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Rolled 28 (1d100)

The Mayhem has yet to begin and already the swamp rings with the screeches, cries, and roars of horrifying creatures fighting altogether too close. The screeching grows sharply in volume as there is a tremendous crash, and a nearby ancient tree is splintered into tinder as the shell of a giant tortoise-like creature easily the size of a semi truck is thrown bodily through it by an unseen force. The creature skips along the soggy ground of the swamp several times digging deep furrows with meter-long spikes of bone that emerge from its shell dynamically. Scaled digitigrade legs slam out of the shell suddenly, creating a tidal wave of mud and lesser creatures as muscles thick and hard as steel cables bring a final halt the creature's wild tumble. A head that seems to be composed entirely of a 6-axis radially symmetric bone jaw emerges from the shell slowly and blooms open with a deafening roar to reveal countless rows of razor sharp teeth that drip with caustic looking green liquid. The creature sprints back towards where it had came from with a loping stride, still roaring, and a loud CRUNCH of bone striking bone can be heard a few seconds after it disappears from view through the undergrowth...before the sounds of fighting fade back into the background as a thousand such episodes play out all around the swamp.

Your scavengers move in with desperate speed to the gashes carved by the monster's passage, which had revealed the gleam of metal and other kicked up elements of ancient detritus that were so valuable now. Their guards, clad in the same bone armor that had been used when the scouts delved into the underground, act with equal desperation in their attempts to safeguard the scavengers against the torrent of 'lesser' monsters which are all easily twice the size of a man.
>>
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Rolled 85 (1d100)

>>2337270

The fight to guard your scavengers reaches a crescendo as one of the monsters thrown away by your guards hits a a nearby tree, prompting a group of wicked looking insects to swarm out of the bark and bodily consume the creature in a matter of seconds. They do not stop pouring forth from the tree and soon a growing sea of spiked black chitin consumes a solid fourth of the battlefield and all in it, and begins to race towards the ragged circle of safety described by your troops.

The leader of your guards, the helmet of his armor bearing a motif of blood-red paint and his alloy spear bearing a unique 2-pronged tip, makes a motion to the scavengers and then to his troops. Without warning your small group of men disappear in a powdery iridescent teal haze that stuns the tide of monsters, and then begins to eat away at their flesh wherever smoky tendrils touch them. The change prompts a reversal of the tides, and most of the life evacuates the immediate area as the misty haze spreads out. The handful of monsters that are unbothered by your men's spore grenades charge into the cloud without hesitation as their competition vacates the area, only to be revealed standing confused where your men had been moments before when the mist clears.

The confusion lasts only a few seconds before the mist clears more and the monsters identify each other as potential food, and the fight begins again.

+ + + + + + + + + + + + + + +

Your scavengers report excellent success in their scavenging runs. While the wisdom of scavenging in the chaos immediately preceding a Monster Mayhem is debatable, the lucrativeness of doing so is undoubted.

>Acquired 14 Resources

While things generally went smoothly, we did lose a few parties of scavengers presumably to being stepped on by one of the giant creatures that had been stirred to action or some such.

>Incurred 30 Casualties
>>
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Rolled 26 (1d100)

>>2337278

>Alert!
-Our shamans have exited their trance. They state the ghosts should no longer bother us for a while. Headhunter Mursik has ceased his vigil over them.

>Shamans
"Did you feel it?"

"The /other/ presence? The one that felt like self-righteous fury as we banished the spirits?"

"Yes. I fear we may have made an enemy. Not a trifling one either."

>WARNING!!!
-Monster Mayhem has BEGUN! Our outer defenses are being buffeted with constant monster attacks, available military forces are reduced for the duration of the Monster Mayhem.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 13
>Resource Points: 18
>Pop 670 Grave Mutants
>Military 570
>>Food: Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Below Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Enternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average], Giant Serpent Heart [1].
>>
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Rolled 82 (1d100)

>>2337285
>Map Legend
Purple w/ White - You
Pink w/ White - Fungal Grotto
Magenta - Monster Dens/Infested Locations
Pink - Zombie Concentrations/Hordes/Hives
Grey - Mountains or Compounds/Buildings/Facilities
Red - BANDITS
Black - Known Underground Accesspoints
Blue - Water
Brown - Swamp Lowlands, less forested
Green - Swamp Highlands, more forested
>>
Woohoo! New thread
>>
Rolled 49 (1d100)

>>2337285
>D. Research technology.
Let's study that serpent heart. Mother Mira will be on this.

Second action is conditional
>E. Explore in a direction/something
The watery tunnels, IF we have enough hurknoth lung to use for this purpose and delve deeper than ever before.
Headhunter Mursik may join the dive teams to lend his superior skill, or at his discretion instead join the outer defenses to ensure our safety.

If not
>G. Sort through the bounty from the latest scavenging
>>
Rolled 77 (1d100)

>>2337302
Seems fair. If we have enough lungs, I support the 2nd action with the 3rd if thats not possible.
>>
Rolled 9 (1d100)

>>2337302
I'm down to study. Yet a part of me is worried about exploring the water during a monster mayhem. The likely case of us getting out played in water and the risk of bring monsters back to the base. Feels to high,

>>2337285
>D
Study the heart Mira.

>G
The Shamans speak of a newly made enemy. To ready our selves for that fight. We must build a unit to counter the spirits. With the head hunter's help. We can work build up and train the people for the unit to fight.
>>
Rolled 46 (1d100)

>>2338452
>>2337302
Voting for heart and training. Mother Mira has said she can brew up a fungus potion that imitates the Horknath lungs - seems best to make a renewable source, but she'll need a free turn for that.

>And so, as the thunder of the MAYHEM echoed through our caves, some warriors asked the Shamans how they could help when the ghost's patron arrived. The headhunter and the shamans exchanged wicked grins, and started throwing more things into the cauldron than we'd ever seen before...
>>
>>2339061
I forgot about flavoring actions.
>>
Rolled 99 (1d100)

>>2338452
>>2339061
Alright, let's do that this turn.

The thing is, the water doesn't have any monsters that we've ever seen, and the mayhem is on the surface; underground tends to be separate and have its own mayhem cycle. This seems like a good time to me because our scouts (including Headhunter Mursik) can't go out and scout anything else. Any other time, anons will probably have other things as higher priorities to scout. Having Mursik available for this is also a big risk reducer.
>>
Rolled 58 (1d100)

>>2339275
I swear you guys have only had like 1 action where you rolled less than a fucking 90.

>Research the Serpent's Heart with Mother Mira [LOCKED]

>Attempt to train a unit of spirit warriors with the assistance of Headhunter Mursik and the Shamans [LOCKED]

Whoa boy, this might take a minute.
>>
>>2339275
I'll back ya in the under water later. We'll need to test and build up the amount of Hurknoth lungs we have. My hope is after the monster Mayhem we'll be able to gather a lot of monster parts. If not hunt down some of the remaining monsters healing from the Mayhem.

Then study those parts, see about the digging bugs, and explore the cave upper. Once the research is done, opened up the upper area, and prep for under water. Assuming we get the parts and improved gear to do said under water scouting. Then we go down and with ready fall back plan to collapse that part of the cave. Since we'll have the new space. It should be fine to lose it if things go bad and we have the space to move stuff around.
>>
>>2339347
And what of those upper areas you want to open? We know that some of them open into greater networks that are full of monsters. Additionally some of the sealed portions were probably sealed because the ancestors KNEW about some great danger in the tunnels beyond. Not to mention that any unblocking of blocked-off tunnels necessarily is a security concern for the entire tribe as they're part of our defenses, while trying to scout the water only is if we find monsters (whose presence we have never seen any sign of in our tribe's history) and they chase our scouts back home. Therefore, opening up the blocked-off tunnels is far riskier than scouting the flooded ones.
>>
>>2339347
>>2339527
If I might just pitch in with an alternate suggestion, I'd point out that on the surface we've identified other entrances into the caves. Using these, we can explore and secure regions of the caves and potentially even link up with our currently secured section given sufficient time and effort.


I feel the risk of fighting monsters in the caves through the sealed tunnels is being overestimated by you blue anon. For one thing our spore grenades are effective even during a mayhem on the surface at clearing an area, so in a confined cave they should slaughter.
>>
>>2339527
I was thinking of sending in teams from the other openings to check for if it was safe to do so. The hunter even said we co just re-close an opening. Like the time scout team and the hunter were trapped. We had them go around, but the hunter did bring up we could have just open a way for them in.

As the for the water. The biggest worry is while it's clear now. If we go into a unknown not ready. We'll have a hard time dealing with it. Since we lack the gear and exp. for water fights. Leading to more chance of losing fights. Granted this assumes we wake something up. Which has happened more than not.
>>
>>2339564
That was immediately prior to mayhem, and against surface monsters; underground they're tougher. It was even noted that there were some monsters not affected by the spore grenades.

The risk comes from it being a direct connection to our base.

But yes, exploring caves via surface entrances would be preferable. Especially if we can figure out from it which tunnels are safe to open.

>>2339587
Okay, that makes sense.

Although now I want to look around on the surface for clues about/anything related to the watery tunnels. And probably not find any, but find other interesting stuff in the process.
>>
>>2339607
I think one clue might be those monsters that kicked the zombies out near the water.
>>
Rolled 19 (1d100)

>>2337285

"So, they want us to work together in order to make some Spirit Warrior, Battle Shaman, Tribal War Magi types huh?"

"It would seem so, Headhunter."

"Hmm...well their timing is fortuitous. Say...You guys have got plenty more drugs, don't you?"

"Yes we do. Are you planning what I think you are, Mursik?"

"Hahahaha HAHAHAHAHAHA! No, no. What I've got in mind is probably MUCH worse."

What followed was several hundred of our members with 'potential' have being dosed with shamanic ritual drugs of increasing potency. Whenever a member took a dose of a drug and could still move and seem to retain a vague comprehension of their surroundings, they were given a dose of the next strongest drug.

>Alert!
-A considerable chunk of our population is out of action this turn on account of extreme nootropic drug use.

The field of potentials was quickly whittled down to a handful, their eyes shifting through various unnatural colors as they stumble around in the Chamber of the Eternal Flame with semi-awareness, occasionally shouting and flailing as they run into something unseen. Their movements are closely watched by the midnight black eyes of your Headhunter, who is in turn stared at with looks of alternating vague horror or grudging respect by your shaman council.

"Your methods are undoubtedly effective, Headhunter, but we can all sense that there's more to this."

"You're right. YOU fuckers, and THOSE fuckers are coming with me. Along with a few more doses of those drugs, outside. I know JUST the place.

Ah ah *tch tch* no arguing. It's for the best and it's at the Elder Council's behest too! No arguing! Leave your subordinates to care for all the failures and let's go!"

>WARNING!
-Headhunter Mursik, your most experienced Shamans, and the most promising recruits have departed to into the Monster Mayhem. Mursik leaves a note that they'll be back when the Mayhem is over.
>>
Rolled 96 (1d100)

>>2339632

Mother Mira research on the Serpent's Heart goes extremely well. Once more she identifies several different uses for the item.

>Infrastructure (Home Cave OR Fungal Grotto)
The Heart could be infested with our fungal and insect strains. This would strengthen the network overall, and would greatly enhance passive spread and growth.

>Fungal/Mutagen Fodder
Mother Mira says that she believes this item, too, could harbor some powerful mutations. Of course, even if no proper mutagen could be refined fungal strains that could allow for powerful battle drugs are almost a certainty.

The Shamans also interject and propose another option.
>Sacrifice
The Heart would make a potent sacrificial item in any ritual. For instance, to fast-track the production of the specialized troops you've requested.

It is in general a very powerful, valuable, and unique item to us and those like us. There are many more possible uses that are only limited by one's creativity.

>WARNING!!!
-Monster Mayhem continues to increase in strength.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 14
>Resource Points: 16
>Pop 670 Grave Mutants
>Military 570 (250 Unavailable)
>>Food: Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Average
>>Health: Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lungs [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average], Giant Serpent Heart [1].
>>
>>2339607
>That was immediately prior to mayhem
Close enough given what is described should be worse than what we will encounter in the caves unless we encounter a monster hive or similar such density.

>and against surface monsters; underground they're tougher.
But the spores shall be more concentrated thanks to the tunnels preventing them from spreading out as far.

>It was even noted that there were some monsters not affected by the spore grenades.
True but our hunters can take care of any that aren't deterred by our such methods.

>The risk comes from it being a direct connection to our base.
Yes I get that but I'd point out we can easily create mobile defensive assets to secure it the moment we open it. Or we could create a wall on the inside of the sealed off tunnels and then open it, giving us a solid barrier between us and whatever we find which we can remove later once we feel we've secured it completely.


>>2339632
...well at least we'll have some psi-warriors in a few turns, even if it's going to take our hero away for that long.
>>
Rolled 23 (1d100)

>>2339647
Headhunter Mursik values his me-time and likes to take charge when given a directive, in case you haven't noticed.
>>
>>2339658
Eh, he's badass enough to deserve it.


Also, I can't remember if there is a penalty or impossibility to doing two research actions in the same turn. Could you please tell me?
>>
Rolled 44 (1d100)

>>2339645
>D. Research technology.
Perhaps it's time we do some research on the mind-meld fungus. Looking into that directly has been on our to-do list, right? Naturally, Mother Mira will take the lead on this.
and later but soon, we'll see what can be done with what hurknoth lungs we have available

>D. Research technology
Let's see what our crafters can come up with; we haven't paid much attention to them so far. Might be better to have something more specific to ask of them, if anyone else has a preference/idea.
We've found enough new bits and pieces for them to have some new stuff to work with, right?

>>2339737
I already had the above written out, but I was working off the belief that you just need different people working on each action.
Which can be difficult.
>>
Rolled 38 (1d100)

>>2339737
Nope. Heroes can only be assigned to one turn per action so you guys would have to double-up if you wanted Mother Mira's bonus on 'both' actions but that's it. Oh, you can also sometimes only perform one line of inquiry on an item at a time. For instance if you wanted to run tests on the Serpent Heart to see how it'd do as infrastructure, you couldn't perform further investigations into its potential mutagens at the same time. This depends on the kind of tests you're doing though.

If you had some very specialized facilities something like that this might come up as well, but that limitation would be stated beforehand.
>>
Rolled 75 (1d100)

>>2339778
If that's the case, maybe...something else.

>D. Research technology
The hurknoth lungs!

>G. Other
We'll want to go to a trade meet after the mayhem is over, but to do that we'll need stuff to trade. So work on setting aside stuff to use in trade; food and water ready for transport, extra weapons (the grenades are probably what others will be interested in), lots of drugs, anything else we can produce and have a surplus of to trade.
We can and will also trade resources, but I figure it'll be good to have more specific things on the table.
>>
>>2339871
Yeah screw it, I'll support this.
>>
Rolled 70 (1d100)

>>2339871
Vote
>>
Rolled 38 (1d100)

>>2339886
Please roll with votes
>>
Rolled 49 (1d100)

>>2339871
So we're making some goods to sell and research. I'm down. Hopefully we'll have enough parts for a proper research. For new insights.
>>
>>2339871
I vote D - research technology. I want to see the 'imitation Horknath' potions Mother Mira can brew up.

>>2339645
I'd be inclined to use the heart as infrastructure, that's pretty badass. I'm imagining it hooked up to various fungal strains, slowly pumping an otherworldly liquid through veinlike tubes that reach all through the base/grotto...
>>
Rolled 95 (1d100)

>>2341005
Not sure what is up with my dice on this computer.
>>
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Rolled 60 (1d100)

"M-mmm-mmyyyy HEAD itt feelss like it's sszzplitting OPENNNd!"

A voice like the rustling of dry, dead leaves as winter approaches responds to the slurred words of one of your tribe members.

"Hush now, Prospect. /He/ is nearby, I know you can feel him."

"Wwwhy am I hereee?"

"Because you have potential, you and a handful of others, and the Elders decreed it. Now potential does not equate to fulfillment, this is your test."

"Tteszt. Tezt. Testtttt."

The mutant seems to taste the word, small amounts of spittle and drool coming out with his repeated pronunciations.

"Wwhat w ddo I do ffor test?"

"Well that's easy. You know that presence you see over there?"

The mutant looks to his left and stares blindly into the darkness for a moment, before a look of abject horror comes over his face and he turns back to look at your Headhunter.

"Yes, I knew you would. Now, you see this right over here?"

The mutant's gaze follows slowly along the length of your Headhunter's arm, tracing the black veins and old white scars before following where the finger points and recoiling at the sight of a monster head fully the size of a man teeth bare and beginning to charge. The mutant instinctively raises his fists and drops into a combat stance to face the monster, baring his own teeth in a ferocious display...which has very little effect.

"Calm down, that's just a head I mounted up to fuck with you. I slaughtered all the monsters around here, so we should have another...5 minutes or so respite before more come for the carrion.

Anyway, the test. HE and his ilk, which he will summon as soon as he knows there are living around will keep away THEM and their ilk.

All you have to do is survive around here until the Monster Mayhem is done and the Shamans and I come looking for you again."

The mutant stares at your Headhunter silently for a while, head slowly leaning more and more to one side until he stumbles and recovers. Then he looks back towards where /HE/ had been sensed, the mutant's gaze finally falls back on the monster's head. He walks towards the head and examines it closely for a moment, grabs a particularly large and viciously curved tooth in the creature's mouth and rips it out of the gum with the sound of cracking bone and tearing flesh before wandering off into the darkness of the trees without any further words.

Your Headhunter continues standing where he was, following the departing tribesman with his dark eyes aglitter and a smile growing across his face.

"Potential indeed."
>>
Rolled 26 (1d100)

>>2339871

>Research Hurknoth Lungs [LOCKED]

>>Would you like to try creating a Hurknoth Lung fungus, to make this a renewable resource without hunting? [Requires Mother Mira]
>Y
>N

>Organize/Prep goods for a trade meet after the Mayhem [LOCKED]
>>
Rolled 61 (1d100)

>>2341013
My vote is to make horknath lung fungus. Could be a useful trade good in a swamp too.
>>
>>2341013
>Y

The ability to travel underwater without issue or concern of resupplying would be incredibly useful.
>>
Rolled 67 (1d100)

>>2341013
>Y
Why not try it. Till will be a good test.
>>
Rolled 33 (1d100)

>>2339645

Mother Mira is delighted to perform research on the Hurknoth lungs, and quickly sets about her efforts to create a fungal strain based on them. As it turns out their effects were easily absorbed by an offshoot of the Grave Fungus itself, which is used in the Tribe's coming-of-age ritual.

>Lost: Hurknoth Lungs [Low]
>Gained: Hurknoth Lung Fungus [Scarce]

The fungus itself is a black, slimy thing that congeals like tar on prepared beds of the lungs before being transplanted onto more available substrates to continue its growth. The Tenders indicate that despite its vile appearance it is very chewy and tastes of a pleasant combination of licorice and mint, it also cleans teeth effectively. While the effects of the fungus are not as powerful as the effects of the raw item if we continue our research this could be remedied, or we could simply brew potions out of it which would also be more powerful.

>Mother Mira
"Unfortunately, we did not have enough raw material to create an immediately usable patch of the fungus. We can either wait and my apprentices will spread the strain slowly or we can acquire more Hurknoth Lungs in order to spur rapid growth."

Meanwhile, the tribe's craftsmen sort through our recently acquired collection of resources and review our stockpiles for good trade goods. Please select 3 of the following (no selection more than twice) to assemble into trade packages, which will be available to trade in addition to anything listed in your stat block.

>Fine Monster Materials
>Exquisite Tribal Mutant Drugs
>Grave Tribe Weaponry
>Grave Tribe Armor
>Shamanic Ritual Components
>Fungal Cultivation Materials

Different items will appeal to different groups, but your tribe has rarely attended trade meets in the past and so you do not know what the local market is like.
>>
Rolled 3 (1d100)

>>2341319

>Alert!
-Our troops have recovered from their drugged stupor. Some of them have been noted as still having potential to learn the shamanic arts, only the most promising were taken by Mursik and the Council to where ever they went.

>WARNING!!!
-The Monster Mayhem has ratcheted up in intensity yet again, and the ongoing onslaught on our defenses has cost us some men. As a positive the insect hives that compose a portion of our defenses are feasting, if we deliberately harvested them after the Mayhem ends we may find valuable items.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 14
>Resource Points: 16
>Pop 660 Grave Mutants
>Military 560
>>Food: Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Average
>>Health: Above Average
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lung Fungus [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average], Giant Serpent Heart [1].
>>
>>2341319
>Exquisite Tribal Mutant Drugs
Ancient dramas tell that the man with the highest quality drugs will not be eliminated.
>Shamanic Ritual Components
It may throw the ghostglarer off our scent
>Fungal Cultivation Materials
As our fungus spreads, so too will our influence.
>>
>>2341329
>>>>>B. Try to improve the base
Let's get the serpent heart attached to our Home cave's fungal network
>Infrastructure (Home Cave OR Fungal Grotto)
It'll be useful as we are expanding through the sealed off sections of the cave network. Mother Mira shall lead this effort.

>>>>>D. Research technology.
Further research must be performed into the Mind meld and enhancing it's effects on the various fungi and insects in our caves. Mother Mira's apprentice shall lead this effort.

>>2341331
I'll support this.
>>
Rolled 44 (1d100)

>>2341319
>Exquisite Tribal Mutant Drugs
For bandits.

