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Life goes on as you approach the 100th day of living in the swamp. Over 3 months of this place and you're still alive. Everyone is busy preparing for a sort of celebration to commemorate the moment, though you still have work to get done. As a slightly accomplished magician you would like to keep practicing. Maybe bring up some new apprentices considering one of yours died in that brutal attack. Well, it's always a good time to practice your skills....

>Blood magic
>Enchantment
>Nature
>Write-in

We're back after a fairly long break. The end is approaching so hopefully I can speed up now.
Previous threads: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Kobold+swamp+survival
>>
>>5359267
What happened to our votes at end of thread 6, QM?

I stand by mine:

>Cultural and magic
a la >>5351555

>Exploration and Military
Take our apprentices to visit the fiddler a la >>5352116
>>
>>5359267

> Nature

But also fully in support visiting the fiddler.
>>
>>5359267
>>Nature
>>
>>5359267
>Enchantment
>>
>>5359271
Votes from the last thread were accounted. General consensus seemed to be magic and or scouting.
>>5359332
>>5359442
>>5360148

You get cracking with the newer recruits and try to instill in them the details of magic. It's always a difficult thing but at least you have the old apprentice to better convey the specifics. On the bright side, having them try and grow plants a little faster is an easy and relatively safe way to ease them into things. You on the other hand are mastering the finer arts of causing spines of wood to burst outward and impale things. Think you're relatively getting the hang of things at this point? Another tool in the kit.

As the work is done, some important and maybe worrying news comes through. While scouting around for the source of that mad fiddler music you've been hearing, humans were spotted. An entire large battalion of the damn things marching to the north-east. They seem far more well organized and put together than the last group of mediocre settlers. Lots of armor, and a bright red theming. Few flags depicting some kind of fire symbol. Are they looking to settle back in the old spot the others died in? They certainly outnumber your tribe anyway and would probably easily trounce you in a straight out war. The fiddler hasn't been seen yet, but the music persists. As the day turns to night you start thinking about contingency plans...

DAY 98

KOBOLDS: 61
SLAVES: 6
FOOD: Secure
MORALE: Wary

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In

>
>
>
>>
>>5360268
>Exploration and Military
>Construction

Time to start setting more traps throughout the area
>>
>>5360268
>>Tools and research
We must make new weapons of war
>>
>>5360268
>Exploration and Military
>Construction
Supporting the trapmaking idea. We ARE kobolds, after all.
>>
>>5360268
>>5360345 +1
>>
>>5360268
>>Exploration and Military
did we ever tap the magic tree for sap?
>>
>>5360820
Nah, we've been cutting them down and adding them to out totem of protection whenever we get our hands in one.
Since they just keep spawning those wood abominations if they're left alone.
>>
>>5361147
I thought we did bottle some sap before choping it down last time?
>>
>>5360820
You cut down the magic node tree, so there was a bit of sap that could be collected along with the lumber
>>5360345
>>5360433
>>5360596
>>5360766

It's only natural that you'd want to set up defenses when faced with that ridiculously sized force. It's only now that your population is recovering and even then humans aren't supposed to be the ones outnumbering kobolds in a fight, even if yours are better fighters than the average bold. Great care is taken to add to the traps fields between you and that group. Incursions of the wood creatures have slowed down to a trickle after your offensive so they won't be eating the bulk of them at least. Then again they were a barrier to travel before they were eliminated.

Fortunately the humans seem to be content to settle down and create a camp about half a day away near the forest. They're far more perceptive than the old group, and the fact that one of your scouts had to dodge bullets is a statement to their equipment. By the next day a significant amount of protection has been deployed and you're feeling quite confident about your odds in at least damping any incursions.

What you're not confident about though is the goblin war party approaching pointedly from the west. It's absolutely bizarre that the goblins of all creatures are doing a march like this but then again you're the warrior kobold talking... Point is, there's a lot of green coming for whatever reason. There's probably over a hundred of the bastards a few hours away and approaching. All covered with their patchy scrap armor, accompanied by giant spiders and awful feverish music.

