tell when large groups of people are moving into our territory
>>
>>1442548
That's a pretty cool idea. Whenever the trees send a warning from a particular region we can have the leafwings fly out and see what's going on.
>>
>>1442548
Maybe eventually build this up to be kinda like a portal system through trees. Make it so that some of our minions can travel through them and get basic information at the same time.
>>
>>1442565

Later down the line sure, it'll be a good way to zip around the continent once our influence has reached that far
>>
>17. Create unit. Ashen.

You walk amongst the ruins of the Fortified village, flanked by a pair of WildFolk, the hulking beasts sniffing the air and panting slightly.

The houses stand silent and empty, the walls and doors crushed inwards, clawmarks and arrows evident in the wood. Splatters of dried blood coat every surface, turning the wood and soil a rusty brown.

The scent of smoke and char reaches your nostrils. Following it you find a section of the wall smoldering, a dropped torch the catalyst for the small fire.

Extending your senses you can feel moisture and life still within the freshly cut wood. It can still serve you and bring vengeance upon the forest burners.

Your energy spirals out through the air, sinking into the charred and smoking wood, runes etching themselves into existence as you chant.

With a tortured creak figures begin ripping themselves free of the burnt wood, their very touch scorching the earth and surroubding timbers. Ash and charcoal dust falls from their thin figures with every shaking step. Their slim, long fingered hands end in claws of glowing hot cinder. Cracked, burnt branches extend from their backs. Their heads are featureless minus a crown of burnt roots and a pair of red glowing eyes, sparks coiling from the volcanic pits

If these humans love fire so much, the Ashen will bring it to them.

>20 Ashen created. The Ashen are a devastating mid range/Close combat attacker, using slashing claws and cast flames to slaughter enemy troops. Their slow speed makes them vulnerable to ranged attackers.

>Scout (D20, Where)

>Fortify position (D20)

>Practice spell/research new one (D20)

>Create units/new units (D20)

>Other
>>
Rolled 13 (1d20)

>>1443031
>Create units/new units (D20)

Create Sentry Trees as per >>1442548
>>
Rolled 9 (1d20)

I say we consult Mother on what to do next
>>
Rolled 11 (1d20)

>>1443031
supporting this >>1443183
>>
Rolled 10 (1d20)

>>1443132
Supporting sentry trees
>>
Rolled 14 (1d20)

>>1443132
Support, but I think we need to focus on something else other then units after this.
>>
OP got B&, should be back tomorrow
>>
>>1443132
Support but I am with Freddie >>1444036
After this let's consult mother as anon said >>1443183
>>
>Test post
>>
>>1445187

Running today?
>>
>Hey guys, sorry for not posting today. After my test post I got ridiculously busy and I literally got inside like 20 minutes ago. Any druids currently here or should I call this thread?
>>
>>1446673

here
>>
>>1446673
Here
>>
>>1446673
I can participate if we're running.
>>
>>1446673
Here for the OG Grom memes
>>
C'mon OP give us some new material!
>>
by the power of rock
>>
Thread will resume here shortly. Sorry for conking out on you guys last night
>>
>13. Sentry Trees.

All along your territory the trees shiver and shake as your magically echoing voice spreads along the land. Wisps of arcane energy as thin as mist soak into their bark and begin remolding them.

Oily, black eyes blink open along the trunks of the trees, their vision tied to your own. Pollen drifts heavy along the ground like dirty snow as flowers bloom in the branches, their scent prompting weariness and complicity in all who inhale them.

Deep within the Quagmire to the south a presence is detected, a group of men in leather armor, armed with bows and short, stabbing blades. They slip through the swamp along the thin trails, deftly avoiding the gaze of your forest walkers and Wendigos

>Sentry Tree's alerted. Increases warning time to enemy approach.
>Mysterious figures approaching. They seem to be adept at stealth and appear to be following the path Lord Caius took. Assassins? Bounty hunters? Who knows.

>Scout(Where, D20)

>Create troops/Research new troops (D20)

>Practice/Research spells (D20)

Deal with Mysterious figures (Write in, D20)

>Fortify position (D20)

>Move against city of Peliach (Hardmode, D20)
>>
>>1447364
WORSHIP GROM AND PROSPER
>>
>>1448512
Seeing as there is little interest and we are on page 5 currently, I am calling the thread for today and will post a new thread on Saturday or Sunday. Check my Twitter

Twitter: https://twitter.com/CursedQm?s=09

For the next thread. Until then, stay awesome you beautiful bastards.
>>
>>1448614

Damn, should have gotten on earlier, thanks for running and Ill see you with the next thread




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