>Fungal Cultivation Materials
For the off chance those two mutants are there. Since I've been shown a better way let's give him the way to do it.

>Grave Tribe Armor
The weapons might be a unwieldy for some but the armor any we can use.

>>2341329
Act 1
>Infrastructure - Home Cave
I agree on what to use the heart for.>>2341509 homes will do well when we open it up.

>Act 2
I think we need to help defend from the monster mayhem. Plus getting more people to fight means more exp.
>>
Rolled 59 (1d100)

>>2341509
I'll vote for this.
>>
Rolled 40 (1d100)

>>2341331
>>2341509
Yeah, these seem good.

I don't actually know what the best use of the heart would be, but our home caves are the "heart" of our operations, so I'm sure using it to improve them is a good idea.

Wait, "apprentice" singular? You want the child Alba to lead on this research action? Okay. But is there really nothing we can think of to do other than Mother Mira-type stuff?

>>2341584
I'd actually figure weapons would be good, as it'd include spore grenades that are effective against most things, one of the exceptions being-and this is the nice part-our own forces.

As for the second action, this isn't our people's first rodeo. I think they know the most efficient and effective way to assign defenders during Mayhem.
>>
Rolled 36 (1d100)

>>2341509
Your mainline armor when more intense fighting is expected is actually composed of the hyperdense skullplates/horns of a creature that is known for ramming swamp trees with its head until they fall down, in order to get at the insect hives that often take residence inside. It only covers the vitals though, relying on your tribe member's tremendous constitutions (even by mutant standards) and much Mucausoid furs to take care of attacks to the extremities. As such it counts as medium armor.

Your tribe members are also very strong (even by mutant standards) though, and as such the armor would likely count as heavy for less strong mutants or extremely heavy for humans.
>>
>>2341847
I stadyway from weapons since a lot of people have to train or be willing to risk the fungus to survive those. Granted now it seems the armor may be too heavy for most people.

As for the action to defend. We can use as a chance to check out our troops and see what they do. Finding any officers or special people. To find a Warchief we first need to see who gives orders and how well.
>>
Rolled 39 (1d100)

>>2342062
True enough. I'd just as soon see what Alba can do when handed the reins, but if Mira feels she is not quite ready for that/Strelok isn't accepting the action, we can use the second action to focus in on the defense.

Also, bandits. Bandits are frequently willing to use weapons that are risky for the wielder. And I'm not sure spore grenades are worse than other grenades in that regard.

Although currently the plan is to go with shamanic ritual components (in addition to drugs and fungal cultivation materials. Personally I'd double up on the exquisite tribal mutant drugs, as they seem like they'd have the broadest appeal (and we don't really know the local market) but don't feel strongly enough about it to press the issue.
>>
>>2342125
For a good while I was thinking on doubling the drugs because Bandits. It'll give us our connections to bandits. Which we can raid with the next Monster Mayhem. We bait, they loot.
>>
Rolled 45 (1d100)

>>2341509
This plan needs one more vote with dice to be locked in.
>>
Rolled 99 (1d100)

>>2341509
Vote
>>
>>2342283
Well time to keep on with the no lower than 90.
>>
Rolled 15 (1d100)

>>2342283
You know by the rules the 9th 99 of the thread will have 9 times the normal effect of a 99.

It's not anything you'd normally expect to come up or anything BUT AT THIS FUCKING RATE.

>Attach the Heart to the Fungal Network [LOCKED]

>Perform further research into the Mindmeld [LOCKED]
>>
>>2341847
>I don't actually know what the best use of the heart would be, but our home caves are the "heart" of our operations, so I'm sure using it to improve them is a good idea.
A good thing to remember, is that as we grow through our caves the network will eventually spread throughout the entire system of caves which given the various surface entrances, means it would be highly effective in enabling us to spread it across the region as we grow.

>Wait, "apprentice" singular? You want the child Alba to lead on this research action? Okay.
I mostly want to do this in order to try and get another hero on the way. Another researcher / fungal specialist will be greatly useful for improving our shit. Also I really want to get the Mind meld research underway.

>But is there really nothing we can think of to do other than Mother Mira-type stuff?
Not really, mostly because we're in a position which renders traditional technological advancement slightly harder. Once we're bigger and can take on bigger projects such things will be more useful.

My plan for technological advancement mostly involves us needing to capture members of more advanced factions and learn from allies / trading partners.
>>
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Rolled 8 (1d100)

>>2341329

Mother Mira's apprentice has entered the sealed chamber where the new Mindmeld beds have been placed in order to perform research. She states almost immediately upon observing the beds that she anticipates the Mindmeld fungus will be an open-ended subject of research, continually providing new insights into its function and possible ways to use it. She then proceeds to perform in-depth research, and draws several interesting conclusions.

The Mindmeld's initial stage when placed into an existing fungal ecosystem, appears to be associated with absorption and imitation. The central node will send out individual threads to each foreign species in its vicinity, and those threads will in turn begin to mimic the behavior of whatever they touch although the central node remains unchanged.

In its next stage, it appears that the central node undergoes a transformation. The exact details of this transformation vary based on the environment it's placed in, and the resulting physical form can vary drastically but typically looks something like a...pile of brains if a pile of brains tried to camouflage itself into its environment.

What does NOT vary is the action of the Stage-1 feeler threads. In every test bed that has undergone this transformation the threads have proceeded to infest the hosts they had previously just tasted. This is done with a remarkable lack of violence, which Alba suspects is due to the Mindmeld's patience is adapting and mimicking its targets.

Alba states that there are indications that more stage transitions are to come, but none of the beds have progressed to that point just yet.

>Alert!
>Identified Specialist Unit: Fun Gal Alba
>>
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Rolled 27 (1d100)

>>2342436


>Mother Mira
"Let's see, we have no cave-wide circulatory system to plug the heart into.

We have no good central location to place the heart.

We have no fungi that are ready-made to interface to the heart.

We've done no research on how to remedy any of these things, I just suggested that this kind of thing might be possible.

Now how the fuck am I going to pull this one off?

Oh right, I'm a GOD DAMN HERO, THAT'S HOW."

>Heroic Ability Activation detected!
>[Mutagenic Brewbomb] detected, cave system has been flooded with unidentified mutagenic compounds!
>Second Heroic Ability Activation detected!
>[It's FUNGALIVE!] activation detected! The Heart...has come alive!
>Synergy Effect detected!!!

>WARNING!!!
-We have lost contact with Mother Mira and the Fungal Tenders.
-Mutagenic compounds have flooded parts of the cave system, and it appears to be actively changing in some fashion.

Attempts to gain access to the central cultivation room have thus far been unsuccessful. There are reports of...fleshy sounds coming from inside, but there are no obvious signs of distress as of yet.

>Alert!
-It seems that the Monster mayhem has reached its peak and is beginning to decline.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 15
>Resource Points: 14
>Pop 660 Grave Mutants
>Military 560
>>Food: Very Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Average
>>Health: Good
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lung Fungus [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average].
>>
Rolled 55 (1d100)

>>2342445
Hmm, rolling for reasons...
>>
Rolled 53 (1d100)

>>2342464
>>
Rolled 23 (1d100)

>>2342445
>G
Well since we still have time and all the heroes are busy. Lets make more trade goods.

>G
Prep for all the scavenging to be done. Assuming there should be lots of dead monsters at our door.
>>
Rolled 2 (1d100)

>>2342703
Vote
Not like I have any better ideas

Well, maybe having Alba do something, like helping the hurknoth fungus grow or studying some hitherto unexamined thing. But no rush.

>>2342386
>capture members of more advanced factions
Perhaps we could purchase skilled slaves from bandits?
>>
Rolled 64 (1d100)

>>2342703
We should compile a 'to-do' list for us anons.

personally, I'm still waiting for us to research those acid spitters and get more awesome mutations
>>
Rolled 36 (1d100)

>>2342898
>>2342703
Also vote
>>
Rolled 22 (1d100)

>>2342445
We have a lot of resources and some basic arms/armor - I vote we try to improve weapons/armor
>>
>>2342968
We can improve that viva the monster parts. Soon we'll have all the research and so little time. Probably something to trade for.
>>
Rolled 29 (1d100)

>>2342968
Actions like that /greatly/ benefit from specific directions. For instance instead of saying "I want better weapons and armor" you should instead say "Have our craftsmen work on better light armor/concealable weapons for our scouts and infiltrators to wear when operating inside zombie hordes."

You don't have a craftsmen/engineer hero, so the responsibility is on you the players to provide directions that are specific enough your tribe members can work with them effectively.

For instance if you hadn't had Mother Mira last turn the action for integrating the heart would've just been kaput.
>>
Rolled 95 (1d100)

>>2342703

>Prep more trade goods [LOCKED]

>Prep for scavenging [LOCKED]

Writan'.
>>
Rolled 65 (1d100)

>>2342445

Our craftsmen move to make more trade good packages only to discover that they did so well last turn we are pretty much tapped out for stuff to spare. There's also the problem that some of the tunnels we normally use to access our store rooms...are being physically blocked and closed off by swarms of our normally docile rock-eating termite and ant colonies, and they don't like us trying to intrude on their work.

So instead we decide to prepare for scavenging as soon as the Monster Mayhem is over. This mainly consists of a bunch of sitting around near the entrances waiting for the fighting outside to calm itself. On the upside we managed to grab some monster materials from a few incursions that went too deep, on the downside relatively unprepared scavengers got caught in a few incursions that went too deep and we suffered a few minor injuries.

>+Monster Materials
>25 Injured

>Alert!
-Monster Mayhem will end next turn.
-Mother Mira and the fungal tenders have emerged from the cultivation chambers and are once more ready to be commanded. They request that no one enter the chambers for a few turns.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 16
>Resource Points: 13
>Pop 660 Grave Mutants
>Military 560
>>Food: Very Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Average
>>Health: Good
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Polimbic Lymph [Scarce], Hurknoth Lung Fungus [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average].
>>
Rolled 34 (1d100)

>>2343050
>G
Mira can you make preserving gear for the scavengers? If not at least way to get the most out of monster parts we'll be gathering.

>G
Tend to the hurt and make sure to rest up. Once the Mayhem ends we gather and hunt the pry left weakened.
>>
Rolled 32 (1d100)

>>2343050
>D. Research technology.
Perhaps we should take a look at that polimbic lymph.

>G
Tend to the hurt and make sure to rest up. Once the Mayhem ends we gather and hunt the prey left weakened.
>>
Rolled 24 (1d100)

>>2343072
>>2343123
Actually, maybe for our first action, we could try to get something that will facilitate live capture? (of the burrower bugs)

I'm just not sure of the value of field preservation nor that there is currently any way to improve efficiency of gathering/using parts.
>>
>>2343154
I was think of using some kind of fungi that's like a refrigerator. Cooling would help with deterioration which means the parts will be fresher.

For live capture a paralyzing fungi or studying of some effect. Not sure how our bugs would like it test on them for purposes of making sure it works.
>>
>>2343226
Stunning
>>
Rolled 11 (1d100)

>>2343226
That sounds wildly impractical. The gatherers aren't spending a long time between acquisition and bringing back to base, so it'd be of dubious value anyway, but it'd be hard to develop and hard to lug around. Now, a coolant for cold storage in our base, or some pair of potions that when mixed together have an endothermic chemical reaction, might be worth researching.

Yeah, I was thinking of some paralyzing agent specialized for bugs/insects (not sure whether the thing we're looking for is technically an insect). But given we want something that can live in our caves and may be related to something that previously did, it probably has a resistance to the less specialized stuff we normally pack-but I'm sure Mother Mira could whip up something that serves the purpose.

I suppose we might also want to build some sort of pens for the bugs, since we'll have to tame them or something, right?
>>
Rolled 34 (1d100)

>>2343226
>>2343264
Although since you got me on the line of thinking about preservation, I just remembered that some fungi have antimicrobial properties.

I was previously thinking along the lines of an acid or base treatment to halt decay, but for this civ, going fungal is the only way!
>>
Rolled 53 (1d100)

>>2343123
Vote
>>
Rolled 27 (1d100)

>>2343226
>>2343273
We do have psionic fungus, what about mind meld blow darts? Maybe try to get it to function like Scopolamine.
>>2343123
Vote
>>
>>2342889
>Perhaps we could purchase skilled slaves from bandits?
Probably and preferably. Ideally we get some mega-corp, survivor and think-tank members but gov remnants and even paramilitary remnants have uses.


Fact is that even a fairly backwards group of survivors could teach us a large amount about conventional tech and a think-tank could probably grant or figure out insane advancements for us. A paramilitary could greatly enhance our military and social cohesion. Mega-corp would certainly be good at optimising our production and government remnants would be a decent compromise between all these different groups.
>>
Rolled 15 (1d100)

>>2343123

>Research Polimbic Lymph [LOCKED]

>Tend to the hurt [LOCKED]

Writing.
>>
Rolled 64 (1d100)

>>2343050

Our research into the Polimbic Lymph...unfortunately doesn't turn up much beyond confirming what was discovered initially. It is extremely effective at burning through metal and plant matter, but is ineffective against fungi, stone, and flesh.

This could be highly useful for capturing or debuffing targets that rely on technology if further developed, but we have exhausted our supply for now.

Our wounded are also tended to. None of their wounds were severe, and they are quickly brought back into readiness.

>Alert!
-The Monster Mayhem has ceased.
-The insects of the defensive networks seem to be viciously guarding all the material they've collected, and are still furiously active rerouting tunnels both large and small.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 16
>Resource Points: 11
>Pop 660 Grave Mutants
>Military 560
>>Food: Very Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Average
>>Health: Good
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Hurknoth Lung Fungus [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average].
>>
Rolled 68 (1d100)

>>2344609
Whelp no time to wait for the head hunter.

>G
GATHER, we got the bugs at base and the dead monsters out there.

>G
Hunters it's time to take out some hurt monsters. Primo targets the beast that give us the lungs for water, the ones that give us the way to eat metal, and the weird ass blobs that give us the improved zombie cover.
>>
Rolled 33 (1d100)

>>2344658
This.
>>
>>2344658
Whoops thought it was 3 prime targets. The Hurknoth give us both the zombie effect and water improvements. The fish creatures give us the metal eatting, viva Lymph.
>>
Rolled 6 (1d100)

>>2344658
Vote
>>
Rolled 89 (1d100)

>>2344658
>Gather monster materials [LOCKED]

>Hunt injured monsters for their components, emphasizing Hurknoth Females and Polymbic Fish. [LOCKED]

Writan'
>>
Rolled 83 (1d100)

>>2344609
>>
Rolled 3 (1d100)

>>2344969
>>2344963

What? Oh, it posted on accident. Finished cooking dinner, writing for real now.
>>
Rolled 11 (1d100)

>>2344609

Our men set out in force to gather all the monster components they can in the aftermath of the Monster Mayhem through means of both scavenging and actively hunting down wounded creatures. They focus primarily on the areas surrounding our cave, as the insect hives still seem to be reacting in a hostile faction to our forces whenever they attempt to harvest resources. Mother Mira informs us that this is likely due to the Heart attempting to integrate in the network.

Our efforts are rewarded heartily, not only do our men hunt the targeted monsters or the injured, they also do well ambushing unsuspecting ones feasting on the remains of others (much like ourselves). Our men do so well at collecting monster parts in fact, that the hungry bugs of our tunnel network quite easily steal huge loads of the bounty.as we haul it in. This reduces the haul considerably, but the bounty is so large that your tribesmen hardly begrudge the insects that have kept them safe so long their fair share.

>Acquired: Unsorted Monster Materials [Large]
>Acquired: Hurknoth Lungs [Below Average]
>Acquired: Polimbic Lymph [Low]

Our haul is large and is brought in quickly during the brief lull after the Mayhem, as such searching through it with write-ins for what kind of thing you want might yield items of particular interest, or even more of the particular items we were searching for in the first place. It is impossible to tell at this point.

Unfortunately it seems that despite the lull a scavenger-hunter team fell victim to some sort of hazard. Nearby squads moved to assist when they felt the brief spike of panic, but could find no trace of them.

>20 MIA, presumed dead
>>
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Rolled 85 (1d100)

>>2345173

Headhunter Mursik, along with a ragged, wretched, wet, dirty, exhausted looking group of tribemembers who now sport strange intricate glowing patterns on their skins formed of scars...and our shaman council has arrived back at a cave entrance. The members shamble inside and curl up to sleep in the first chamber that's free of active hazards they find.

>Acquired 1 Unit [Green] Spirit Warriors

>Headhunter Mursik
"I'd like to report success, Elder Council.

Oh, also I got bored while waiting for these guys. And went out for some relaxation in the Mayhem. Don't worry, I was far enough away it didn't compromise their training. Nah, actually I think I just lured bigger beasties for them to deal with."

>Acquired: Unsorted Monster Materials [Very Large]


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 18
>Resource Points: 11
>Pop 640 Grave Mutants
>Military 550
>>Food: Very Good
>>Water: Plentiful
>>Morale: Very Good
>>Medicine: Average
>>Health: Good
>>Armaments: Very Good
>>Fuel: Flameseap [plentiful], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Networks.
>>Vehicles/Slaves: 10 Entranced Zombie Brutes, 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Plentiful], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs, Conthawn Bone Armor, Zombie Remains. Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Plentiful], Graverot Potion [Scarce], Hurknoth Lung Fungus [Scarce].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [4], Zombie Compost [Large], Fungal Materials [Very Large], Monster Materials [Average], Unsorted Monster Materials [Plentiful].
>>
Rolled 41 (1d100)

>>2345221
Fantastic.

>E
Lets find our missing boys. Mursik if you are not in need of rest, please assist.

>G
Lets start going through all the parts. Starting will Mira's help looking for parts to help with Mind-meld fungus and the heart added in.

Next looking for something with the shamans help. To gear our spirit warriors. We'll need something to strength their minds from attacks, weapons to damage even shadows, and armor to protect their souls from harm.

Then if we are lucky to have heavy monsters gathered. Maybe we can work on gear for a Heart Guard. To protect the Melded heart.

Remaining time will be armor improvements. Lighter plates to keep the same protection or gear with better mobility would be nice. Since scouts and Guerrilla Fighters are our main units. Perhaps there could be monsters that look undead to turn into suits for improved zombie tactics and hiding in their ranks.
>>
Rolled 1 (1d100)

>>2345221
Well, Hell's belles.

I vote for researching mind-meld fungus with Mama Mira and preparing for our very first Trade Meet.

>"Mama, the warriors are back! But they look like they'll need to sleep something off for a while. Can we explore the mysteries of the mind-melde fungus while they prepare their next expedition?"
>>
Rolled 3 (1d100)

>>2345339
Aah, how refreshing!

>Research the Mindmeld fungus with Mama Mira [LOCKED]

>Prepare for our first Trade Meet [LOCKED]

Unfortunately this won't be written tonight.
>>
>>2345375
All our supply is gonna get eaten by the bugs, isn't it?
>>
Rolled 56 (1d100)

>>2345375
Oh god, what have I done?
>>
Rolled 34 (1d100)

>>2345339
Gone fishing
>>
I can't believe I forgot this, but we need to remember to do training actions.
>>
>>2345339
Well someone is about to get to mind raped.

>>2345380
If I had to hazard a guess you're about to show up at/prepare for the wrong trade meet. Which is less bad and more amusing consequences.

Since it wasn't a 1 for GOING to the trade meet you won't likely end up at the one crawling with mutant and tribal haters...too bad that would have been funny.

Also lots of mind rape.
>>
>>2346111
And on the trade action... we are going to get shot on sight for being stupid smart zombies

2 questions genie,
Firstly without spoilers, what do you think the mind meld is or does, how would you use it and could/should we weaponize it (blow darts)?

And more important are you going to get back to the death quest?
>>
Rolled 34 (1d100)

>>2346234
Uh...that's exactly what Genie just was most likely NOT going to happen, due to it being an action to prepare for the trade meeting, rather than going to it.

I suppose it was inevitable we'd get a critfail on studying the mindmeld, given how often the action keeps coming up. Too bad it was shortly after Mira asked no one enter the cultivation chambers.

It might technically be possible to study it without entering the cultivation chambers, but that's where most of it is and where most fungal research is done. Not that it's unusual for anons to do exactly the thing they were told not to do
>>2344658
Like proposing getting stuff from the bugs immediately after being told they're viciously guarding all the material they've collected. Fortunately the way it was worded meant that part could be ignored, but it's disappointing not one anon noticed that issue before voting for it.

I know you weren't asking me, but from how it can only grow in an already established and diverse fungal environment, it's probably not great for just smearing on some darts or otherwise suddenly introducing to an enemy's body. It could probably be distilled into some sort of psionic poison, or psionic drug for that matter (enhancement or recreational), but I think we're getting ahead of ourselves here. The question of whether it could be weaponized in an effective (and efficient-it's kind of an important resource) manner seems like it would be better answered in-game, by Mira and/or research.

Also I think the mind meld fungus has some characteristics of a nervous system; it ties all the organisms in our base's environment together through symbiosis, but there's more to it than that, and the best way I can think of to do describe that is to compare it to a nervous system.

and your last question really is something that only Genie can answer :p
>>
>>2346279
My brain straight up skipped over the bugs guarding. Probably because I was too hyped to act on something we we're preping for. On top of being told to gather the bugs right after the Monster mayhem earlier.