4d100 best of 3 for your stance

>Hunker down and trust the traps
>Meet them out in open combat
>Create an ambush
>>
Rolled 17, 1, 29, 68 = 115 (4d100)

>>5361744
>Create an ambush
>>
Rolled 41, 85, 27, 76 = 229 (4d100)

>>5361744
>Create an ambush
>>
Rolled 16, 18, 54, 84 = 172 (4d100)

>>5361744
>Create an ambush
Ambushes and traps
Finally a Kobold like assault
>>
>>5361750
>>5361760
>>5361783

41, 1, 29, 68

The general plan to deal with the approaching goblins is an ambush to break them apart. So far from what you've dealt with the goblins were far from impressive. A fairly strong attack and they'll likely shatter... Things do not go as planned.

The first part is how the greenskins charge into your zone far faster than expected, leaving the ambush unfinished and forcing a melee in order to protect those who were caught out. The second is that these are not the usual goblins you've encountered. These ones are ornery and angry as hell, almost crazy in how they're fighting. A few casualties are immediate, especially when the spiders get going, leading you to an unfortunate position of disarray.

3d100 best of 3

>Tactical retreat
>Take to the field yourself
>Form up and defend
>Write-in

-Abilities available-
>Berserker: Successes count much more and losses are more damaging
>Shield wall: Dice failures are lessened
>Flesh smith: An amount of deaths will be completely prevented
>>
Rolled 69, 46, 59 = 174 (3d100)

>>5362805
If you're doing Bo3, shouldnt the third dice be 54, and the fourth dice be 84?

>Take to the field yourself
Fuck these assholes, lets kill em all!

>Flesh smith: An amount of deaths will be completely prevented
>>
>>5362805
>Tactical retreat
Grab our dead and fall back...
>Shield wall: Dice failures are lessened
Erect a shield wall...
>Throw the corpses into the hell-portal
Grow some demon kobolds to replenish our numbers!
>>
Rolled 76, 8, 64 = 148 (3d100)

>>5362805
Oh, and roll
>>
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86 KB
86 KB JPG
>>5362816
What is this? it smells like bitch in here. Why not kill these fucks, torture them for intel, and eat their corpses?
>>
>>5362805
>Take to the field yourself
>Flesh smith: An amount of deaths will be completely prevented

Fuckin greenskins, prepare to die
>>
Rolled 29, 59, 70 = 158 (3d100)

>>5363012
>>5362805

Forgot my dice
>>
>>5362805
>>Take to the field yourself
>Flesh smith: An amount of deaths will be completely prevented
>>
>>5362809
That was just me being delirious and not adding numbers correctly. Dice rolls take the best total result, but 1's will replace any roll in their slot. It wasn't a good result regardless.
>>5362816
>>5362817
>>5363012
>>5363013
>>5363677

69, 46, 59

If you want something done right you've got to do it yourself. If these goblins think they'll have an easy fight then they're sorely mistaken. You bring yourself into the fray and hack away at the wretches with terrible force. Your magic is put to use at the same time, mending the fallen and keeping them from death. If there's one thing you've come to accept in your time here is you're quite strong, and your presence immediately anchors the spirits of your warriors.

The goblins aren't too much of a pushover though compared the last times you've faced them. They're still furious fighters, though less refined than you. There's hundreds of them as well and whenever one falls another takes its place. Beyond the tide of flesh there's more than regular fighters. Shamans chant some wretched tune and a shower of venom rains down on you all. Paired with the giant spiders their spirit remains intact and the fight continues.

3d100 Best of 3

>Hunt down the priority targets
>Form up the warriors and clear the chaff
>Breakthrough wedge
>Remold the flesh, fight with rage
>write-in

-Abilities available-
>Berserker: Successes count much more and losses are more damaging
>Shield wall: Dice failures are lessened
>>
Rolled 63, 32, 83 = 178 (3d100)

>>5363684
>Breakthrough wedge
>Shield wall: Dice failures are lessened
We need to get at their shamans.