Even worse is I remember reading the tunnel rerouting part.
>>
Rolled 78 (1d100)

>>2346279
I had thought we could find out what Mira knows and doesn't know, figure out what questions we need to answer in order to unlock it, the kind of research you don't need to go into the cultivation chambers to do because too many things are resolving.

This shall be a lesson in properly fluffing my suggestions.
>>
>>2346446
We kinda already did that
>>>2317459
Although re-reading it, I realize part of what I said was innacurate. The mind-meld can be found throughout our caves. A comparative study of specimens in different spots might be worthwhile.

Really it's just bad luck. I don't think you can really mitigate a crit-fail involving the mind-meld fungus, I'm just worried that the timing will make it even worse.
>>
This seems pretty cool but is there any way to go back and look at the first thread?
>>
>>2346480
>He says, not seeing the link right above him.

I'm a retard.
>>
https://docs.google.com/document/d/1Sdp3_3IeYmw9cJI-HMK5WyGQ6LIa8Dp2upXlOqdD4O0/edit?usp=sharing

Link for notes on our heroes, units, and other random info we pick. Y'all can make comments as Anon to let me know of wants or changes.
>>
>>2346234
Yeah to Prepare to Die Quest has been on my backburner for a long time.

Eh for the mind meld fungus I will only say you should be wary of it. As its a type of brain fungus with a very disturbing ability.

Brain fungus is rather difficult to weaponize. In truth, its greatest strength lays in other areas.
>>
Rolled 73 (1d100)

>>2345375
Wow, this is going to be hilarious. We'll resume the game sometime tonight most likely.
>>
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Rolled 23 (1d100)

>>2345221

"We've already studied the prepared beds, Mama. We really shouldn't go into the growth chambers just yet either, what are we to do?"

"Well, my dearie child," said your Brewed Mother while walking towards a huge, lumpy mass concealed in patchwork under several large tarps of insect silks and fungal fibers that failed to effectively conceal the purple glow that glinted underneath them "there is one bed we have not yet checked!"

>WARNING!!!
>>WARNING!!!!
>>>WWWAAARRRNNNIIINNNGGG!!!!!!!!
>>>HIVEMIND AWAKENING HAS BEEN DDD-DETECTEDD!!

>...
>...

>Alert!
-You have lost control of your Civ.
>>
oh boy here it comes
>>
>>2349267
-You have lost control of your Civ.
...So I'm going to assume this isn't an instant death but instead the beginning of something?


Fuck sake, if we end up creating a new tribal brood by accident I'll laugh
>>
>>2349277
Fuck tribal brood. That wouldn't be fair. They'll just make the land into what ever they want and you can't stop them in it.
>>
>>2349283
Thing is we'd be a very weak brood, at least at first. Hell our only real strength is the lucky fact we're still unknown to everyone around us. Meaning that if we do turn into that, no one will notice (except other psi civilisations)
>>
>>2349294
While weak we would have fungi to use. We could gas the under ground and take it over, slowly. Feeding on things to grow our potency.

Oh and with the heroes. We have a baby king and queen, I think.
>>
Rolled 68 (1d100)

>>2349267

Strange dreams.

Yes...strange dreams you've been having. Tt-the people, they are much like your own.

Yes.

They live in the same swamp as you do, you think. Yet it is not the same. Theirs is like unto the one you know, but where you know goodness and the wholesome nature of the things inside the swamp theirs...seems to be naught but viciousness, pain, and struggle. Yyy-YYOUU wonder if such an existence would even be worth LLIVING through.

Yes. Probably not, you decide, before you are suddenly jabbed in the shoulder by something sharp and metallic. You taste the salty copper of blood and look down to see the ground rushing up towards you.

Strange, you don't remember falling.

Oh look. It's ONNEEE of the people from your dreams, except...not. These ones look less pale, and have far more obvious signs of being shaped to the environment of their swamp. They glide through the water, propelled by strange protuberances like the jets on the squid you eat, only for those same jets to spew gouts of spores that seem to paralyze the camelloso your family members ride upon...and indeed your family too.

You wonder why they bother to SAAVE your brother, as he goes rigid and begins to slide off his mount and drown in the water of the swamp. Surely they have a reason...these not-men of your dreams made flesh.

Yes.

One is walking your way now, and you try to move your head to watch him but find that you cannot. Dully you feel a large spine, barb, or dart leak something down your neck. Aah, that must be why you're so calm. Did that really spill all the way from your shoulder? Maybe it's blood instead, or at least blood mixed with poison, at this point. The thought almost makes you laugh, but neither your clenched jaw nor thick tongue deign to cooperate with your effort.

Oh well, nothing really to do about it now is there? As the dream-man walks closer, you get a closer look at the differences between him and those you remember. The daubs of paint follow the same geometric scheme but are of less iridescent colors, there are of course the strange jet-organs you already noted, but by far the most striking difference is in the eyes. Where the men of your dreams have eyes of pallid, glossy white like those of the fish your family harvests...harvested...from the gorges that lead into the caves, this one has eyes of deep crimson.

As he draws closer you notice his lips are moving, suddenly bringing to attention that your world has been silent ever since you tasted the blood in your mouth. Hmm, you wonder if maybe he's trying to talk to you? What is he trying to say? You focus all your efforts on attempting to read the figure's cracked lips-

Aah, there it is.

"I said WAKE UP!"
>>
Rolled 1 (1d100)

>>2349323

>Alert!
-Your tribesmen are desperately hungry, and food reserves are nearly exhausted.
-Everyone's head ACHES, and most of the tribe members report unremembered injuries from before they lost consciousness...and strange dreams.
-Our storerooms look like we've been FUCKING ROBBED BLIND

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 23
>Resource Points: 0
>Pop 775 Grave Mutants
>Military 650
>>Food: Low
>>Water: Plentiful
>>Morale: VERY Confused
>>Medicine: Very Low
>>Health: Excellent
>>Armaments: Below Average
>>Fuel: Flameseap [Scarce], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Silent
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Low], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [1], Zombie Compost [Scarce], Fungal Materials [Very Low].
>>
Rolled 43 (1d100)

>>2349346
>G
First we hunt and gather. Head hunter will lead the hunt. Look and gather for all things edible till we can't.

>E
Mira and remaining people check the base in detail. If the bugs calmed down maybe we can gather some nice things. If it's time we should go into the heart room as well. Gotta be sure of what happen at home and to our cave.

With food and the base checked over. We can start looking into what that dream was about and return to some normalcy.
>>
>>2349346
Also 5 dam turns have passed us while out, our 10 brutes are gone, and I'm sure other things are missing or changed for sure.
>>
>>2349379
We've lost all our resource points and almost all materials.
>>
>>2349390
That will set us back a lot. Depending on the "people" or things that took our stuff.

Upside the swamp changes. So more new things to gather and study. Since we have the room.
>>
Rolled 97 (1d100)

>>2349371
vote
>>
>>2349399
True.


On the plus side, our population has grown a little.
>>
Rolled 77 (1d100)

>>2349371
I'll give this a vote so we can get moving.
>>
Rolled 17 (1d100)

>>2349371

>HUNT!!! [LOCKED]

>Check over the base [LOCKED]

Writan'
>>
Rolled 59 (1d100)

>>2349346

https://www.youtube.com/watch?v=a6BbvCC0VI0

Your hunters, scavengers, scouts, zombie infiltrators, and indeed the vast majority of your civ through themselves desperately into the hunt. The normal coordination that your members exhibit seems to have been completely abandoned in favor of raw ferocity as your men and women alike pour forth from the exits of your cave system and immediately set upon anything unfortunate enough to be edible and nearby. Trees are toppled over by your squads to get at the nests of rodents that make their homes in the roots. Giant beasts have the plates of their armored hides physically pried apart by your members bare hands, and then are bludgeoned to death with them before their organs are torn out and consumed on the spot.

>Headhunter Mursik
"Holy shit, what the fuck happened to you guys? I leave for a little bit and now I come back and you're all FUCKING HARDCORE AS HELL, RIGHT ON!!!!"

Your members eventually begin to resemble their former selves more than a plague of locusts as they spread out and gradually satiate their hunger, but it takes far more food than it has in the past for no apparent reason. Even as the disparate squads unite into proper hunting parties they still move with a newfound jerky fierceness, and instances of messily consuming kills on-site are so commonplace that the charnel leaking into the swamp's waters draws several fierce aquatic beasts...that are in turn attacked and butchered.

It is overall a slaughter, but our haul back belies the carnage as so much was consumed on the hunt.

>Acquired: Food: Average
>Acquired: Unsorted Monster Materials [Low]
>>
>>2349390
>>2349379
Not to mention most of our weapons and armor. On the bright sight, it seems we have effectively the same number of bodywurm eggs. Also I guess we grew some polimbic lymph fungus, and the hurknoth lung fungus has grown nicely. The insect hive networks are now Insect Hive Circulatory Networks, and we now have Bloodwyrm Infestations.

Plus the increase in health!
>>
Rolled 72 (1d100)

>>2349483

Mother Mira meanwhile searches through the caves with her Fungal Tenders and the members of your tribe who return from their feasts most quickly. The insects have certainly settled down, and have returned to responding gleefully or neutrally to us when we approach them, whatever materials they gathered during the Mayhem seem to have been integrated into the cave itself or are otherwise unable to be located. There are considerably more specialized breeds distributed throughout the colonies than previously, so perhaps the components were simply consumed.

The cave network itself, along with the ways in which everything is connected, appear to have been reworked extensively while we were out. Once our members memorize the new layout we should have a much easier time of moving around, without having sacrificed any security either. There are also several new streams of water pumping OUT of our cave after flowing through various fungal beds, and new growths are already beginning to sprout overland. This is presumably the Heart's doing, as it seems to have fully integrated itself into the fungal and cave network. It hangs by strange hybrid flesh-fungus tubes from the ceiling of our fungal farms and provides a constant dullish red light in them to accent the glow-lichens already there.

Altogether there are many minor changes that we will probably continue to discover as time goes on. There are a few major, and worrying points though.

>Alert!
-No trace can be found of our missing resources and materials, nor can any evidence be found of thieves having been in the caves.
-Some of the tunnels into the wider cave networks have been opened.
-The Serpent Brain is GONE.
>>
>>2349483
The music is so fitting to this.

>>2349490
Oh that's good. I guess the bugs are part of the heart now.
>>
Rolled 65 (1d100)

>>2349514

>Mother Mira
"Hmm, as worrying as all these developments are...If we can spare the forces I'd like to go check on the fungal grotto. It's been quite a long time since we've visited at this point."

>Mursik
"Yeah, you know we really ought to establish an outpost there. That way we don't have to keep visiting it deliberately in order to monitor the progress.

We'd have to have a resource point for that first though, I guess."

>Warning!
-Our rate of food consumption seems to have roughly doubled.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 24
>Resource Points: 0
>Pop 775 Grave Mutants
>Military 650
>>Food: Average
>>Water: Plentiful
>>Morale: Very Confused
>>Medicine: Very Low
>>Health: Excellent
>>Armaments: Below Average
>>Fuel: Flameseap [Scarce], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Low], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect
>>Materials: Rare Fungal Materials [1], Zombie Compost [Scarce], Fungal Materials [Very Low].
>>
Rolled 35 (1d100)

>>2349531
Hm I want to do that outpost soon, but first thinking we use that parts to replace weapons and armor. From there we can scavenge next turn for the resources for the out post.

>G
Mira the forces will be yours. The more info we have on the changes the better.

>G
Use the Unsorted Monster Materials. While it is low. Craftsmen see what we can put together for the hunters. We'll need replacement gear for them.

Then with the next turn we can maybe hit a monster Den for parts and resources.
>>
Rolled 8 (1d100)

>>2349551
Just what I was thinking.

We'll have to go out for parts and food again, but probably best to start small with this.
>>
Rolled 61 (1d100)

>>2349551
Vote!
>>
Rolled 18 (1d100)

>>2349570
Soon though, we should probably take the time to take a close look at ourselves. It isn't just our home that's changed.
>>
>>2349587
Yeah we have changed for sure.

Depending on the grotto. Our next actions will be a lot of gathering and research.

My current thoughts for our coming actions are.

F. Mira and gathers restock the supplies needed for fungi and research. / G. Head Hunter and our hunters hit a Monster Den.

Next with the supplies. G Grotto out post is to start building. D Mira study the changes.

Then G Head Hunter and troops will secure the new openings and clear out monsters in the cave. B Mira will work on building the defenses for the new openings.
>>
So uh, what exactly did happen during that whole event we were out I'm trying to understand.
>>
>>2349624
My guess is our Mind meld fungi connection went nuts. Mira touched in it it's no non spot. We all had a dream like thing happen. Where we saw memories of the ones before us. Then the Head Hunter told us to wake up.
>>
Rolled 7 (1d100)

>>2349634
Well you didn't all have the same dreams, though some people had the same or similar dreams. Mostly it just seemed like memories, though not necessarily always the person dreaming's memory.

Or maybe it was, such things have become blurry suddenly. Who experienced what and when.
>>
Rolled 61 (1d100)

>>2349551

>Visit the Fungal Grotto [LOCKED]

>Develop Hunter Gear? [It is recommended to gather resources before doing this]
>Y
>N
>Replace with gathering resources
>>
Rolled 74 (1d100)

>>2349687
Dam

>Replace with gathering resources
>>
>>2349687
We have parasites huh
>>
>>2349658
Can't we just Ask Mira what happened? Or what she thinks happened?
>>
Rolled 86 (1d100)

>>2349687
>Replace with gathering resources

>>2349613
I think familiarizing with the new outlay of our caves is advisable before expansion plan involving new openings.
>>
Rolled 44 (1d100)

>>2349740

>Mother Mira
"I'm sorry child but I was out just as cold as any of you. Clearly the Mindmeld did something. Our research was pointing towards it acting as some kind of pseudo-brain for the fungi, maybe it awakened and our proximity to the shock knocked us out?

Hmm...that doesn't really explain all our missing supplies though. Perhaps the answers will come with time, we need to do our best to retrace our steps and see what's happened while we were gone. That should offer clues."
>>
>>2349283
>>2349277
Brood ain't nearly that easy to make. Only reason why Memor pulled it off was that they were pure mutant and just happened to be based on part of a super research complex from hell. Then proceeded to make deals with the things that came from that old world research.

Not to say its impossible because technically it is. It's just...very difficult to pull it off. I think the ones who have the best chance of it are mutant bandits but even then it's quite unlikely and more of a brood rip off then proper brood unless they eat some actual brood and evolve. Still, though it's actually quite tricky to pull off.
>>
>>2350053
Well didn't they also recruit an actual broodmother very early on? That was before we realized Brood was its own separate thing and not a part of general mutancy.
>>
>>2350053
Also Genie I for one would still like to play a game based on Petyr and Abigails magic brood son trying to woo Rizal's tech brood to combine the four main forces of the universe (Magic, Tech, Psionic, Mutation) into the ultimate brood.
>>
>>2350118
You forget the fifth force. Glowy Joe.
>>
>>2349687
>>2349691
>>2349741
Would anyone like to add a third vote to gathering to confirm it?
>>
Rolled 38 (1d100)

>>2349687
Y
>>
Rolled 9 (1d100)

>>2350151
I'll vote. Though I'm a little hesitant to show my trips now.
>>
>>2350118
woah now anon who said anything about Petyr and Abigail's son having gotten infested too? Petyr could fix it given enough time. Guy's certainly rich enough and his wife is well connected enough with the Combine resources.

Also your main forces of the universe are incorrect.

>>2350130
Fucking Glowy Joe. Bastard is literally immortal not because he's just that bad ass or awesome nope he's just that lucky. He can do the impossible because he's just that lucky. You throw him into situations where its impossible to get out alive and out comes Glowy Joe without a scratch laughing about how fucking dope it is that he found a new meat bicycle and an ice cream cone made of Mama tears.

Grim Reaper goes after him and suddenly realizes 'fuck has this crazy bastard singlehandedly seduced every single goddamn lucky break in the universe'.
>>
>>2349514
>-No trace can be found of our missing resources and materials, nor can any evidence be found of thieves having been in the caves.
Not too bad but annoying.

>-Some of the tunnels into the wider cave networks have been opened.
Pretty bad but we can explore and reseal as needed without to much issue.

>-The Serpent Brain is GONE.
Well shit.
>>
>>2350240
Why would Petyr and Abigail want to remove the brood from their children?

Also Petyr would have been in ecstasy had he learned Rizal was the fulfillment of his dream of seeing a tech brood.
>>
>>2350685
Brood is severely flawed. Its why the Combine nor the Republic never took it seriously. Abigail herself actually has access to those things that are even better then Brood thanks to her Combine Military certifications. Petyr meanwhile would be in the position to realize the faults of the Brood over the Alien variants.

While that is true there is the very dirty secret behind WHY the Brood can integrate with technology that isn't bio. Petyr's goal relating to that is...fucking hilarious if you knew the truth. Oh I can't believe I forgot the Irony of it too!

Basically, there is actually serious possibility Abigail went over her husband's head and had the Combine Biotech division possibly specializing in bioweapons to modify their kids over the Brood. She would certainly have the connections to arrange it.
>>
>>2350711
I don't think we've ever even seen what the Alien equivalent of the brood is like.
>>
>>2350681
>Some of the tunnels into the wider cave networks have been opened.
Where are you getting that from? It specifically says
>>2349514
>without having sacrificed any security either

The other things, we just need to be patient and try to figure out what happened.
>>
Rolled 9 (1d100)

>>2349514
>>Alert!
>-No trace can be found of our missing resources and materials, nor can any evidence be found of thieves having been in the caves.
>-Some of the tunnels into the wider cave networks have been opened.
>-The Serpent Brain is GONE.

>>2350888
It's at the bottom, but like Mira said. " Once our members memorize the new layout we should have a much easier time of moving around, without having sacrificed any security either." Then I assume we should apply some fungi defense to the new areas.

So after the resources. Next turn will likely be do outpost and gear. Then Head Hunter with our forces will learn the layout and likely finish the out post. From there I assume we send teams into the cave system to grow our home and have Mira grow our defense to the new area.
>>
>>2350899
Ah, okay.

Remember we do need to figure out what changes have happened to our people themselves.
>>
Rolled 68 (1d100)

>>2350899
>>2350888
>>2350902
I should've been more clear.

There have been changes to the internal pathways of your cave network that will allow you to move around more efficiently once you get used to it. This was done in such fashion that it actually didn't compromise any security.

Separately though, some tunnels that were formerly closed off and lead outside your caves into the underground at large have been opened.
>>
by the way fellow anons.

It occured to me that, for our faction, we are not afraid to fight monsters.

As literal infantry.

As literal *tribal* infantry.

Most of our other factions would have wanted like a fleet of tanks or massed artillery support to even concieve of the idea of fighting monsters, and even then detaching and blending away without drawing attention to ourselves is a difficult prospect. This combined with our ability to hide among zombies and use them to our advantage really gives us a lot of options.

We should focus on things that particularly complement our phsyiques well.
>>
Rolled 97 (1d100)

>>2352154

>Things that complement our physiques
Well the potions that you guys have not employed Mama Mira to create yet (and can be created off of most anything, because she's a heroic-level brewmaster) act kind of like potions out of The Witcher...except amped up to 11 and then also with your mutant physiology playing into it.

In sum, if you for instance created a potion off of a monster that shoots metallic flechettes with organic magnets, your men would literally molt and have those adaptations for a while.

Of course, less dramatic stuff is easier and would require less research, but you have the technology.

The armor you make from monster parts can also straight-up shrug off futuristic .50 BMG rounds point blank..well the Conthawn stuff could (too bad you lost it, lol). The Mucausoid furs just have course pseudometallic hairs that are usually fairly free-flowing and light (allowing pretty much unrestricted movement) but cluster together in thick heavy mats when exposed to water, creating very efficient protection against slashing attacks. Seeing as water is easy enough to find in the swamp, your scouts prefer this stuff because they can just take a quick dip if it looks like shit's about to go down.

>>2349687
Writan'. Probably the only post of the night.
>>
Rolled 65 (1d100)

>>2349531

>Send Mira to the Grotto

Mira is sent along with some scouts and a few of her apprentices out to the Grotto. They return with both good news and bad.

The good news is that the fungal growth of the grotto are flourishing. In fact we might even consider heading that way to enact a harvest, seeing as our own fungal materials seem to currently be tapped out. This would be eased by having an outpost or fort established nearby though.

The bad news is that...all of the zombies are gone. Literally every single goddamn one of them. There is not so much as a pile of infected entrails left behind, well there are but they're clearly old and probably from the Monster Mayhem. We do detect hints of a trail though. Further investigation might reveal where the horde went.

Meanwhile we send out our scavengers to gather resources. They come back with a decent haul, but nothing spectacular.

>Acquired 6 Resources

One of our scavenger teams happened to think of checking on our field caches, to see if they'd been similarly robbed of resources. Indeed every single one had, but in the process of checking they discovered one dead-drop that contained an interesting note.

>From the Bad Beazed Gang, to our new friends the Grave Tribe
"Oh, what is there to say, really? Here it goes,

You showed up to our trade meet unannounced.

We thought you were just some unclaimed zombies, and slapped you in chains.

You gave us drugs to show you weren't, and we tripped so hard we literally melded minds.

And then you bought out our highest value item and a whole bunch of other stuff aside.