Note to self: invest in war beasts, leather tanning of goblin hides, and find mines to dig up ore.
>>
Rolled 21, 46, 68 = 135 (3d100)

>>5363684
>>5363713 +1
>>
Rolled 24, 10, 12 = 46 (3d100)

>>5363684
break and shield/ When we kill them all, and we will, let's try to keep some alive to torture and sacrifice to gods or something.
>>
>>5363684
>Breakthrough wedge
>Shield wall
>>
>>5363713
>>5363739
>>5364269
>>5364277

63, 32, 83

Well It won't do to have your forces spread out like this if they're going to attack in force with such methods. With intense shouting, you manage to rein in the warriors and create a wedge formation to break further into the lines.

The shamans try to put up a fight, sending a wave of malediction your way, but the bolds manage to steady themselves despite the pain and discomfort. You personally slaughter them to get some breathing room in this battle. With the shields up your troops find themselves in a circle, surrounded by the many remaining goblins seemingly uncaring to some of their leadership dying. There must be still over... 80 of them left? In fact the more that die the more aggressive they get somehow. And even now someone is playing some damn music that pounds your head.

3d100 Best of 3

>Take an aggressive stance on them
>Hunt down the spiders first
>keep tight and fire on them all
>Rely on magic to win the fight

-Abilities available-
>Berserker: Successes count much more and losses are more damaging
>>
Rolled 43 (1d100)

>>5366100
>>Berserker: Successes count much more and losses are more damaging
>Hunt down the spiders first
>>
>>5366100
>Rely on magic to win the fight
WIZARD BATTLE
>>
File: 37grsp.png (279 KB, 483x527)
279 KB
279 KB PNG
Rolled 85, 79, 3 = 167 (3d100)

>>5366100
>Rely on magic to win the fight
>>
Rolled 14, 12, 18 = 44 (3d100)

>>5366100
>Rely on magic to win the fight
>>
Rolled 41, 80, 34 = 155 (3d100)

>>5366100
Oh, forgot my roll for WIZARD BATTLE
>>
>>5366100
>Rely on magic to win the fight
>>
>>5366104
>>5366113
>>5366122
>>5366365
>>5366484
>>5367099

41, 80, 34

Surrounded on all sides, there's nothing left to do but fight it out. It's the kind of battle that you've sort of come to enjoy in this place. There's no muddling with running away or talk or something else. Two people fight and one will die while the other lives from being stronger. Even if a kobold or two dies around you, you don't really feel that bad. They were just too incompetent to survive, whether it's not being good enough in a fight or stupid enough to come along for this. Maybe that just encapsulates the kobold condition?...

Combat gets you too introspective, it's time to kill. Magic is your choice of focus here and the briars you raise into the horde of green shreds their skin apart. This is a trial by combat for your new apprentices, and they live or die on their potential. Some of them fall, but others stand strong. They've learned blood magic, so they really have no excuse for standing with wounds. You've personally gotten extremely adept at flesh mending. So much so that you're pretty sure the new flesh is better than the old, remolding with every iteration. Your skills are sharp anyways when you're in the thick of slaughtering the goblins and their spiders...


In the end, you find yourself in victory. The dead and living are tallied up and taken note of. Nine dead kobolds who could not be mended and at least over thirty goblins who are still breathing in the bloody mess. The dreary swamp muck has been dyed a dark shade of red as it mingles with the mud. Somewhere off in the distance you can here a fiddle playing a sad sounding tune.

>Slay the living for Baphomet
>Enslave them
>Write-in
>>
>>5367136
>Enslave them
>Throw the dead in the hellpit
>>
>>5367136
>>Slay the living for Baphomet
why get slaves when we can just breed more
>interrogate them about where they came from
>>
>>5367136
>Enslave them
>interrogation for intel, loot, caches, their plans, etc.

>>5367139
I'm new and haven't gotten around to reading the older threads yet. What is the hellpit?
>>
>>5367170
+1

>>5367208
Dont remember, but it sounds badass.
>>
>>5367208
>>5367344
In the last thread, we got a blessing from Baphomet: a pit in our village that you can hurl dead bodies into in order to create amnesiac demon-kobolds.
>>
>>5367411
Fucking sweet. Are they T H I C C and breedable?
>>
>>5367136

> Enslave them, but sacrifice a portion to the hell pit daily.