...Thanks for the memories, and for ALL THIS SICK FUCKING LOOT TOO.

P.S. Calling her 'Brewed Mother' is fucking hilarious. You'll always be welcome if you bring her hot ass with you.

P.P.S. By the way, just look for us in the swarms if you ever need to talk, trip, or trade again! We attached some of our signals for that shit."

Along with the note are some packages of materials, and a instructional guidebook listing some very specific symbols to be used by zombie imitators trying to identify each other without drawing ire in the middle of a horde.

>Acquired Zed Materials [1]
>Acquired Zed Trader Signal Knowledge
>>
Rolled 56 (1d100)

>>2352248

>Alert!
-Our farms are at their absolute maximum production, and only slow the draining of our food reserves. We will have to expand them or establish outposts for passive hunting, or something similar.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 24
>Resource Points: 6
>Pop 775 Grave Mutants
>Military 650
>>Food: Below Average
>>Water: Plentiful
>>Morale: Very Confused
>>Medicine: Very Low
>>Health: Excellent
>>Armaments: Below Average
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Rare Fungal Materials [1], Zombie Compost [Scarce], Fungal Materials [Very Low], Zed Materials [1].
>>
Rolled 48 (1d100)

>>2352248
Well that helps us know what happened. Tho I can't tell if by loot they mean the stuff we sold to them or stole.

>G - Mira - Outpost
Well the zombies are gone, it's grown well, and we need the outpost, be if for food or fungi. With Mira helping the planing. I believe we can make the most of the fungi here.

>G
Develop Hunter Gear with the parts.

Then we head out into the open cave to explore and map. Mira can study the Zed mats. As are only sign of what happened.
>>
Rolled 18 (1d100)

>>2352301
Vote

Once we start exploring, I want our people to be on the lookout for good places to expand farming to. May or may not be possible as-is with our reworked systems, but more likely it'll require expansion into new caves.
>>
Rolled 33 (1d100)

>>2352301
Support
>>
>>2350740
Sadly so but that is because they never had a reason to go out of their way to target humanity like the Brood did.

>>2352154
Technically there are two other factions also capable of it. Mutants for one can pull it off. Just see what goes down in Wastelands all the time.

Paramilitary technically can do it too. Thanks to their power armor, hardcore training, and extensive augmentations. It's just not worth the casualties. So they make sure to bring along support and don't rely upon pure infantry to take on monsters.

If they had to though they CAN do it. It's pretty common when paramilitaries are sweeping inside ruins or underground areas. Kinda hard to fit a tank inside those at times.
>>
>>2352577
Now that does not mean to say its impossible for other factions to do the same but basically right from the moment of Civ Creation they are the ONLY civs who can do it without suffering heavy casualties.

As always it's possible to build up higher stats, better troops, and so on so they can do it too. Like the vast majority of the time when people state 'only this civ and can do such and such'.

Is kinda false. Another other civ can do it too but due to differing starter stats, they just can't at the beginning. Technically these are EVEN true for Civ Specials. In this case though the way to get around it is by recruiting that civ into your own.

So watch out for hybrids! That isn't even getting into the freaky tactics, troops, and technology they can enjoy due to their fusion.
>>
Rolled 53 (1d100)

>>2352589

I think when players say "only this civ can do such and such" they're actually taking a fairly sober viewpoint and are really saying "We'd only be able to do such-and-such with this civ before we die horribly."
>>
>>2352577
>Mutants for one can pull it off. Just see what goes down in Wastelands all the time.
Well we are mutants

>Paramilitary technically can do it too. Thanks to their power armor, hardcore training, and extensive augmentations.
Yeah. We can do that with our bare skin and some mutational weaponry.

Though, I do wonder would Power Armor, Hardcore Training, and Extensive Augmentation for us/mutants be redundant-not very effective, or would it be twice as badass?
>>
Rolled 77 (1d100)

>>2352851
I'm sure Hardcore Training would do wonders for us.
Power Armor seems like it'd be more trouble than it's worth. We can already wear armor that's extremely strong and heavy-and can make such armor (conthawn bone armor). The subsystems are all things we could probably do easier and better as mutants and/or with potions. Power armor requires a lot of maintenance and, well, power.
Extensive augmentation, I don't know, but we already undergo extensive augmentation (of a sort) as mutants; getting military-grade augments would, again, probably be more trouble than it's worth. Because paramilitaries are really fucking possessive of them and the only people who could make new ones would be certain think tanks.
>>
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>>2353305
I feel like a mad scientist and a healthy dose of mad science could pull of special power armor designed for mutation, with lots of bio super science thrown into it.
>>
Rolled 75 (1d100)

>>2353519
Sure, but the question is, will we ever get to the point at which it would be worth it? At the moment, we don't even have scientists who could begin looking into the problems inherent in designing power armor for mutants, much less scientists and engineers who could actually make the armor; and if we did, would it really be the most efficient use of their talents?
If you mean actual MAD science, implementing it on a large scale would never be worth it.

Out of curiousity though, do you mean like a living, biologically based suit of armor?
>>
Rolled 82 (1d100)

>>2353613
>>2353519
Training's where it's at.
For all our people, but of note are our perfectly good Dream-Warriors who just need experience.

That, and Mother Mira's potions. She could develop Hulk-Juice that grants the same strength and durability power armor would, and it's something we could develop with the personnel we already have (might need to find some special ingredients though) AND further research could potentially make the effect permanent.

While if we had that kind of biotech, our options would be nearly limitless. Improving our 'shrooms and insects, developing new ones, making weapons, non-powered armor, pets, attack pets, controlling monsters, hijacking zombies with our fungus, beasts of burden, and perhaps best of all, good old self-improvement through mutation until we become LIKE UNTO GODS

Rolled 73 (1d100)
>>
>>2353613
>Out of curiousity though, do you mean like a living, biologically based suit of armor?
No idea. I mean more like finding and being friendly with such a group of geniuses and getting in their good graces.

>>2353659
Training
Potions

and a healthy does of mutation. We need to try more mutations too.
>>
Rolled 36 (1d100)

>>2352271
I vote
>D: Research with Mira's bonus
Figure out why our food consumption has gone up so much and whether we can curb it
Meanwhile, we need food
>F: Scavenge, specifically for food sources
>>
>>2353305
>>2352851
I remember from another game that augumentations don't work with mutants very well, our biology is too unstable.

that said, a lichen armor that delivers battle drugs as needed would be badass. I do think we need to figure out the food situation though.
>>
Rolled 99 (1d100)

>>2352301

>Establish an outpost at the Fungal Grotto, with Mother Mira's assistance [LOCKED]

>>Mother Mira requests permission to utilize an extra resource and create a Fort instead (this is an upgraded outpost).
>Y
>N

>Develop Hunter Gear [LOCKED]

We have several different, well known patterns for hunter gear that our crafters could make without requiring any research. Please vote for one of the following. Some options require more resources to make than others, and this will impact how much you produce per turn as well as material consumption rates.

>Light Hunting Armor
-With an emphasis on speed and mobility, light hunting armor primarily emphasizes the use of various stealth and mobility enhancing monster parts. Good foractive pursuit of prey or stalking, fares poorly against larger and tougher game.

>Medium Hunting Armor
-Well rounded armor that is equally adept at close combat or attack from afar. Lacks the additional mobility of your light armor, but does not actively hinder movement too much. The best suited armor for ambush tactics, and prey that is susceptible to such.

>Heavy Hunting Armor
-MORE ARMOR. HAHA, YOU THINK YOUR TANK CAN TAKE A HIT? WHAT IF I HIT IT WITH MY ARMORED FIST??? NOT SO TOUGH NOW ARE YOU? Best suited for taking on the largest and toughest game in a head-on fight or bearing the brunt of being a distraction force. Actively penalizes movement.

>Special Hunting Armor
-Midway between the protection level of Light/Mid armor. Utilizes many special monster parts to grant unusual boons to the wearer and enhance their natural strengths.

Writan'. If you don't select your armor type soon enough then you'll just get medium armor as a placeholder until one is chosen.
>>
>>2353753
>Medium Hunting Armor
or
>Special Hunting Armor


Christ it's Monster hunter all over again...
>>
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Rolled 22 (1d100)

>>2353765
Oh, I'm getting that across properly? Good, good. Welcome to playing tribals, where you don't lack technology but rather have a very developed tech tree that's completely incompatible with the traditional factions.
>>
Rolled 61 (1d100)

>>2353753
>Y

>Special Hunting Armor
The makings of Tribal Doom Armor.
>>
Rolled 45 (1d100)

>>2353749
>>2353734
Very True. We'll have to start working on the food situation next turn.

>>2353753
>Heavy Hunting Armor
On the assumption that this is the preferred model for exploring underground.
>>
Rolled 15 (1d100)

>>2352271

Mother Mira makes excellent progress in manipulating some of the existing strains of fungi into producing particularly noxious compounds in staggering amounts, and some fortifications and places to stay are otherwise carved out of the dirt and large mushrooms growing in the area. There is certainly considerable room to make it better, but this is now a mildly defensible location. In a single turn, too, thanks to our hero!

>Acquired, Grotto Fungal Fort [Barebones].

>Headhunter Mursik
"Good to see that the Council listens."

Meanwhile our craftsmen produce an overall underwhelming amount of armor for our men. Truly our collection of lost full sets of Conthawn Bone Armor were treasures that will take dedication and effort to replace.
>>
>>2353785
>Oh, I'm getting that across properly? Good, good.
Oh it's quite clear from the weapon's you described earlier for example. Hell to be fair I always assumed this was how tribals mostly survived, that and actually being smart and not trying shit that'd get their asses handed to them, god help our tribe, like we've done in past because we got cocky.

>Welcome to playing tribals, where you don't lack technology but rather have a very developed tech tree that's completely incompatible with the traditional factions.
Path of least resistance and all that. When life gives you lemons, you make lemonade; when life gives you the corpses of horrifying deadly monsters, you make weapons and armour to kill more of said monsters.

To be fair, it's also not entire incompatible with traditional factions, rather it's just a matter of us not facing the same problems or having the same resources and skills which leads to our solutions being so radically different that they are hard to align.

Bandits are proof of this, since their whole thing is just slapping together whatever works best and so they'll use both old and new age methods where available and effective.


Also have you heard the Monster hunter: world song that Miracle of sound did?
>>
Rolled 70 (1d100)

>>2353848

>WARNING!
-We have detected signs of extensive monster movements going on underground, and they seem to be heading towards us.
-Zombies overground are acting agitated, and heading towards various underground entrances.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 26
>Resource Points: 3
>Pop 775 Grave Mutants (150 at Grotto)
>Military 650 (150 at Grotto)
>>Food: Below Average
>>Water: Plentiful
>>Morale: Confused
>>Medicine: Very Low
>>Health: Excellent
>>Armaments: Below Average
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Rare Fungal Materials [1], Zombie Compost [Scarce], Fungal Materials [Very Low], Zed Materials [1].
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
>>2353862
>WARNING!
>-We have detected signs of extensive monster movements going on underground, and they seem to be heading towards us.
>-Zombies overground are acting agitated, and heading towards various underground entrances.
Oh shit, two ways to respond to this: one, batten down the hatches; two, send our warriors / heroes to fight'em.
>>
Rolled 6 (1d100)

>>2353871
We were already planning ot scout underground, no? Headhunter Mursik can take charge of a scouting/hunting party, and he'll know how to split our underground scouting efforts, so he should be in charge of that operation. Up to our scouts discretion on whether to engage, if they do they need to be sure not to get bogged down.

This probably has something to do with things that happened while we were "out," monsters we'll have to deal with, but we have yet to see what the deal with these zombies is...anything other than a controller zombie means they're a good thing in this situation.

Scouting for first action, second action...Mother Mira will lead efforts to figure out what changes happened to our people themselves?
>>
>>2353898
I'd rather we do a double scouting / scouting + hunting underground action to thin their numbers and figure out what opened tunnels aren't a problem and which ones are.
>>
Rolled 100 (1d100)

>>2353862
Boys it's time to te whatever the hell these changes are. Headhunter and all those can slap on some armor start picking away at the incoming monsters.

Mira I would saw go back to the fort and finish that up. But right now we need some potions to fight these monsters. Anything that you can give us to help you unarmoured people.
>>
>>2353938
Dam all that miss spelling, still. Get wreck monsters.
>>
Rolled 48 (1d100)

>>2353938

It's incredible that every time you fucks get a 1 for random events you promptly roll phenomenally to counteract them.
>>
>>2353950
Welcome to /qst/ dice. They are madness but generally seem to roll higher than /tg/'s.
>>
Rolled 8 (1d100)

>>2353938

>Hunt the incoming monsters with the Headhunter [LOCKED]

>Make potions to help the unarmored with Mira [LOCKED]

>Crit detected!

Writan'.
>>
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Rolled 85 (1d100)

>>2353862

There is a quiet hubbub ongoing among the gathered warriors of your tribe, as they arm themselves from the...rather lean stockpiles of arms and armor that are left in your base. It is tinged with worry, and the patina of the nearby mindmeld blooms shift continuously through a mosaic of the dull yellows of repressed fear and earthy greens of fatalistic despair.

"-haps we did something in our slumber to deserve this..."

"would the elders really send us out into the depths underequipped so?"

"I may die this day, but it will be in defense of my home...I could ask for no finer death."

The ghostly form of your Headhunter watches the assembled hunters from the shadows of a ledge, almost seeming to flicker in and out of existence in the gloom, unnoticed by all except the glowing Spirit Warriors that flank him.

"Tsk tsk. This simply will NOT do.

Look at these pitiful oafs. They think themselves weaponless! Just because they don't have weapons!"

The Headhunter's eyes shift from observing the group on the cave floor to rest on the tattooed Spirit Warriors.

"You know better, now don't you?"

A gaunt female mutant, the strange inks worked into her skin rippling with strange colors that seemed to absorb the light around her, swaggers lazily out of her peers to stand beside the Headhunter and look out on the crowd gathered below.

"It may be so, Mursik, but we were not so unlike them not long ago.

I see their potential, even if you do not. They simply need a...nudge."

Your Headhunter glances at the female mutant before responding in a surprisngly thoughtful tone.

"Maybe you're right, Anantha.

Speeches aren't really my dig though."

"Oh, that's quite alright." Says the female mutant, who is suddenly holding several huge bags from nowhere that clink and slosh with the sounds of liquid-filled containers "Actually my little sis and Mama Mira gave me just the thing-"
>>
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Rolled 10 (1d100)

>>2354058

The monster slams into the stone wall with sufficient force to send out a spiderweb of cracks from its impact, before immediately bouncing back and bending itself at an unnatural angle to avoid the spear that had followed it. The thrown weapon barely gets the chance to touch the cracked stone before the monster plucks it from the air with its claws, crumples the inch thick alloy haft like so much tin foil, and consumes the metal ball before screaming with a maw that is fully half the length of its body and throwing itself back into the fray beyond a corner.

It is promptly seen again as it is thrown back against the splintered rock face by an unseen force. This time one of your tribe members, the skin of their arms and back disrupted by spiny growths that sport the grisly remains of skin and fatty deposits that they erupted from beneath, follows the monster with a bone-cracking drop-kick and a flurry of rapid punches until there is nothing left but a toothy pulp and rock splinters where formerly there had been a living creature.

"Got it, Bill?"

The tribeman stands over his kill, watching several things that resemble but are certainly distinct from beating hearts pulse and shiver before walking away and starting to respond to the call.

"Yeah, I-"

At which point the splintered mass of bone and flesh heaves up to try and engulf your man, prompting another scuffle lasting a few seconds that ends with the corpse nailed down to the rock in several places by quills drawn from your tribe member's arms and shoulders.

"-got it, Ted! Now QUIT FUCKING DISTRACTING ME, OKAY? We don't know how long these potions are gonna last!"
>>
Rolled 100 (1d100)

>>2354098

Your men have moved out into the underground in force, and are effectively moving forward and thinning out the monster hordes with /exceptionally/ few casualties given their lack of equipment.

We hit suddenly, and the combination of some special concoctions out of Mama Mira's own stash, our newfound ferocity, and being well-fed enough to coordinate with one another has decimated the forward waves of monsters. However, there is no sign that they're going to stop coming anytime soon. Soon we will be besieged in our cave, unless we maintain the assault.

>Alert!
-More zombies are pouring into the underground.
-The Monsters are becoming tougher.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 27
>Resource Points: 2
>Pop 775 Grave Mutants (150 at Grotto)
>Military 650 (150 at Grotto)
>>Food: Average
>>Water: Plentiful
>>Morale: Furious
>>Medicine: Low
>>Health: Excellent
>>Armaments: Below Average
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Rare Fungal Materials [1], Zombie Compost [Scarce], Fungal Materials [Very Low], Zed Materials [1].
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 26 (1d100)

>>2354115
Not sure of the best move. I doubt we can call in bandit support to raid with little to offer. If they gather for us while we attack. That would give us a chance to rebuild the gear. The Zeds could even guide the zombies.

>Questions
Are the zombies helping us? I assume they would, but gotta ask.

If there is no smart zombie. We can try bring more zombies in to help.

So say Mursik and a good chunk of our fighters keep hitting. Another branch off to gather zombie support.

If the zombies are coming in on their own in greater numbers and helping. Then Mira can work on fungi weapons to eat away the incoming monsters or we can gather parts. So next turn craft into more gear.
>>
>>2354115
lookie there, another 100!
>>
Rolled 63 (1d100)

>>2354115
Do we have any idea as to the reason behind the movements of the monsters or zombies?

Action 1:
Continue the assault, be prepared to fall back to the cave soon though.

Action 2: Prepare our cave for defense, and to receive our returning assault force. Make sure our various defenses are at the ready, see if any openings could be quickly closed off.

If nothing can be done with defenses (as was the case at the beginning of the game), instead craft gear for battle.

I always forget whether GM rolls count for rule of 3. Seems pertinent to mention it now that we've had both 1s and 100s
>>
Rolled 5 (1d100)

>>2354144
Wait, what?

Oh goddammit.
>>
we need to try to find some way to get the monster horde away from us. Like what you do in teh face of a roaring river, you create a path of least resistance for it to flow through. But how
>>
>>2354146
>Do we have any idea as to the reason behind the movements of the monsters or zombies?
I'm guessing but the zombies are moving into the caves, it's possible they woke the monsters up.

>>2354152
Well a decent suggestion would be to just block off the tunnels we're fighting in.
>>
Rolled 98 (1d100)

>>2345339
>>2349346
1

>>2353938
>>2354115
100

>>2354152
Kinda hard when they're converging on our home base from all directions except above. Actually, that's just what I assume; is that actually the case?

Regardless though, the implication seems to be that they're targetting us/our home specifically. Which kind of makes the "get them away from us" a difficult proposition.

Although begging our heroes to come up with a solution has been a long tradition. Maybe Mother Mira could make some kind of ultra-powerful lure and Headhunter Mursik could plant it somewhere a safe distance from us.

>>2354156
Yeah, that's kind of what I was trying to get at with the defense action; we can't block off the tunnels while our warriors are out there fighting, but we could potentially close some of them, or start closing them, or at the very least determine what it would take to close them.
>>
Rolled 51 (1d100)

>>2354178
The fuck are these rolls.

ONE MORE ROLL!
>>
Rolled 77 (1d100)

>>2354178
Yes, you're under siege from all sides.
>>
Rolled 19 (1d100)

Ah, shit. We need to figure out whether or not controller zombies are behind this. If they are, their plan is to chase the monsters towards us while gathering all the zombies in the area.

>>2346480
>>2346482
>>2346479
It's been nearly a week, so that link will be ded soon. I think. Either way, it doesn't stay there forever, so I took the liberty of archiving said thread on suptg.

http://suptg.thisisnotatrueending.com/qstarchive/2298775/

>>2347412
This is useful and deserves a mention while I'm thinking about it.

On a different note, what'll our actions be guys?
>>2354140
I'll switch to this due to the need to find out what the deal is with the zombies.
>>
Rolled 36 (1d100)

>>2354140

The zombies by-and-large haven't reached where your forces are fighting yet. You're near the surface a fair distance away from your cave at the moment...but it's like you're on the dividing line between 'shallow' and 'starting to get deep' and the zombies are all pouring in from surface level.

They're also concentrating a little bit further out than most of your forces are right now. You have seen a few zombies (that seem especially weird, actually) but they've not been hostile and your men have been busy killing the shit out of some monsters too.
>>
I think if we can hold the line a little longer, the zombies will make solid contact with the monsters and distract / eliminate them. Allowing us to salvage materials and disengage / prepare some defences. Based off what Strelok said here >>2354289.
>>
Rolled 32 (1d100)

>>2354308
So devote both actions to keeping up the assault? Sounds okay to me.
>>
Rolled 94 (1d100)

>>2354324
For sure we should keep assaulting. Just not sure if I can agree to double turns of it. We need some gear for when the brew stop. Mira could likely help with fungi weapons. Then we can risk gathering when the zombies get here or something changes.

And she can't help a weapon she can at least help with traps to ambush from.
>>
>>2354437
If things go as planned, we'll push the monsters back far and long enough for the zombies to essentially replace our frontline, allowing us to gather whatever materials we can, retreat, repair and return.


Also, I'm getting the feeling we were overestimating the underground or at least the near surface stuff. We should've been expanding through these areas far sooner.
>>
Rolled 62 (1d100)

>>2354437

Developing a fungi weapon to combat this specific foe on such a short time scale is a bit of a tall order. Traps also aren't Mother Mira's specialty.

You haven't used any of Mira or Mursik's active abilities though, perhaps you should consider them in your tactics.

>>2354457
The underground is supposed to be much scarier than it seems in your current experience. As soon as you guys roll less than a 90 for operating in it you're likely to feel it.
>>
Rolled 92 (1d100)

>>2354457
This does seem like the time to put everything into keeping the assault up.

But dude, we got a crit. That doesn't mean the underground is to be trifled with.

>>2354470
With this in mind, I suggest that if things turn pear-shaped, Mursik uses his ability to have him and the others disengage and fall back to base. And even if things go well, probably use it next turn.

While Mira's Brewbomb could potentially be used right now to aid in keeping the pressure on the monsters. However it may be better to wait until they're clustered at the entrances of our home to unleash it.
I propose she be authorized to use it now.

>>2354437
My assessment is that the best thing we can do for this fight is to focus our energy on it in the hopes of winning a quick conclusion to it. We have few resources with which to craft, and we don't know if spending them now would allow us to produce sufficient armaments to make a difference anyway. Our morale is currently "furious" and (if I understand correctly) the potions are still active, best to make the most of these things while they last.
>>
Rolled 55 (1d100)

>>2354470
I have thought about collapsing the tunnels and using Mursik's withdraw power. If Mira can make an explosive or something strong enough to do that.

I'm not sure how much time they would buy us. Yet Mursik said we could do it before. So that's something to think about.
>>
>>2354508
>But dude, we got a crit. That doesn't mean the underground is to be trifled with.
True but I'm more so talking about the fact that our guys are taking ground against a seemingly endless swarm of monsters without weapons or armour for the most part. Even if they do have potions.


A properly equipped force, in my opinion, could probably be produced in four turns of regular activity. All we'd need are sufficient arms and armour (something we should be able to create if we can salvage even a percentage of the monsters we've killed), backed by combat and scouting potions.

>With this in mind, I suggest that if things turn pear-shaped, Mursik uses his ability to have him and the others disengage and fall back to base. And even if things go well, probably use it next turn.
That would be advisable, although I'd like it if we avoid collapsing the tunnels / retreating entirely for a little while after that in order to gather as many materials as we can from the bits we've cleared, gotta make the most of this horde's remains to restore our depleted stock.

>While Mira's Brewbomb could potentially be used right now to aid in keeping the pressure on the monsters. However it may be better to wait until they're clustered at the entrances of our home to unleash it.
True but I wonder if we could use it to reinforce the potions we currently have active, or even enhance them further?

>>2354999
True but the question then becomes, why are they coming towards us? Will they just keep coming and burrow through the stone or will they eventually stop?

If they don't stop, then sealing the caves just lets them concentrate until they do break through while also denying us any info about what the hell we're facing. If they do stop, then we have no reason to seal off the caves while we hold the advantage in case we can eliminate enough or all of them to actually secure some additional space and crafting materials / food.
>>
Rolled 97 (1d100)

>>2354999
Collapsing tunnels is a risky business. Given time and resources you're able to effectively close tunnels via rubble and such but it's not an instantaneous thing.

Collapsing them is possible, though difficult with your reduced stock of Spore Grenades and Fungal Materials. It would be instantaneous but might cause further collapses and might draw something else's attention as well.

>>2355054
You're capable of operating in the shallow underground when you're well equipped. It's always dangerous, but doable. The rewards are quite possibly worth it as well.

But you did get a crit to face this endless swarm of monsters and you are using crit-tier potions out of Mama Mira's personal stock.
>>
... soooo... what have I've missed since the time we've got hunter hero?
>>
>>2354140
Zombies are mindless when there is food it doesn't matter how badly outnumbered they are. They'll still charge right at it unless there is some other force at play.

Literally it can be the most obvious trap in the world. Like a piece of meat in the middle of a mine field and they'll still try to charge right through to eat the piece of meat.
>>
>>2355254
True but my main point is that we can certainly tackle the threats we'd face from close-to-surface expansion without significant losses assuming we take reasonable precautions and preparations, excluding the possibility of bad rolls or awakening something deeper.

>>2355545
A lot.
>>
Rolled 59 (1d100)

>>2354115

So let's see if we can get some consensus going here.

>>>Action 1
>>Continue the Hunt against the monsters!
>Y
>N

>>>Action 2 [Choose 1]
>Scavenge the hunting grounds during the lull
>Prep the cave's defenses for a retreat
>HUNT THEM MORE!

Be sure to include 1d100
>>
Rolled 51 (1d100)

>>2356165
Yes!
Scavenge the hunting grounds during the lull!
Vote!
Let's hope we get another 99!

Hard to prioritize here, but the scavenging might be more crucial than prepping the defenses this turn.

>>2355054
>True but I'm more so talking about the fact that our guys are taking ground against a seemingly endless swarm of monsters without weapons or armour for the most part. Even if they do have potions.
Yeah, because of a crit.

>That would be advisable, although I'd like it if we avoid collapsing the tunnels / retreating entirely for a little while after that in order to gather as many materials as we can from the bits we've cleared, gotta make the most of this horde's remains to restore our depleted stock.
Okay, but we'd have a huge advantage facing the monsters in our fungal caves, where our defenses would be in play. Collapsing the tunnels is a separate issue, and I do not suggest collapsing all of them at once. We would presumably still be able to scavenge the battlefield after it's over even if said battle reaches our doorsteps.

>True but I wonder if we could use it to reinforce the potions we currently have active, or even enhance them further?
Now there's a thought. Given the current potions are from a crit, it'd probably be worth using brewbomb on our troops.

>>2355856
That was always the case. I'll grant that anyone who assumed otherwise was overestimating the underground, but we had our first foray into the underground to rendezvous with Mursik and were already planning to expand into the nearby caves.
>>
Rolled 62 (1d100)

>>2355545
A good amount. I'm on the phone right right now. So I'm not going to be able summarize all that had happened. Currently we're stuck between a rock and a hard place. The under ground monster are coming for the open space and meat, I assume. We have practically no gear.

>>2354115
My thoughts were to do...

>Act 1
Keep up the assault. Once we find a leader or hero. It maybe time to let our hero do his solo ability. So we can either talk it out or Duke it out.

>ACT 2
Get some zombie handles to go top side and speed up the zombies. Plus make them more effective.

>>2356165
But after being able to finally post as my phone IP is blocked everywhere. Looks like we got 3 to pick.

>Scavenge
Risky but so are most things right now. We need gear to fight when the points wears off.

While Mira can't make any weapons do to time. I wonder if her ability will have any effect on them. Maybe we can confuse the monsters and they'll start in fighting.
>>
Rolled 9 (1d100)

>>2356165
>>>Action 1
>Y

>>>Action 2 [Choose 1]
>Scavenge the hunting grounds during the lull


>>2356223
>Yeah, because of a crit.
True I suppose.

>Okay, but we'd have a huge advantage facing the monsters in our fungal caves, where our defenses would be in play.
True but most of our defences aren't around these opened tunnels but rather the way to the surface. We'd probably find it easier but I'd like if we could win this fight outside of our base, to avoid risking damage to it.

>Collapsing the tunnels is a separate issue, and I do not suggest collapsing all of them at once.
Agreed. Fact is that'd almost certainly take too long and consume too many resources.

>We would presumably still be able to scavenge the battlefield after it's over even if said battle reaches our doorsteps.
Monsters may consume a fair portion of the corpses on their way to our base. Not to mention if we seal off the section that they are in, we'd have a hell of a time getting to them.

>Now there's a thought. Given the current potions are from a crit, it'd probably be worth using brewbomb on our troops.
It certainly couldn't hurt. I mean honestly just using everything we have to resolve this or die is advisable.

>That was always the case. I'll grant that anyone who assumed otherwise was overestimating the underground, but we had our first foray into the underground to rendezvous with Mursik and were already planning to expand into the nearby caves.
To be fair, we got a crit then too and more importantly, I think people assumed that the area he was in was safer because we'd sent a far smaller force and it wasn't sealed off.

Main point is, we are almost certainly able to somewhat safely expand without even needing to surface and risk exposure to other civilisations.
>>
Rolled 3 (1d100)

>>2356223
>>2356263
>>2356278
Hey look, consensus to fight and scavenge!
>>2356263
although this is somewhat confusingly worded, this anon appears to be changing act 2 to scavenge. Awkward formatting is understandable given anon's apparent difficulty in posting and having to do so from phone.

>>2356278
>To be fair, we got a crit then too
Incorrect. We got a doubles bonus. >>2323746

> I think people assumed that the area he was in was safer because we'd sent a far smaller force and it wasn't sealed off.
The part Mursik was in was absolutely sealed off, he initially wanted us to unseal an entrance to let him in. We also found the giant serpent-beast he slew down there.

>Main point is, we are almost certainly able to somewhat safely expand without even needing to surface and risk exposure to other civilisations.
The plan involved going over the surface to nearby underground entrances. You talk about overestimating the underground, but now you're overestimating the danger of the surface; staying hidden doesn't mean never venturing aboveground; how do you think we've gotten monster materials in the past, when all the underground exits were sealed? Fact is, avoiding the surface like the plague would make us more vulnerable; we need to stay familiar with the surface, retain our edge in familiarity with the swamp and be aware of potential threats.
Unless you mean expanding on the surface, in which case, we already have the grotto, we've already put resources (and a rare fungal material!) into it, and Mother Mira herself said it could become something really great if we keep working on it. Also it's kind of also a hidden cave, and it's physically separate from our home base, unlike the kind of expansion you're talking about.
>>
Rolled 49 (1d100)

>>2356165

>Continue to hunt the monsters! [LOCKED]

>Scavenge the hunting grounds during the lull [LOCKED]

Writan'.
>>
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Rolled 62 (1d100)

>>2354115

Your men continue the assault against the monsters, utilizing the breathing room they'd created to set up ambushes for the next wave of incoming monsters at the command of our Headhunter. The ambushes go off exceedingly well as the new monsters pursue the scent of blood, and the chambers and tunnels your men set up in quickly become charnel pits of gore, with ichor and fluids of all descriptions creating new multicolored lakes that are quickly slurped down by the local colonies of mites and insects.

The more monsters that come the easier it becomes for your mutants move through and hide in the mounds of dismembered monster parts, using the temporary powers granted them by the potions to great effect in the close quarters even against the larger, heavier, and meaner monsters that begin to show in increasing numbers. The fighting is fierce and bloody, but for now your perimeter holds.

>Alert!
-The effecst of Mama Mira's potions are wearing off.

Though the effects of Mama Mira's potions keep casualties to a minimum they begin to fade and the monsters do not.

>Suffered 50 Casualties

>Headhunter Mursik
"There's something strange going on here...

The monsters are seeing something we are not."
>>
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Rolled 94 (1d100)

>>2356694

Two of your tribals slink out from the darkness of a nearby tunnel to stand over the corpse of a particularly large monster, the thick ropy hairs it seemed to once have had instead of skin burnt to blackened stubs by the effects of one of your warrior's temporary adaptations. Sparing the creature hardly a glance one of them draws a cruel looking knife of obviously organic make and begins to remove the remains of the monster's hide to look for useful organs. His partner lights the cap of a strange mushroom torch and fends off the rapidly encroaching circle of insects that had scattered at their approach using the noxious gases that come off the implement, before looking over his shoulder when the noises of butchery noticeably stop. The mutant's jaw drops momentarily along with his torch, and he quickly scrambles to retrieve it as the circle vicious insects surges forward at the lapse.

The butchering tribesman stands among the gutted entrails of the monster holding up a translucent, mucous-covered sack fully the size of himself that is entirely filled with shimmering dark-green pearl-like objects the size of fists on the inside.

"Holy fuck, we've got a gold mine."

>Alert!
-The monsters of this horde seem to be FUCKING STUFFED FULL OF GOODIES
-The carnage your men are leaving behind seems to be triggering a secondary movement of monsters from deeper underground.
-The odd zombies are showing up in greater numbers towards your ambush points east of your base. This also seems to be where most of the monster horde is heading towards.
-Most of the zombies in the immediate area aboveground are now clogging the entrances to the underground as they try to get in.

Your craftsmen are literally drooling looking at the haul your scavengers have brought back.
>>
Rolled 26 (1d100)

>>2356769
>>
>>2356485
>Incorrect. We got a doubles bonus.
My point was we had a bonus more than anything but I concede the technicality.

>The part Mursik was in was absolutely sealed off, he initially wanted us to unseal an entrance to let him in.
True but my point was it wasn't sealed off, as he had managed to get in there from the surface not that it was entirely disconected.

>We also found the giant serpent-beast he slew down there.
True but I think that just cemented their fear of the underground.

>The plan involved going over the surface to nearby underground entrances.
I know, I'm the one who suggested that.

>You talk about overestimating the underground, but now you're overestimating the danger of the surface; staying hidden doesn't mean never venturing above ground; how do you think we've gotten monster materials in the past, when all the underground exits were sealed?
By going to the surface, I know. I just don't see a reason to try and expand over the surface and get into direct competition with a bunch of other civilisations when we can just expand through the caves.

>Fact is, avoiding the surface like the plague would make us more vulnerable; we need to stay familiar with the surface, retain our edge in familiarity with the swamp and be aware of potential threats.
True but I see no reason why we should expend much effort in creating settlements topside.

>Unless you mean expanding on the surface, in which case, we already have the grotto, we've already put resources (and a rare fungal material!) into it, and Mother Mira herself said it could become something really great if we keep working on it.
True but luckily it is decently disguised as a fungal zombie hive and shouldn't attract too much attention.

>Also it's kind of also a hidden cave, and it's physically separate from our home base, unlike the kind of expansion you're talking about.
...I was unaware that the fungal grotto was underground. That changes my plans slightly. Mostly in how needed the tunnelling bugs are and how much so I want to establish a civilian population at the grotto.


>>2356694
>>2356769
The plan is working, we just need to hold long enough for these monsters and zombies to really get stuck into each other (I'm betting two turns before we can start pulling out at the most), allowing us to pull back and figure something out. Also good news about all those materials, we're gonna need them to repair and replace shit.
>>
>>2356769
A part of me really wants to have the zombie infiltrators to help move the zombies. Yet we really need the craftsmen to work.
>>
Rolled 22 (1d100)

>>2356769

>Warning!
-Our Grotto Fort reports that the Brycity Bandits have taken notice of the zombie movements, and are dispatching some vehicular teams to investigate in that direction. They are well equipped for being scouts, and have some Muzen guides with them, perhaps it is a proper expedition?

>Acquired: Extremely Rare Monster Materials [5], Rare Monster Materials [5], Monster Materials [Low]

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 28
>Resource Points: 2
>Pop 725 Grave Mutants (150 at Grotto)
>Military 600 (150 at Grotto)
>>Food: Average
>>Water: Plentiful
>>Morale: Furious
>>Medicine: Low
>>Health: Very Good
>>Armaments: Low
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Rare Fungal Materials [1], Zombie Compost [Scarce], Fungal Materials [Very Low], Zed Materials [1], Extremely Rare Monster Materials [5], Rare Monster Materials [5], Monster Materials [Low].
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 9 (1d100)

>>2356801
>>2356782

You haven't harvested nearly all the materials. Your guys quickly got overloaded and just headed back with what they had.

Which is bad news, because the OTHER native monsters smell all the goodies as well!
>>
Rolled 50 (1d100)

So I have this idea: what if It's FUNGALIVE! could be used to rapidly overtake the monster remains with fungal overgrowth?

Should we give it a shot? And if so, when? I'm leaning towards next turn, but maybe now would be better?

>>2356769
>east of your base
Would that happen to be where the serpent-beast corpse was?

>>2356782
Well, the fungal grotto is... underground-ish. It's a cave behind a waterfall. Or one...with a waterfall inside it? But my point is,a grotto actually is a sort of cave.

My point on the serpent-beast is that some of our connections are not quite so near the surface, and beasts from deeper, like the serpent, can be found there. Which is why we do need to use caution, but I'm still on board with your plan to expand into nearby caves; however recent developments will necessitate some modifications. But we currently *are* fighting monsters in the underground, so I'm not sure what the point is. We get some peace, we can seal tunnels such that we have more territory within our dominion than before.

We can't hold out without changes, the potions are wearing off. Are we sure the zombies are even fighting the monsters enough?

>>2356807
Action 1
Let's try to hold the line for one more turn!
Mira, use your Brewbomb to "keep the party going" vis a vis those bomb-ass potions you whipped up.

Action 2
>C. Try to improve weapons.
We need some good stuff. Spare no expense, use of rare and extremely materials is encouraged if our craftsmen can quickly work them into weapons and armor to keep our asses alive.
>>
Rolled 80 (1d100)

>>2356807
Nice, time for option 3. Unless the monsters will wait a turn or we can contact the Muzen for free. I think it would be worth talking to the mutant that had two shown the better path.

>>2356902
I'll back this if we can talk to the incoming bandits for free. A part of me really thinks we can gain some allies from it.
>>
>>2356902
>So I have this idea: what if It's FUNGALIVE! could be used to rapidly overtake the monster remains with fungal overgrowth?
Risky, would potentially lose us some useful materials and a hero's combat utility...but it would probably create some defences or something to stall our enemies.

>Should we give it a shot? And if so, when? I'm leaning towards next turn, but maybe now would be better?
Next turn. If things aren't getting better we'll need to disengage but if the zombies start coming in greater numbers, which they should, then we'll be in a better position to give them some assistance like that before grabbing all we can and retreating.

>Well, the fungal grotto is... underground-ish. It's a cave behind a waterfall. Or one...with a waterfall inside it? But my point is,a grotto actually is a sort of cave.
Okay fair enough.

>My point on the serpent-beast is that some of our connections are not quite so near the surface, and beasts from deeper, like the serpent, can be found there. Which is why we do need to use caution
Fair enough.

>I'm still on board with your plan to expand into nearby caves; however recent developments will necessitate some modifications. But we currently *are* fighting monsters in the underground, so I'm not sure what the point is. We get some peace, we can seal tunnels such that we have more territory within our dominion than before.
Hopefully yeah.

>We can't hold out without changes, the potions are wearing off. Are we sure the zombies are even fighting the monsters enough?
Seemingly they are swarming underground from the surface in ever greater numbers. I don't know if they are fighting in great enough numbers but I am hopeful they shall be our saving grace.

Anyhow, we've now got materials to make weapons, armour and potions out of to enhance our combat abilities. Hopefully we can pull off some sort of mad Stalingrad style weapons-to-the-front level of production...
>>
Rolled 81 (1d100)

>>2356807
This might be a good time to use that zed trader signal knowledge. Get in contact with the Bad Beazed Gang if they're with that horde (or with anyone else using the same cant) and try to get information about what's going on.
>>
Rolled 57 (1d100)

>>2356932
Ehhh, you guys don't have any radio equipment...but you do have messenger creatures and an outpost nearby.

You can tell or ask them something once per turn for free, but not carry on a dialogue until you establish Mindmeld at the Grotto.
>>
Rolled 70 (1d100)

>>2356902
I'll vote for action 1, but I would vote that for our second we use one of those ultra rare monster materials to build hasty defensive works at choke points behind our front lines - that way we'll have a place to retreat to and ambush from when we disengage.
>>
Rolled 40 (1d100)

>>2357028

Hmm, building fortifications with extremely rare monster materials?

Certainly doable. Just know that your tribesmen haven't had too much practice with construction.

The way to think of monster materials is as something that supplements your normal use of resources in an action. So while you guys built Medium Hunter Armor (that I still haven't added to the stat block) out of plain resources and Mucausoid furs, normal Monster Materials would've added to its quality.

Your Conthawn Bone Armor was made out of Rare Monster Materials. Truly a lost treasure. The rarer the materials you use the more interesting properties they have. So you guys could actually come up with some write-in design that's somewhat absurd and it'd be doable with a certain rarity of materials (and possibly research, depending on what we're talking about exactly).

So if you build temporary defensive works out of extremely rare monster materials they'll have some unusual and powerful properties. If you don't specify what you'd like those properties to center around then I'll just roll for them.
>>
Rolled 30 (1d100)

>>2356957
Excellent point. Unfortunately it seems to be designed to be used while infiltrating a horde
>>2356962
Could we try to find out if there are zed among the zombies without spending an action?

>>2356939
Equipping weapons takes an action; we aren't bandits. Therefore, we cannot (1) continue to fight, (2) make weapons, and (3) get those weapons to our warriors, in one turn. I think.

>>2357028
We kind of already have a shitload of defenses in our home cave. I'm under the impression that the way we fight isn't really suited to defending from barricades such as low and partial walls (in contrast to conventional warfare) and I'm not sure how good monster materials that are delicious to other monsters would be at helping repel those very monsters.

We can already retreat to and ambush from basically anywhere in our own caves, I think.

Equipment is something we actually are in dire need of, in contrast to base defenses, which we have many of.

But if Strelok allows it, sure, why not.
>>
>>2357093
The comment about potential tastiness: it's an issue of mass combined with time constraints. Personal weapons and even armor, presumably could be worked such that they won't include anything a monster would want to nibble on. Full-on defense works, though, seem kind of iffy to me. But I'm probably just being paranoid.
>>
Rolled 76 (1d100)

>>2356962
Dam brain had to run off on us to join the Fungi circus. If others agree to the message. I basically want to test if these mutants have been "shown the better way" or know of it and then ask reason for coming near our area again.

"You, members of clan Muzen, Come to see the path we make?" Probably could be better written.
>>
Rolled 3 (1d100)

>>2357093

>Could we try to find out if there are zed among the zombies without spending an action?

Unfortunately no. Discovering zeds inside a zombie horde is difficult at the best of times, it would rely on some of your members actually happening upon some others while in the crowd, and both groups having the same symbols on display. Otherwise everyone just looks like more zombies.

If you had outposts in the area a zombie horde was moving through then they'd have a chance to pick up on something like that, as outposts count as a scouting action, but you don't.

>But if Strelok allows it, sure, why not.
You'd basically be making some deployable re-usable barricades and stuff like that. They'd be quite conducive to ambush and herding tactics in the underground. Unfortunately you haven't invested any research into such things and you're very short on time, so they'd be fairly crude (and require a turn after construction for deployment). I'll be nice and let you refine them without sacrificing any exoticness from any materials you dump into their construction though.
>>
>>2356769
"Holy fuck, we've got a gold mine."

>Alert!
-The monsters of this horde seem to be FUCKING STUFFED FULL OF GOODIES

Guys whatever we do we should capitalize on this. . .
>>
>>2357131
Is >>2357093 right? If we produced weapons or armour this turn, would we be able to have them thrown into combat immediately or would we only get them to the front next turn?
>>
>>2357144
Agreed, which is why I want to continuing pushing or at least not fall back. If we can hold long enough for the zombies to take over the front, we can salvage dozens of resources and retreat to make use of them.


Still though, lets focus on surviving.
>>
>>2357154
You know actually, we should use the Zombies to loot the monsters. Maybe thats partly why they are pouring in.

I suggest we spend both our action on this priceless opportunity desu.
>>
Rolled 21 (1d100)

>>2357146
Weapons or armor would be equipped whenever your troops get the chance but you could combine it with something else to get only some of your troops equipped. You'd have to come up with a plan that consisted of them stopping back by the base to equip themselves at least in part.

Of course you don't even know how much of this armor/whatever you'll make in a turn's worth of production, and exotic materials are difficult to craft with!
>>
>>2357161
Problem is I want to use one of our actions to help avoid losses in terms of fighters, initiative or land on the front. Although I agree, we should continue grabbing whatever we can when we can.


>>2357169
So what you are saying is that if we do produce weapons, we'd need to have a way to get them to the front-line and that the amount of weapons we make may prove to be quite small?

I don't suppose you'd accept using our zombie harvesters as transport for the weapons to the front?


Another question, do we have the ability to produce more combat potions and if so, how easily could we get those to the front?
>>
Rolled 61 (1d100)

>>2356807
Action 1
Do whatever we can to discreetly raid, steal, loot, pick, and grab as much of the monstrous materials as we can.

Action 2
I wonder if we can't get all the materials ourselves but but. . .whatever we can't get, some of the other monsters will eat up. We can lure THOSE monsters and corral or kill them or have the zombies kill them. Think of them like giant harvesters. Then we harvest those.
>>
>>2357197
If we send the harvesters they'll probably just try to eat all the meat with their scoop hands.

>>2356694
>Headhunter Mursik
"There's something strange going on here...

The monsters are seeing something we are not."

What do y'all think about this part? We got all these monsters and zombies rushing in for something.
>>
>>2357217
Both are influenced by psions, could be a side-effect by our awakening or something but if that were the case, I'd expect they'd have reached us when we were searching our base and shit.

Another possibility, remember when we offended something by defeating those shadows? What if this is that spirit?
>>
Rolled 4 (1d100)

>>2357118
They're here to guide the bandits, because, I'd assume, the bandits paid them. The bandits are coming because of the zombie movements.

They could be investigating the zombies, or they could be out to explore areas they previously couldn't due to zombie infestation, as they are apparently "looking for something" in this swamp.

I'd rather the message be something more like
"Big rumble underground, zombies going there for it. Are Brycity Bandits here for that, or just to loot places where zombies left?"

Or something more tactical, anyway.

>>2357131
That does sound pretty awesome.

>>2357169
Okay, so we need some kind of tactical plan here, whether we're making arms or barricades.

Anyone have suggestions?

>>2357161
But even for us, herding zombies is a somewhat delicate affair, right? That is, hard to do in extreme situations like these. And even if we can get them to go where we want, how are we going to get them to loot the monsters? Just let them hoover up whatever they can cram down their own throats on the way to our home? ...That could work. I'm not sure how well it would though.

But regardless, what we need to spend both our actions on is getting through this alive.If we stop fighting, we get eaten.

>>2357197
About the combat potions: We have the Brewbomb.

>>2357200
Problem: The monsters are getting tougher, and we are getting weaker as our potions wear off.

>>2357169
At this point, I'm inclined to just let our crafters decide what they want to make. Weapons, armor, barricades.

>>2357217
I asked if that was where the serpent-beast was. Seems like a pretty delayed reaction if that's what the cause was. It was actually probably something that happened while we were "out."

Maybe it's actually the brain?
If so...what could we do about it? Do our heroes have any thoughts on that?
>>
Rolled 16 (1d100)

>>2357197

You can hammer out basic gear (which is better than nothing) at a certain rate. That rate is partially determined by dice, but also determined by your manufacturing capacity and facilities. You're mutant tribals, so you're handcrafting all this shit and armor is kind of involved to make in the first place.

If you want to make more complicated stuff it'll take longer. It's also worth noting that you're lacking in armor and consumables/consumable weapons, not weapons in general.

You have pretty good drug manufacturing equipment, and a hero that specializes in that kind of thing. Combat drugs are furthermore much easier to transport to the front.
>>
>>2357221
Yeah, I think it's the brain. It had to have gone somewhere.

This is big, but I don't know what we can do about it!
>>
Rolled 65 (1d100)

>>2357222

>Let our crafters decide what they want to make.
That would be denied. You don't have a crafting/engineer hero to take charge and your crafters aren't familiar with the tactical situation...nor are they tacticians even if they were familiar.

The serpent's corpse was off to your Northwest, it's unlikely to be the cause of this.

>Headhunter Mursik
"I don't know. I can go take a look, but GODDAMN IS THIS FUN! Wait! If all the tougher monsters are mainly headed that way...then it would be even MORE FUN!"

>Mother Mira
"We don't really know what happened to the brain, but...the awakening of a major psionic presence would cause a major disturbance in both monsters and zombies.

Oh, that could be really, really bad actually...The monsters haven't demonstrated tactics yet, have they? I suspect they might soon, if my hunch is correct."
>>
Rolled 62 (1d100)

>>2357131
All right, never mind the defensive works idea. I was imagining more along the line of booby-traps that we can quickly deploy, but that seems risky to do anyway.

I'll vote for both actions in >>2356902, but still want to see some weapons constructed with an extra rare monster resource.

Fluffing for luck and hero-fishing:
>The craftsman knew all the building-chants since he could walk. He knew the proper thing to make and the proper way to make it no matter what the hunters brought. His work had always been excellent and predictable. Until today.
>The mindmeld fungus glowed with avarice and frustration near his fellow crafters. No ancient memory prepared them for the bounty they'd been given, just damnably vague legends. But near this craftsman, the fungus glowed with a green fire of pure, gleeful focus. For the first time, he had no recipe to follow. For the first time, he was making up the chants as he went.
>"They'll get their weapons in time" he said through the mind-share, and his companions became hopeful as they watched and imitated what he was doing.
>>
>>2357258
Hm... so should we send Mursik to solo the monster commander or kill our special brain gone rogue?
>>
Rolled 81 (1d100)

>>2357275
Hell yes. He even has an activated ability that lets him solo something without interference. Assuming it's something we need to kill.
>>
>>2357302
Based off of what Mira said. Yes I think it will be something we much kill or at least force into a truce.
>>
Rolled 24 (1d100)

>>2357275
You could send him to hunt such things if you wanted to, he'd be quite good at it.

>>2357302
Now anons are starting to click things together.
>>
I'm thinking we throw a bunch of fungal and monster materials into combat drugs backed by using the brewbomb to accelerate production by converting those lakes of monster guts and blood into potions or something perhaps? That'll at the very least enable our warriors to maintain some level of mutagenic enhancement, which is what is currently holding the line, even if it won't be the same grade.

No idea what else we should do.


>>2357229
We can fight and die for our home. Have faith, the dice shall find us a good outcome or a good end. Either way, a story to be told.

>>2357275
That would be advisable yes.
>>
Rolled 35 (1d100)

So is there consensus?
>>
Rolled 30 (1d100)

>>2357347
Well, I think I got a couple votes for my action, but I would like to amend it to include instructions for Mursik to seek out this psionic threat and, after making contact, engage with Just You and Me.


>>2356902
>Action 1
>Let's try to hold the line for one more turn!
Continue ambush tactics, rotate our warriors so they have chances to briefly stop by at base to retrieve weapons, if possible lure monsters into our traps.
>Mira, use your Brewbomb to "keep the party going" vis a vis those bomb-ass potions you whipped up.
>Mursik, seek out the heart of this disturbance which the monsters and zombies are headed towards. You have permission, should you make contact, to engage it using your special ability (Just You and Me). (Unless it's not hostile, but we estimate the odds of that to be abysmal.)

>Action 2
>>C. Try to improve weapons.
>We need some good stuff. Spare no expense, use of rare and extremely materials is encouraged if our craftsmen can quickly work them into weapons and armor to keep our asses alive. Emphasis on producing weapons of superior quality. (use special materials)

Is this acceptable, fellow anons?
>>
Rolled 75 (1d100)

>>2357385
Ether this or have Mira make a brew from the monster mats.

Also should we send a message to the incoming bandits?
>"Big rumble underground, zombies going there for it. Are Brycity Bandits here for that, or just to loot places where zombies left?"
>>
Rolled 35 (1d100)

>>2357347
I'll vote for sending Mursic to hunt the cause of the disturbance.

I like the brew bomb>>2357321
plan as well.
>>
Rolled 33 (1d100)

>>2357321
>>2357395
>>2357400
Maybe replace our 2nd action with one dedicated to combat drug production, enhanced with the Brewbomb?
First Action, focused on Mursik getting to the horrible thing that needs killing?

I suppose the potions/Brewbomb action could work faster than making weapons. Let's do it!

and to think, I was going to suggest merely using monster parts to enhance the brewbomb. This plan is far better. Too bad I feel a 1 coming on.

>>2357395
Also, yes to this message.

One more question to be answered: should we use our last remaining rare fungal materials now, for the potions and Brewbomb, or save it for when Mira uses FUNGALIVE?
>>
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Rolled 73 (1d100)

>>2357385

>Continue the Ambushes [LOCKED]

>Dispatch Mursik to hunt whatever is leading the monsters, or to hunt the brain?
>Y, Monsters
>Y, Brain
>N, Support Troops

>Try to Improve Weapons [LOCKED]

>Craft Weaponry, armor, or craft battle drugs?
>Weaponry
>Battle Drugs (and use [Mutagenic BrewBomb])

>>Release Exotic/Rare Materials?
>Y
>N

Wow that's a lot of options.
>>
Rolled 98 (1d100)

>>2357466
>Dispatch Mursik to hunt whatever is leading the monsters, or to hunt the brain?
>Y. Monsters
I mean, they're the ones threatening us, right?

>Battle Drugs (and use [Mutagenic BrewBomb])

>Release Exotic/Rare Materials?
>Y
>>
Rolled 39 (1d100)

>>2357482
voting. The /QST dice have blessed this glorious action!
>>
Rolled 47 (1d100)

>>2357482
This
>>
Rolled 37 (1d100)

>>2357510
After actions have been [LOCKED] only crits or special combos can affect them.

>>2357466

Writan'.
>>
Rolled 90 (1d100)

>>2356807

https://www.youtube.com/watch?v=ZvPd7DjHb4E

Mother Mira has consumed our last unit of Rare Fungal Materials in some unspecified "Personal Research".

>[Mutagenic Brewbomb] Activated on our forces!
>Forces have temporarily acquired Hurknoth Lung Mutation!
>Forces have temporarily acquired Polimbic Lymph Glands!
>Force have temporarily become Insect Symbiont-Hosts!

Our currently deployed military forces have been considerably buffed. They report that the polimbic lymph in particular is extremely effective against the heavily armored monsters that are beginning to pour in in droves, and that the ability to symbiotically bond with the nearby insect hives has greatly improved their ability to move through the underground effectively. They are even able to direct swarms of the insects to act as a sort of living armor on themselves, or to consume weakened monsters from the inside.

Despite this, we are beginning to sustain heavier casualties as the monsters begin to get wise to our ambush tactics. Furthermore our men report coming under attack from multiple sides at once, as monsters begin to arrive from deeper underground and focus on the piled monster remains in the areas we have used for ambushes. Our casualties are not as bad as they could be, it seems that the slowed organ function brought about from the Hurknoth lungs has substantially increased our toughness, resulting in several men being wounded rather than casualties.

>50 Casualties Sustained
>100 Partially Wounded

Headhunter Mursik, meanwhile, has disappeared from the battlefield. The only way we actually knew he left was that we suddenly heard maniacal cackling laughter punctuated by the screams and bleats of monsters being slaughtered. Apparently he has decided to go full rampage rather than stealth at the moment, and our Eastern flank is experiencing somewhat lessened pressure as a result.
>>
Rolled 96 (1d100)

>>2357654

>Alert!
-The Brycity Bandits scouts have passed out of the observation range of our outpost. We can still communicate with the faction proper.
-Zombies aboveground appear to have broken through some sort of blockage, and are now filtering into the underground much faster.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 28
>Resource Points: 2
>Pop 675 Grave Mutants (150 at Grotto)
>Military 550 (150 at Grotto, 100 Partially Wounded)
>>Food: Below Average
>>Water: Plentiful
>>Morale: Angry
>>Medicine: Low
>>Health: Very Good
>>Armaments: Low
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Large].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Medium Hunter Armor[Very Low], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Very Low], Zed Materials [1], Extremely Rare Monster Materials [5], Rare Monster Materials [5], Monster Materials [Low].
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 17 (1d100)

>>2357395

>Brycity Bandits
"Oh, THAT'S what's happenin? Fuckin neato man. We ain't got desire to go into the unnaground, that's all yours! Just make sure you keep bringing up some of that sweet shit we hear YOU'RE responsible for and we'll be just fine and dandy staying topside. Dig it?
>>
>>2357692
>-Zombies above ground appear to have broken through some sort of blockage, and are now filtering into the underground much faster.
YES!

Reinforcements are inbound lads, just a little longer and we can pull out entirely. At this point, I'd advise a fighting retreat. Securing as much salvage as we can while pulling our lines back and reducing the size of our front line where possible.


As to our actual actions? I'd say we begin a fighting retreat, avoiding losses where possible and primarily focusing on delaying the advance of the monsters over eliminating them with one action, while with our other we salvage as much as we can.

Alternatively, we hold the line for one more turn and spend both our actions salvaging the shit out of this gold mine.
>>
>>2357692
Do we know anything about the zed materials? were they the 'top tier' items we got from the zombie trade meet?

Also, are we at two crits right now? I want to try getting our craftspeople to get closer to the front of the action and improve weapons 'in the field', in hopes we'll get some kind of mad maker hero, but if our next 100 acts as a 1 that seems like a much worse plan.
>>
Rolled 18 (1d100)

>>2357780
Yes, you're at 2 crits right now. In both directions, actually.

You haven't examined the Zed Materials in detail, but you don't see anything in there that looks like a top tier item. It's all nice stuff, in fact you could probably pimp your harvesters out a bit with it, but it feels like a sort of consolation/gift prize you'd give a high rolling gambler.
>>
Rolled 97 (1d100)

In summation, I support Fighting Retreat+Scavenging as our actions.

>>2357754
I've actually been thinking "fighting retreat" for the past few turns, maybe now is finally the right time for it. We're down to 300 uninjured combatants, I'd say it's time to begin pulling back.

But we do want that loot, so yes to scavenging while we do this.

Really hope I made the right call with Mursik's target.

>>2357780
I think...maybe the 'top tier' item was something we combined with the brain.

Now we just have to hope it's friendly and that the monster problem is just an unintended side effect.

But you don't really want a mad maker. At least I don't. I'd rather have a sane but badass maker.

>>2357804
Good news is, it'll be great if we roll a 1!
>>
>>2357853
Seems the dice gods support it too.


Finalising my support for this too before I log off, god speed and best of luck to our warriors.
>>
Rolled 37 (1d100)

>>2357853
sane but badass maker would be better, I agree.

I'll support retreat+salvaging, and if our salvagers can support the troops as they're retreating, so much the better. We can't exactly rig the tunnels to blow behind us, but we might be able to transfer supplies and set up booby traps our troops can activate.
>>
>>2357780
Let me put it this way. Veteran Genie game players are going to shit themselves in terror. Which means to say its that awesome.

>>2357780
The only faction with Mad Makers is the Bandits as nobody else wants them for some very good reasons. On the other hand, those fuckers are the assholes responsible for building and maintaining bandit gear/facilities. They have Mad Scientists and slaves(test subjects) to handle their research and technology.

Not to mention tons of drugs. Like seriously though metric fuck tons of drugs. So if ever running low on meds bandits are the best for resupply.

And don't even get me started on their so-called 'fuels'.

>>2357915
Free tip you don't need explosives to cause a collapse. Sorta owe you guys tips since I've been helping out Strelok a lot...
>>
>>2357692
As risky as it is to bring bandits in. I'm thinking we could ask them if they have builders or heavy bandits. Then we can have them help close off tunnels. Reducing what we have to guard. It should lead to us being able to recover some.
>>
Rolled 7 (1d100)

>>2358029
Or we could just collapse some tunnels, like we've been told we can do on our own twice now.
>>2358027
>>2355254

Closing them off is the slower but safer option, but is it really safer, if we buy the time to do it by trying to get bandits involved? Even with rare monster materials as payment, would they even want to get involved? They specifically said they have no desire to go into the underground.
>>
>>2358080
They don't have to go under. Just use their turn to help us build. Tho I'm fine with collapsing. Just think of ways to not. Since the sound could draw something.
>>
>>2358100
Help us build....to close off the tunnels....without going underground.

So you aren't talking about "builders" so much as "people who dump rubble and scrap at the entrance to out cave?"
>>
>>2358135
I was gonna have them come in the front door if needed to survive. I Image that is different than the underground hell hole that is that other part of the cave we live in.

Since I image the part about not wanting to go underground was to where the monsters and zombies are fighting. Not helping close the openings in the drug den that our cave is becoming know for by the bandits.
>>
Rolled 19 (1d100)

>>2358162
Yeah, but there's a couple problems with that.
1) We're trying to seal the parts that connect to the rest of the underground. Very specifically the parts where there are lots of monsters.
2) Our cave isn't becoming a drug den, we're becoming drug dealers. The point of the distinction, in this case, being that our cave is still deadly to baseline humans. Even bandits aren't going to want to venture down here without at least gas masks. The distinction is also important because we have not yet invited guests over (probably) and therefore (probably) still have the benefits of a secret location.

I mean, we could do it. I'd just rather take the risks inherent to collapsing tunnels than hiring and inviting outsiders down here.
>>
>>2358203
Which I'm fine collapsing. Solo reason I thought to do otherwise was the awakening of something more. Yet I think that has been done by the shadows. Upside is we have the head hunter.

So if are agreed on closing tunnels. How to best do it? Hit kit points and hope we do loose people. Mira makes rock breaking mushroom boom. Ask the bugs to rout the tunnels.
>>
Rolled 90 (1d100)

>>2358255
The shadows, and the thing that's going on right now. There's always more stuff to wake up, but like I said, the risk is preferable to making our location public knowledge.

Our people, I think, know how to collapse tunnels. Short answer: however they can.
We have some hints here >>2355254
We use spore grenades and fungal materials, or at least we normally would.
We're low on both though; but maybe some of the monster materials could help?

It's likely the current potion effects would be very helpful, insect symbiont-host to get insects to do what we want and polimbic lymph could dissolve any metallic veins/spots with high metal content.

So the idea is to collapse some tunnels as part of the fighting retreat?
>>
>>2358298
Yeah. Tho it might be for the best to hold. Since the monsters are using more tactics. We may just have to wait for the time our hunter starts hitting the commander. At least for closing all the tunnels, I think.
>>
Rolled 95 (1d100)

>>2357692
Should be 1 Resource point here, my mistake.

>Perform a Fighting Retreat [LOCKED]

>GRAB EVERYTHING YOU CAN WHILE YOU GO [LOCKED]

Writan'.
>>
>>2358999
Jesus the dice are generous today.
>>
Rolled 73 (1d100)

>>2357692

Your men have begun a fighting retreat, and it's actually going spectacularly well. They snatched all the most valuable bits off the monster corpses in the carnage caves before disengaging...leaving said caves as massive lures for all the other monsters. It seems we picked a good time to decide to withdraw too, as the monsters coming in from the underground display significantly more coordination and are significantly more terrifying than what we've been fighting.

Without your men there to murder all comers, the deep underground monsters and the other horde have begun vicious fighting over the abandoned bounty. This resulted in our fighting retreat...involving not much fighting really.

Which meant MORE SCAVENGING. Unfortunately, your men can only carry so much and they are quite fatigued from the battle. They quickly became overburdened again.

Then your temporarily modified members discovered that they could get carpets of insects to carry MORE MONSTER PARTS for them. Sure the insects ate some of it, but they carried more!

All in all we have returned with quite the haul and, for the moment at least while the ambush sites distract them, our local underground area is fairly quiet so far as monsters are concerned.
>>
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Rolled 10 (1d100)

>>2359031

>Acquired: Ultra Rare Monster Mats [2], Extreme Rare Monster Mats [3], Rare Monster Mats [5], Monster Mats [Very High]

>Alert!
-Your men are grateful for the opportunity to rest after the fierce battle.
-The opened tunnels in our cave network are temporarily free of monsters (mostly).
-There were more reports of seeing strange zombies, some even with equipment, before we withdrew.
-The return of our fighters, particularly the wounded, has put a strain on both our food and medicine supplies. Your tribe still HUNGERS, and in fact it seems to be getting worse.

>Mother Mira
"The Mutagenic Brewbomb's effects ought to wear off by next turn...those of them that are going to wear off at all."

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 29
>Resource Points: 1
>Pop 675 Grave Mutants (150 at Grotto)
>Military 550 (150 at Grotto, 100 Partially Wounded)
>>Food: Below Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Very Low
>>Health: Good
>>Armaments: Very Low
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Medium Hunter Armor[Very Low], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Very Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Very Low], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [8], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 77 (1d100)

>>2359039
>Action 1
Continue scavenging the underground, this time focusing on getting food from the corpses rather than crafting materials.

>Action 2
Expand our fungal farms under the command of Mother Mira.
>>
>>2359039
Now maybe the chance to close tunnels quietly or at the very least build some specific monster barricades.

Then hunt top side for food. So as to not bait any monsters our way from the underground.

---

I wonder if our record say anything about zombies using weapons. If it's a smart Zombie thing we need to worry if it's not. Then maybe we can influence the undead and keep ourselves alive longer.
>>
>>2359113
>Now maybe the chance to close tunnels quietly or at the very least build some specific monster barricades.
I'd argue we need to focus on resolving our food and medicine situation first. Fact is the monsters are taking care of themselves for now and might continue to do so for some time but no matter the outcome we need to get our fighters back on their feet.

>Then hunt top side for food. So as to not bait any monsters our way from the underground.
We are tribals, masters of stealth. I doubt our fellows are so incompetent as to be caught and even if they were, we can deal with a few monsters, given we are currently doing so.

"-The opened tunnels in our cave network are temporarily free of monsters (mostly)."

>I wonder if our record say anything about zombies using weapons. If it's a smart Zombie thing we need to worry if it's not. Then maybe we can influence the undead and keep ourselves alive longer.
Generally zombies don't use weapons but it could be something besides a smart zombie. Whatever is angering the monsters, which we believe to be the serpent brain, could also influence and grant intelligence to the zombies.
>>
Rolled 25 (1d100)

>>2359039
I would suggest we have Mira and the medicine men tend to the wounded - some of these monster materials might have medicinal effects, and I've been thinking for a while we should try and research better medicine. I'd say it's a priority right about now .

My vote for a second action would be to get all the crafters to use that 1 resource point and some extra rare monster materials to build out some better armaments.

Alternatively...
>>2359039
"Hey you scary dudes with the glowy scars, do you think you could collapse the tunnels on the oncoming monsters if you had to?"
>>
Rolled 66 (1d100)

>>2359152

>Spirit Warriors
You attempt to ask some questions to your Spirit Warriors, only to find that you don't actually know where they are. No one can find them anywhere.
>>
>>2359164
Well. I'd guess they're off helping our Headhunter, and just as well. Whatever's making us and the monsters HUNGER is probably bad news.
>>
Rolled 74 (1d100)

>>2359137
>we can deal with a few monsters, given we are currently doing so.
I refer you to >>2359031
>the monsters coming in from the underground display significantly more coordination and are significantly more terrifying than what we've been fighting.

>>2359113
>>2359137
Clarification: Controller zombies are what we generally worry about, which are a type of smart zombie. Other types of smart zombie generally aren't as much of a problem and would generally be friendly to us, if only due to our mutual enmity with controllers. We do need to worry, however, if it's a controller zombie controlling other smart zombies.
But like anon said, could be something else, we're currently going off the hypothesis that it's the serpent brain.

>>2359039
I suggest closing off some (but not all) of the open tunnels while we still have the benefits of the Brewbomb, the insects in particular should be helpful for this.

As I understand, we're going to need to expand our territory to expand our farms, and to do that we need to expand the fungal ecosystem. We also need fungal materials, they're used for all sorts of things, not the least of which is medicine.


>Action 1
Try to close off some (but not all) tunnels

>Action 2
Harvest much-needed materials and food from the fungal grotto.
>>
Rolled 71 (1d100)

>>2360024
I'll back ya. But I'm not sure their Grotto will have all the food. Since our outpost does it automatically.
>>
Rolled 90 (1d100)

>>2352248
Does it? It seems to be implied here >>2352248
that an outpost would help with performing a harvest, but does not do so automatically. At least for the materials, which we do really need. For Mira, and if we want to expand the farms.
>>
>>2352271
"We will have to expand them or establish outposts for passive hunting, or something similar."

>>2360193
>passive hunting
I could be wrong in the meaning of that. Tho I do believe our food amount even went up after the outpost turn.
>>
Rolled 36 (1d100)

>>2360229
>>2360193

Your outpost at the Fungal Grotto does not automatically provide you with any kind of passive income, right now. It's currently just a (rather crudely) foritified location that your scouts/hunters/etc. can stay at for extended periods of time.

If you continue to upgrade the location with appropriate facilities then it can start to provide you with passive income of some sort or another.

So if you dedicated an action to harvesting food from the Grotto you'd get some.
>>
Rolled 80 (1d100)

>>2360024
Vote
>>
Rolled 42 (1d100)

>>2360024

>Close off some (but not all) of the underground tunnels [LOCKED]

>Harvest fungal materials and food from the Fungal Grotto [LOCKED]

Writan slowly
>>
Rolled 87 (1d100)

>>2359039

With our last resource we attempt to close up the recently opened paths into the greater underground. The work goes well, but there are far more holes than a single resource could effectively seal. As such we emphasize disguising as many as possible.

Our builders estimate it will require 3 more resources and several more turns to fully seal our cave off from the underground once more.

They also offer a two alternatives to simply sealing the underground:

5 Resources and several turns of work could yield us a single defensible gate that would allow passage into the underground and shouldn't draw too much attention from its denizens.

7 Resources and the most work would yield us with a distributed set of entrances into the greater underground, such that it would be much more difficult to besiege our access to it. These would all be much smaller and easier to hide than the single gate, though equally defensible (because you'll also build a big-ass gate for them to converge on). If we ever wanted to deploy anything large into the underground then these wouldn't be suitable for that task. We'd have to invest further effort.

Meanwhile we initiate a harvest of the Fungal Grotto. The returns are impressive for us having not specifically created any farms, but still modest in the grand scheme of things.
>>
Rolled 49 (1d100)

>>2360545

>Alert!
-The harvesters who traveled to and from the Grotto report a feeling of being watched.
-The monster presence/activity on the surface is increasing in the absence of zombie hordes.
-The buffer zone we had created around our base is being intruded into by deep underground monsters. They are scarfing down the remaining materials we had left. It is unclear whether they will take interest in us as they close in.


>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 30
>Resource Points: 0
>Pop 675 Grave Mutants (150 at Grotto)
>Military 550 (150 at Grotto, 80 Partially Wounded)
>>Food: Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Low
>>Health: Good
>>Armaments: Very Low
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Medium Hunter Armor[Very Low], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Low], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [8], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
>>2360556
>>>>>C. Try to improve weapons.
>>>>>C. Try to improve weapons.
Weapons and armour should be crafted from our various materials to ensure that if we do need to continue fighting underground, we have sufficient strength and resilience to resist the increasingly strong threats.
>>
Rolled 20 (1d100)

>>2360728

>You require more resources!

Monster Materials are a supplement to using resources. For some things they're an alternative but not for most crafting.
>>
>>2360556
>>>>>F. Scavenge for raw materials.
Scavenge for Resource points.

>>>>>D. Research technology.
Attempt to develop more deadly fungal strains with a focus on our spore grenade's effectiveness under the direction of Mother Mira.
>>
Rolled 32 (1d100)

>>2360844
F. Scavenge for raw materials / resources
D Research the HUNGER that has affected us, try to find if there's a way to counteract it other than our headhunter killing it at the source.
>>
Rolled 22 (1d100)

>>2360556
Hm I remember once being told Bandits help with keeping monsters in check. I wonder if they'll help the surface for some drugs. Grand I think that was more natural flow things. Since bandits have little choice but to fight the monsters. When they're holding in the areas like these.

Act1
For sure getting those resources.

Act2
Mira can you be a dear and make us more potions form one of those monster mats.
>>
Rolled 36 (1d100)

>>2360998
I'm gonna go with this. I've been saying we should do self-research since we woke up.
>>
Rolled 88 (1d100)

>>2361061
I was thinking research needed resources or mats for said research topic. So I've keep away from it. Till we could deal with the cost.

>>2360998
But if we don't. I'm down since the research would help the Mutagenic Brewbomb Ability.
>>
Rolled 48 (1d100)

>>2361077

You can perform research on yourselves without needing resources. It won't be nearly as effective but it's doable.

>>2361001
Producing potions specifically from monster materials is also doable, but would also benefit from having resources.

It's like the difference between trying to brew a potion with just water, the active ingredients, and some equipment for doing so...and if you were doing the above but also had a whole sleugh of emulsifiers, useful staging chemicals, inert powders for dilution, and etc.

Typically only military (but not training) and scouting type actions don't require resources for their fullest execution.
>>
Rolled 50 (1d100)

>>2361114
Alright anons, shall we devote both actions to gathering resources?
>>
>>2362779
It would be prudent, given we will need them for anything and it would allow the situation to develop a little further, in order to be certain as to the correct course of action.
>>
Rolled 35 (1d100)

>>2362779
I'm down
>>
Rolled 58 (1d100)

>>2362779
Supporting
>>
Rolled 33 (1d100)

>>2362789
If you'd wanted to be more certain as to the correct course of action, perhaps you should've gone to scout the situation!

>>2362779

>Double up on gathering resources [LOCKED]

Writan'.
>>
>>2363215
We can scout when the door gets built.
>>
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Rolled 24 (1d100)

>>2360556

Our men, those that are fit for it anyway, are dispatched out to gather resources from the swamp. We come back with quite a respectable haul but not as much as we've been able to gather in the past. Your men blame the less-than-usual guard numbers, overactive monsters, and lack of zombies to blend in with as reasons. Something gives you the sense these are only half-truths that they fully believe.

Unfortunately we seem to have lost contact with another scavenger squad. It is the same story as last time, a brief flash of surprise and pain before silence. This time however this is also a sharp surge of HUNGER. Unlike last time we discover some bloodstains that are distinctly from our own kind and signs of a brief but fierce struggle, though against what or who is unclear.

+ + + + + + + + + +

Meanwhile, somewhere in the cavernous depths of the underground two dark shapes shuffle among the hordes of lesser monsters. One can easily be seen in silhouette, its form could've once been human. Any vestiges of such an existence have long been hidden underneath matted tendrils of some kind of strange stone-like material that each seem to move with a mind of their own. Its eyes glint like reflected blue flames, despite the lack of light in the chamber.As its mouth, a yawning cavity that looks too large even for the creature's massive size,opens to speak it displays a similar effect. The briefly cast blue light reflects on its cohort, revealing it to be a mass of segmented chitin-covered tentacles with the thick organic armor on each limb featuring spikes in ridges that curve and flex for traction as it drags itself along the meat-strewn stone of the cave It resembles more an animated booger of death and pain than anything else.

"Hmmm...Those who are not the target but are yet prey have fled. It is ashame, such foes would've made for fine trophies dead or materials alive."

The tentacle blob responds to the other's comment from no identifiable organ, as it deploys a disgusting layer of thin cilia from the joints between its armored shell portions and licks the air in a disgusting motion. Each limb that has reached out to taste for scents subsequently cycling its way back to invisibility where ever the thing's core is.

"Yesss. Suchh STENCH they have too. I can practically still taste them as if they were still in this room!

It's odd...they taste of the target, look like the target, but they only barely fight like the target.

I would be suspicious of them as an offshoot. If it weren't that the target could never have developed such fodder as them in so short a time."

The monsters continue their movement until they are in the middle of the room, each crushing several vicious looking creatures easily the size of your men that are too absorbed in their carrion feasts to move out of the way. The former casts its fiery gaze over the room, causing shadows to flicker in between the small mountains of monster parts that are quickly being devoured.
>>
>>2363351
It may have been wise to scout, but I think we picked a good time to withdraw at least.
>>
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Rolled 29 (1d100)

>>2363351

"Perhaps I should investigate while you proceed ahead."

"Okay then! Well have fun with that buddy! Good luck!"

The tentacle-blob, strangely, seems to seize upon the statement. Sparing not so much as a glance at its partner before expanding rapidly and whipping several nearby monsters with its limbs, leaving a gross reddish smear on them. The whole of the horde in the room notice the action and quickly recoil away from the slime-touched monsters. The repulsion turns into a full-blown rout as the smeared monsters start to bulge in size, smoke, and scream before running off to chase their fellows. The tentacle blob gives a final salute to its fellow before slithering off into a nearby tunnel that something so large never should've been able to fit in. The whole scene is over, start to finish, in scarcely 30 seconds, and the creature finds itself alone among stinking piles of half-eaten gore smeared with too many different kinds of digestive juices to ever count.

It casts its gaze once more around itself, before suddenly digging the claws of one of its limbs into the ground and performing a spasmic but surprisingly acrobatic twist around the anchor point as a series of dark spears seem to apparate from the humid air and zoom past it to land with reverberating THUNKS and large blossoms of blood in the corpse-mounds behind it. The creature glances over its shoulder at where the weapons landed, noting that there didn't actually seem to be anything there, before turning back to its front to face the gaunt figure that had appeared in front of it in the meantime.

"Hah HAH. That fucker always was a smartass. I see what he meant now. 'practically still taste them' huh? Phah, what a cunt."

"Man, I really gotta agree with you there. I mean, I didn't even have to activate my ability and here you are all alone anyway. Hardly seems fair" your Headhunter gives an exaggerated shrug, holding his hands palm-up in the air with his wicked looking spear still in them and the movement sending ripples through his ghostly cloak "but sheeiiiit, beggars can't be choosers and I've got my orders."

"Yes yes. I'm sure it's just the same as all you other lessers always say 'for honor' this or 'to purge the unclean' that. You know it really gets old after a while?

Anyway, if we're going to do this let's do it quick. I've got a brain to kill."

+ + + + +

>Alert!
-Non-Friendly Heroic ability activation has been detected.
>>
Rolled 46 (1d100)

>>2363403

>Alert!
-The worst of the monster hordes and fighting between them seem to have moves east of us, but not so far east as to be within the detection range of our grotto fort.
-Surface zombies are now wandering away from the underground entrances, after most of their numbers have poured inside.
-Monster activity continues to ramp up in the swamp in the absence of opposed forces.

>Acquired: 8 Resources
>Sustained 30 Casualties

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 31
>Resource Points: 8
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 70 Partially Wounded)
>>Food: Average
>>Water: Plentiful
>>Morale: Good
>>Medicine: Low
>>Health: Good
>>Armaments: Very Low
>>Fuel: Flameseap [Very Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Medium Hunter Armor[Very Low], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Low].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Low], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [8], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 84 (1d100)

>>2363403
Mursik's found a worthy foe. Luckily, if the fight doesn't go how we'd like it to, he has his other ability to make an escape with. Even if he wins though, odds are he'll need to rest for several turns once this is over.

>>2363351
I really wanted to hope the brain was not hostile to us, and, from a certain perspective, I suppose it may be. But I now think it might be what I will call an "assimilation threat." But the tentacle-blob horror is going after it, so maybe things will work out.

I'm afraid whatever we pissed off when we banished those ghosts might be coming for us though
>>2360556
>-The harvesters who traveled to and from the Grotto report a feeling of being watched.


>>2363412
Action 1
>D. Research technology
Ourselves. Why are we having these HUNGER problems? What can be done about them?

Action 2
>E. Try to improve weapons
Really want to scout, but we really need to get equipped. Let's see if X-rare materials can get us weapons comparable in quality to the vaunted alloy spears. Hell, if we can, using Ultra Rare would be worth it; I'm just worried it'd take too long to make.
We'll also need armor, but that'll take time; heck, it'll take time just to get enough weapons.

I'd forgotten about this
>>2345173
Definitely something aboveground gunning for us.
>>
Rolled 37 (1d100)

>>2363412
Well we now have the resources for best non-large unit sized door for the underground. Keep our people safe.

Then 1 left for taking a look at out people.
>>
Rolled 77 (1d100)

>>2363548
You want to begin work on this?
>>2360545
>7 Resources and the most work would yield us with a distributed set of entrances into the greater underground, such that it would be much more difficult to besiege our access to it. These would all be much smaller and easier to hide than the single gate, though equally defensible (because you'll also build a big-ass gate for them to converge on). If we ever wanted to deploy anything large into the underground then these wouldn't be suitable for that task. We'd have to invest further effort.

I would be okay with this, but the underground isn't the only thing we have to worry about. There's also whatever took out our scavenger party and was "watching" us when we brought the harvest from the grotto, and took out a different scavenger party a while back.
In fact, it seems to be a more immediate threat to us than the underground, since the brain and the monsters are currently fighting each other instead of bothering us.
>>
>>2363552
While they're not fighting us that's the best time to build.

We got a good idea that whatever it is on top is those Shadow beast. That's why we built the spirit Warriors. So after the research. I want to see about making battle shamans or at least talisman for the people in the field.

I want to elaborate more but I'm about to pass out.
>>
Rolled 48 (1d100)

>>2363642
We have a good idea that it's related to the shadow beasts from before, it does not seem so clear that it is the same thing however. But Shadow beasts or not, they can bleed. Therefore weapons will help.

The spirit warriors are not here right now, but just having weapons would help.

There's just too much we need to do. My worry is this: we either won't finish sealing the underground in time, or we won't need it sealed against the currently apparent threats. While weapons would give immediate benefits.

What are you going to make the battle shamans or talismans with? We'll be out of resources, unable to safely go outside, without even having better weapons than during our most recent trip. Weapons and armor are necessary to get more resources.

>>2363552
That's the sixth 77 of the thread. How unusual.
>>
Rolled 26 (1d100)

>>2363642
>>2363667
You're assuming that if we don't seal the tunnels, they'll come after us in force after they kill the brain.
>>2363351
>"Hmmm...Those who are not the target but are yet prey have fled. It is ashame, such foes would've made for fine trophies dead or materials alive."
This implies their intentions are otherwise.

>>2363412
>>Armaments: Very Low
This seems like a much more immediate problem, regardless.

What you want is to begin a major construction project that'll take a major resource investment, and we need those resources for other things.

We've only been able to fight as well as we have because of potions, first thanks to a crit then thanks to a heroic ability and use of our last rare fungal material.
>>
>>2363703
I'm assuming the doors will reduce our scent going into the tunnels. Which with help reduce the chances of things coming our way. While giving us more defences.

Nothing stopping us from working on weapons and the door. Both will take time and we can gather more resources later turns.

As for the cut scene. They could easily decide to attack us because we're similar and it doesn't stop other monsters.
>>
Rolled 97 (1d100)

>>2363998
>we can gather more resources later turns.
That's going to come at the cost of more personnel losses if we don't do something significant.

Working on the most expensive and labor-intensive defense option is something significant, but it won't help with the above problem.

Improving armaments would also give us more defences, because it would help in any combat situation.
>>
Rolled 32 (1d100)

>>2363507
You certainly could craft some weapons out of X-Rare monster materials, and they'd certainly surpass your alloy spears (those are built with regular grade monster materials, though it varies from individual to individual).

The reason your armaments stat is so low is a lack of ammunition and armor. If you pay close attention you guys didn't lose anything from your Weapons tab when you were out.
>>
Rolled 59 (1d100)

>>2363998
>As for the cut scene. They could easily decide to attack us because we're similar and it doesn't stop other monsters.
This assumes the monsters win. I don't know what the brain's going to do if it wins.
As for other monsters, there are ones from the depths at our doorstep already, if they're coming for us they'll be here before we finish the big defensive work. If they leave it'll be a while before we have to worry about monsters again, due to massive depletion of natural populations.

I could support enacting the simplest plan now. if we use our other action for working on weapons. Or even the 5 resource, single gate plan, if we use our other 3 resources for improving armaments, starting this turn.

>>2364006
Thank you, I was unclear on that due to weapons not having listed amounts.

I would like to alter my suggested course of action to crafting armor.

I am not certain where we should go as far as quality vs. quantity, but would like to use special material. Likely this would mean crafting Special Hunting Armor. Instructions to our crafters to use monster materials as much as possible.

I will take note that we also need ammo.
>>
Rolled 99 (1d100)

>>2364014
I'm down to work on armor and start the big gate. Then later If the resources allow I'll push for the add-on of the smaller gates.

As for which armour I would like us to get some of those special armors. Since their added ability could help us greatly. Grab some heavy armor since we'll probably have to hold a line. With the majority being medium.
>>
>>2364014
Care to put this into action format anon?
>>
Rolled 34 (1d100)

>>2364858
Action 1
>Try to improve armaments
Craft Special Hunting Armor
Armor types: >>2353753

Action 2
Begin work on the 5-resource main gate plan for closing off underground openings, as presented as an option here:
>>2360545
>>
Rolled 73 (1d100)

>>2364888
Lets do it ladies and gents. Get the gear to save our tribe.
>>
Rolled 96 (1d100)

I'd prefer researching our HUNGER and working on armaments for 1 resource each, but I can't argue with >>2364059's roll
>>
Rolled 65 (1d100)

>>2364888
Vote
>>
Rolled 3 (1d100)

>>2364888
>>2364905
I'd prefer to use my earlier roll, but if that's not an option because it's linked wrong I'll vote here.
>>
Rolled 29 (1d100)

>>2365287
Generally when there's a lack of clarity I tend to err towards the players' benefit.

>>2364888

>Craft Special Hunting Armor [LOCKED]
>Would you like to release some sort of exotic materials? This may impact time and size of the production run.
>[1] Ultra Rare Monster Materials
>[1] Extremely Rare Monster Materials
>[1] Rare Monster Materials
>Regular Monster Materials

>Begin work on the Underground Gate [LOCKED]
>Release Regular Monster Materials and Fungal Materials to strengthen this endeavor?
>Y
>N

Might not get this post out tonight, depends on how long it takes for this all to be agreed on. If no item under the 1st selection gets 3 votes it will default to using regular monster materials.
>>
Rolled 86 (1d100)

>>2365287
I'd prefer to use your previous roll too. Or this one >>2364059

Where's a 77 when you need one?

>>2364905
Same, but this is the compromise we reached. Might be for the best, we still don't have a good understanding of how we've changed, but we're pretty sure the HUNGER is coming from the serpent brain. Which we'll have to do something about if the tentacle horror fails in its mission to kill it. Not necessarily making our own attempt to kill it; in fact that might be counterproductive.
>>
Rolled 50 (1d100)

>>2365312
Are we limited to 1 type of monster materials?
If so, I say Extremely Rare Monster Materials
(You know, if "all of the above" is not a valid selection)

>Release Regular Monster Materials and Fungal Materials to strengthen this endeavor?
Yes.
I was opposed to using almost all our resources, but we need to do this right if we're going to do it. We'll soon need to find a way to replenish fungal materials though.
>>
Rolled 27 (1d100)

>>2365321
You can invest more/other rare materials into the armors after they're constructed (typically with research required as well) but during the initial construction you only get to choose 1.

Your fungal materials have considerable passive growth going on. It only seems slow because you guys use them for everything so they keep on getting skimmed off of. Also your tribe's definition of "Low Fungal Materials" is something along the lines of "we /only/ have 15 vaults full of this stuff right now. Usually we have at least ten times that much!"

>Mother Mira
"If you're interested in boosting fungal production of any sort it would be best to add such facilities at the grotto outpost, it has the most room to expand fastest and already a healthy and diverse ecosystem thriving in it.

Before we invest too many resources into it we should enhance its defenses against conventional threats and establish permanent homes there. Otherwise anything we try to do would be far more difficult for having to escort workers to and from the cave."
>>
Rolled 72 (1d100)

>>2365321
Yup
>>
Rolled 23 (1d100)

>>2365352
If we get some breathing room, I'd love to expand the outpost and get a secondary base there.

>>2365312
I'll vote for extremely rare monster materials in the armor and regular monster materials in the gate.

Just in general, would you appreciate us fluffing efforts like this or do you find that too open to player abuse?
>>
Rolled 49 (1d100)

>>2366080

Efforts at fluffing are always appreciated and will always provide boons. The more in-line your fluff is with how your faction actually works the bigger the bonus will be (for instance all the fluff in the world about your men figuring out how to build a supercomputer would do little good).

What would be even better is fluffing beforehand or suggesting what kind of capabilities you'd like to see your armor or other crafts have. Or even a statement of the general combat doctrine you'd like to see it support, so your crafters have some idea of what to emphasize in its construction.
>>
Rolled 84 (1d100)

>>2366080
>>2366088
Something like:

"So if the armor's inner layer is actually a living my-cieling-al'mat, it could be an interface between the hunter and the special monster parts. Then if we're hunting and catch something cool, we could swap out the monster parts in the field right away and the armor would grow around it! Then we could carry more too! Oooh, and it could hold potions inside itself so we could take the boosts we need right away and not have to bother with zombie bladders and because the fungus plays with Deenay it could slowly accustom us to the adaptations - "
"I get what you want and I need quiet to make it happen!" the crafter irritably interrupted. "I don't tell you how to hunt monsters, I don't tell Mama Mira how to brew, and I don't need anyone telling me how to craft!"
"I hope I won't have to ask Mama's help for this one" he muttered under his breath once he'd settled into his work. "If I can make an armor that does half of what they want, all the cute hunter girls are sure to..." he broke off when he noticed the hunter still there.
"Erm - could... you incorporate the mesmer beetle eyes too? It's just with all the psychic and beam monsters and unseen watchers - "
the crafter gently snatched the sack of beetle eyes from the hunter's rough fingers and wordlessly got back to work, adding some obsidian lenses to his face wrap before opening the bag. Couldn't be too careful with mesmer beetle eyes, and he'd have to look right at them in bright light for what he was about to attempt...
>>
Rolled 76 (1d100)

>>2366639

That is actually rather eerily in line with what you were going to get...
>>
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Rolled 37 (1d100)

Among the various variety of monsters our mutants encountered in the jungle, there was one in particular that stood out. Perhaps not the deadliest, certainly not the biggest or the fastest. . .but unique nonetheless.

In general, the closest thing one could compare it to is a massive hybrid of some sort of giant slug or sea squid. It generally could be found in wet, swampy areas usually half submerged in water, but was capable of slithering on dry land as well as verticale surfaces. When threatened, it would often make an effort to climb to higher ground such as trees or ceilings.

No two of the creature were exactly alike or symettrical, but they all follow the same description. A big, slow moving blob with many different appendages of varying length and shape, and covered with large convulsing sacs. The ends of these appendages were either of an eye, or a small opening unlike a puckered mouth.

This particular beast had some extremely affective senses which as far as we can tell, can be ascribed to both the endless number of eyes upon each appendage, and various cicilia. Even the slighest of noises, odours, or changes in the environment seems to be capable of alerting the beast.

Its method of response is to look in the general direction of a percieved threat with its many eyes. In a few seconds, a sudden, continous rush of air is heard, as though a great drain were sucking in. Not ending but going on and on.

Following this, any unfortunate thing caught in the sight of the beast would become perforated. From its various appendages, what can be described as a solid spear of liquid moving at speeds which cause the air to crack are launched from the beast. The terrifying velocity of these projections are so intense, they are capable of going through dozens of trees without stopping, and splintering them. Healthy trees suddenly had sections of their trunk turned into a burst of splinters. Stone, earth, even steel seemed to offer little defense. The most impressive display was the beast killing a creature by spitting at it through an earth embankment, penetrating an old world Tank, and then 22 trees before slaying the creature through its scaled exoskeleton which was about a foot thick. The exit wound upon the dead animal was roughly 75% the size of its body, its viscera spraying huge swaths of area crimson with gore and blood. This creature is able to fire not merely one blast at a time, but several in very fast succession, often continuously.

The mechanism this creature uses to attack can only be described as a lung with such force and capacity as we have not yet seen. This organ seems completely capable of continuously inhaling air through various orify, compressing and pressurizing it, and using it to propel fluids through an appendage at astonishing speeds and force. These fluids are produced by the beast itself, and have a significant caustic effect, and is produced in great quantities in glands inside the creature.
>>
Rolled 6 (1d100)

>>2366743
On the topic of the beasts innards, the number of glands containing fluids of various sorts outnumbered any other type of organ we could distinguish in the blob like mass.

So long was water was present, this beast seemed capable of producing quantities of numerous, and different forms of venoms and poisons, seemingly at will. In addition these chemicals would often combine when mixed in contact with each other to offer a completely new effect.

There is some promising application of these glands in the idea of potion production. . .
>>
>>2366743
anon here, wanted to give a whack at fluffing some monsterous stuff
>>
Rolled 79 (1d100)

>>2363412

>X-Rare Monster Materials released for Special Hunting Armor crafting

Your craftsmen eagerly set to work with your disbursement of the Extremely Rare Monster Materials for the project. As the materials are handed off there are murmurs of what a momentous occasion it is. Such treasures have not been seen by the Tribe for several generations at least. The craftsmen are rather dumbfounded with how to even begin to work the materials for some time. They discuss possible plans, examine the available components, consult with your Fun Gals and Fun Guys, and even recruit some of their number to assist in the planning. At several points it almost looks like some of them craftsmen will come to blows over differences in opinion of how to proceed. Just as the tension seems about to reach its breaking point an ancient looking craftsman steps forward from the crowd and begins to pour over the laid out monster goods unnoticed by either side. Soon he directs several of the younger workers to gather some tools and sets to work sculpting, tearing, sewing, smearing and otherwise tooling the myriad components with a smooth, practiced hand. Before long a full suit of masterfully crafted armor, the strange components it is composed of interleaved in a mesmerizing pattern that seems to constantly shift (and indeed, perhaps does) in the light of your cave, lies finished on the ground in front of the old mutant. He hands it off to the group of children, whispering something to them with a smile that reveals teeth decorated with intricate patterns composed of organic gemstones, and they rush off with the armor in hand towards the crowd as the old figure vanishes back into the shadows of the cave.

As the children reach the crowd and get the attention of the adults to show them their bounty the din of arguing quickly subsides, replaced by slackjawed stares as they all gaze upon the eerie brilliance of masterwork set of armor which has materialized before them. Every sweep of chitinous wing, every organic gem-spike, every darkly iridescent scale in its construction slots together into everything else in a mad menagerie that would leave no segment of skin unprotected if fully donned. The whole thing glistening with strange sealing and finishing compounds, and several of the more exotic components glimmer faintly with some inner effect activated by their proximity to other bits and baubles or wave their cilia as if still alive.

"Children...who gave you this?"

"Oh, it was old man Yorik! He finally came out of where ever he was, we thought we'd NEVER find him after the last game of hide-and-seek!

He said to tell you all 'Just do something like this already. You should've learned from the Hungry Ones that talking is a waste of breath.'

Oh, he also said 'That one's for Mursik.'"

>Alert!
You craftsmen have begun crafting the armor. They say it may take a while, but the process should not be rushed and they will be available in the meantime.
>>
Rolled 20 (1d100)

>>2366773

Deeper underground your builders and trapmakers get to work fully sealing off the underground tunnels that had been open. Several of the new fleshy veins that have appeared near your insect hives since you installed the heart are severed and rerouted to begin pouring their spore-infused juices into the corridors that need to be plugged, and your trapmakers take the opportunity to begin laying several particularly devious traps down that will both be primed and reset by anticipated fungal growths. This is all, of course, simply done as a precaution after completely blocking the tunnels in question off so as to make sure that even if something should break through it will not be able to approach unhindered and unknown.

The resource expenditure keeps pace with the amount of work done, but the rest of what is needed is assessed and put in a stockpile so that the plan will not run out of resources midway. Your builders estimate the gate could be fully finished in about 2 more turns, if things do not get stalled for some reason.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 32
>Resource Points: 2
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 60 Partially Wounded)
>>Food: Below
>>Water: Plentiful
>>Morale: Good
>>Medicine: Low
>>Health: Good
>>Armaments: Very Low
>>Fuel: Flameseap [Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Scarce], Conthawn Bone Armor[Nil], Medium Hunter Armor[Very Low], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Scarce], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Below Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Low], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [7], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 63 (1d100)

>>2366748
>>2366743

>>2366639

>>2357264

All excellent fluff, anons.

>Fluff Bonus Granted to Crafting Endeavors

Carry on the good work!

>>2366748
>>2366743

>Mother Mira
"Aah, yes, the Glim'sip. It is rare we get their components in, but always delightful. I believe I saw some in some of the [Rare Monster Materials].

You know, I could attempt to derive a mutagen that would allow us similar capabilities if you should desire it. We should not ignore our heritage as mutants."
>>
Rolled 74 (1d100)

>>2366773
Hm I guess we keep supporting the last turns actions. Unless that wouldn't help. In which case I guess...

>Act1
Mira and shamans look at our changes. Less understand more about what has happened.

>Act2
We lack the spare resources to build up the fort. Which we would need to build homes and tools help gather there passively. So for now lets hunt for food and keep aware of what lurks. Since each outing has lead to missing tribesmen.
>>
Rolled 67 (1d100)

>>2366887
If you continue to support armor construction you'll get more yield out of it, but it will require more resources and possibly more X-Rare Monster Materials depending on how many times you do it.
>>
Rolled 33 (1d100)

>>2366892

It'll be more efficient than trying a whole bunch of small production runs though.
>>
Rolled 67 (1d100)

>>2366892
are we still HUNGERing? If so I'd like to research that.

If not, I'd say we do a bit more research on horknath lung fungus and avenues to mutation, as Mira suggested here >>2366828


I'd love to be able to explore or retreat to the underwater regions
>>
Rolled 32 (1d100)

>>2366979

The Hunger is more or less a constant presence these days. When you see food it's practically unbearable and drives your members into fits of uncontrollable violence if they haven't eaten lately. Even when there's not food it gnaws at them.

>>2366914
>>2366892
I'll say that for any kind of multi-turn production using rare materials you'll need to supply 1 unit of material every 2 turns (so 1st turn it's due, then the 3rd turn, and so on). Resources will be required every turn generally, as per normal.

In return you can look forward to significantly increasing your yield. Probably about by a factor of how many times you had to dump materials in.
>>
I really think we should continue our armor project, or at least start applying more of them to our fighters.

We have great strength and abilities, but we need to ensure our staying power. Really armor equates to armoring up our civ because our civ is literally our people especially because we are tribals.
>>
Rolled 73 (1d100)

>>2366773
I vote:

Offer the Craftsmen more X-Materials, so we can have more armor available for all and of better quality. Or even with unique affects!

Self repairing or even healing armor that heals the user would be grand.

Action 1
See about experimenting or integrating with the Glum'sip materials for mutagens. We could use them in so many ways. Besides providing a number of our warriors with natural and powerful ranged weapons part of their bodies, we could also use the glands to produce potion components and chemicals for our needs.

Action 2
We're lacking Armaments. We need more weapons to fight with. Spend actions to produce more.
>>
Rolled 19 (1d100)

>>2367050
>>2366887

In that case I'll vote for

>Research: The nature of the HUNGER and what can be done about it
>Work on: the Gates below

A small child enters the shaman's cavern, clutching something to her chest.

"Can you do a vision quest for me? I want to know why I'm hungry. I know Mr. Mursik is doing his best, but he's been gone a long time. Maybe we can help him somehow." she puts her treasure on the floor in front of the shaman's imposing visages. "I brought you some num-snek eggs so you can concentrate better".

Her stomache gurgles loudly as she straightens, and she glances longingly at the snack. The she spins on her heel and flees with all the dignity of a child who's shared a secret.
>>
Rolled 53 (1d100)

>>2367113

>Fluff denied
>Hint discovered
Your children actually don't suffer from the hunger like your adults do.
>>
>>2367121
hmmm... do we have a coming-of-age ritual like most tribes do?
>>
Rolled 10 (1d100)

>>2366808
Alright so keep supporting last turns actions it is.

We build brothers and sisters. We focus, renew, and we will hunt once again. Support our craftsmen and aid our builders.
>>
>>2367192
>>2367121
I think that is worth studying, maybe adapting to ourselves. Once we find out /why/ we can possibly prevent whatever change happens
>>
>>2367397
>>2367192
>>2367121
I think it’s because of that 1 we rolled tho
>>
Rolled 73 (1d100)

>>2367397
Our kids look like regular humans (or at least not like zombies) until they reach a certain stage. Stand to reason the Hunger wouldn't kick in until then. It's like, mutant pseudo-zombie puberty.

I get this from when Alba was first introduced. She's at the point where her mutations are coming into effect.
>>>2316184
http://suptg.thisisnotatrueending.com/qstarchive/2298775/

>>2367399
Yeah, but more specifically, because of the serpent brain.

>>2367192
Interesting idea, it would make sense.

>>2367097
No, give more materials next turn See: >>2367050
We don't need weapons, need ammunition and armor >>2364006

>>2367389
Vote!
>>
Rolled 24 (1d100)

>>2367454
Well they never really look like a full-on human, there's always something distinctly off and macabre though it varies from individual to individual.

>>2367192

>Shaman
"Yes, Elders. As you know, though may have forgotten, our traditional rite of adulthood is undertaken after a child has came into their own and begins to show signs of their mutations reaching the most unstable stage.

The child is separated from the rest of the Tribe, given a hefty dose of our Grave Fungus Extract, the very mushroom that it is said caused our ancient ancestors to come to this holy cave to study, and subjected to a test. The nature of the test varies between different children, based largely off of what they intend to become as an adult. A prospective hunter may be dropped in the caves or the swamp a distance away and expected to fight their way back to our home or to a designated location. An apprentice of Mother Mira's may be barricaded in a barren cavern with a few spores and other materials, and expected to cultivate their own food. The last of our number to join was made to go into a spiritual trance while we burnt sacred insects to char the impurities from his soul.

The specifics of the test are unimportant, what is important is that it is stressful and difficult. This helps for the Grave Fungus to stabilize their physiologies, and in exchange for the added stability we grow more physically powerful as well.

...

Of course, there are a handful of our members who undergo...exceptional tests in lieu of a more normal exam with a dose of Grave Extract. Headhunter Mursik was one such individual, who undertook the task of seizing the title of being Headhunter from his own father. There are a few others scattered throughout the tribe, and we have noticed that they maintain their physiological instability but are significantly less adept at blending with the Unliving and are not as strong or tough at a baseline as our members who do partake of the extract at the proper time. There may be other things aside, but it has never been studied in depth. The individuals who can pass a test without the extract tend to enjoy their privacy and be capable of maintaining it as well."
>>
Rolled 12 (1d100)

>>2367454

Well the anon you're citing is right, you have to keep dedicating actions to the production in order to get the bonus and be able to feed more material into it. Sorry if that was unclear.

You're right on the weapons versus ammunition point though.
>>
Rolled 24 (1d100)

>>2367628
That's what I meant...I think.

Use an action this turn to continue with the production, but we can't add more materials until next turn (still devoting an action to it).
>>
Rolled 15 (1d100)

>>2367389
Vote
>>
>>2367611
"Tell me shamans - something clearly went wrong when we tried to gain a deeper understanding of the mind meld fungus. Might the HUNGER we are feeling be the result of mind-melding with the zombies we live amongst?

And could aught be done to correct such a mistake?"
>>
Rolled 25 (1d100)

>>2367389
Alright, switching to this
>>
Rolled 92 (1d100)

>>2367389
this seems like a good idea despite the low rolls.

>The caverns echoed with the sounds of regular work on a day when the murphey demons are out in force. Meanwhile, in another cavern...
>"Tell us the story of Grave Fungus!"
>"Yay!" "Grave Fungus! Grave Fungus!"
>"Do you remember how it begins, children?"
>"of course!"
>"We could tell it to you!"
>"Long ago, Grave Fungus was very lonely"
>"no, sad!"
>"They was sad because they was lonely with only other fungi to talk to. But one day, a mutant came to visit."
>"A nice mutant!"
>"A very nice mutant who gave Grave Fungus lots of food!"
>"But Grave fungus was still sad, wasn't they?"
>"Yes! Because they wanted to share Deenay with the mutant!"
The children giggle
>"But the mutant didn't want to because he'd become too much like the unliving! So the mutant thought and thought until he found a way to only become as much like the unliving as he wanted!"
>"Then, Grave fungus was very happy he could finally share Deenay with the mutant, and introduced him to aaaall their fungus friends!"
>"And we've all been friends ever since!"
The children nod and smile, pleased to have remembered it right. Before the crowd can disperse, one child who had been silent pipes up,
>"But how did the mutant keep from becoming more like the unliving than he wanted to?"
>"That's a more complicated story, children. But I'll tell it to those of you who want to hear it. You see, when a mycotubule meets mutant Deenay..."
>>
Rolled 68 (1d100)

>>2368871
Beautiful.

As is that roll with that comment. I'm still hoping for a 7th 77 though.
>>
Rolled 55 (1d100)

>>2368435

Your shamans talk among themselves for a bit, somewhat befuddled that you'd ask such a question of them rather than Mother Mira.

"We do indeed seem to be more in-touch with They Who Still Walk. It would be odd that our attempt to research the Mind Meld would directly prompt us to synchronize with their Hunger.

Truly it is by Her fickle will twisting fate that the answers we seek inevitably lie where the questions began, in researching the Mindmeld and its effects further."

>>2367389

>Continue to support the armor crafting [LOCKED]

>Continue construction on the gate [LOCKED]
>>
>>2369041

If the thread falls off before I get the next post up I'll have a new one up on Friday afternoon.
>>
Rolled 39 (1d100)

>>2369202
Ooops, dice.




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