Let's not get a mass surge of new bolds, keep the culture strong.
>>
>>5367428
no
>>
>>5367428
Unclear.
>>
>>5368356
We should find out shouldn't we? It's the responsible thing to do.
>>
>>5367139
>>5367170
>>5367208
>>5367344
>>5367411
>>5367988

The goblins that are still living are mended so they'll live, then dragged off to the village for enslavement. In total, around 36 of them were recoverable. Currently they will join their others in the mines to toil away. It's almost impossible to communicate with most of them, speaking in their foul language and seemingly drugged up to their eyes on something. The most that you can get out is that they have a settlement somewhere in the north west and that they very much hate you.


Their dead are not left either, with the bodies to be dumped into the strange blood pool. The corpses are consumed by the demonic puddle and all throughout the day, every once in a while a kobold crawls out of the brackish red. Somewhere in the back of your mind you can feel a sense of elation and satisfaction at having done this. Baphomet is pleased.

--------------

It takes all throughout the day and the next to sort everything out and handle housekeeping. New kobolds are taught their place, same as the slaves who are much more of a handful to feed and manage. Very soon the day of celebration has arrived. 100 days in this place, a dedication to your efforts of survival and what it means.

>Proceed with a modest celebration
>Allow for great festivities
>write-in

>Baphomet
>Krish'gah
>Tiamat
>All of the above
>>
>>5369071
>>Allow for great festivities
>Baphomet
>>
> Allow for great festivities
> All of the above
>>
>>5369071
> Allow for great festivities
> All of the above

Free-for-all
>>
>>5369071
>Allow for great festivities
>Everyone, but especially Tiamat

Dragonfest 2022! Let's catch ip with our dragon, too. How does she feel about how our society has developed, artistically and magically?
>>
>>5369071
>Allow for great festivities
>All of the above
>>
>>5369071
>>Allow for great festivities
>All of the above
we prepare for war party!!!! we could do a cool march!
>>
>>5369100
>>5369121
>>5369164
>>5369289
>>5369420
>>5369458

The celebration of your time here is elevated after the battle. It's unavoidable that the wine barrels get opened early even if they aren't ready yet. The taste is suboptimal as expected. Much blood is spread and used for decoration and paint in honor of Baphomet, but other honors are of course paid to the other gods. There were a few bits and pieces among the dead goblins that could be salvaged and the nicer trinkets were offered to Tiamat's shrine. Lyralia has been relatively lazy lately but that's just the nature of a dragon.

The festivities get rowdy as the evening goes on, even devolving into fights at points which are a pain to have to break up. No serious injuries at least, but a few of the goblin slaves are brought up and messily sacrificed without your go ahead. You reprimand them but not to harshly, the goat might get offended if you're cracking down on that stuff...

Clean up is going to be a mess with everything that went down, but that's an issue for tomorrow with the manual laborers. Sleep will be blissful....

--------------------------

In your dreams you find yourself in that cobbled together chaotic tower again. The familiar figure of your race's deity perched on a ledge overlooking an outcropping of steel mixed with wood and crystal.

"Still running like a coward!?" You hear the harrowing voice of the bloody god from somewhere down below.

"Piss off!" Krish'gah shouts down in return over the winds of this high tower. He turns to you with a bland expression. "Doing well, yeah?"

>Say something? (write-in)
>>
>>5370374
>>Say something? (write-in)
"Yeah doing good. are you good?"
>>
>>5370374
Doing pretty okay. You? I've been thinking of expanding our distilleries for more wine, maybe more farm food? Life ain't so bad.
Goblins are still a pain in the ass though.
>>
>>5370374
>Pretty good, but a little worried about those humies
>>
>>5370374
Things are going well, but I'm worried that we're going to have to flee again soon. That something is coming we can't handle.
>>
>>5370374
>>Say something? (write-in)
"you know im not sure, i think so. you?"
>>
>>5370376
>>5370385
>>5370458
>>5370542
>>5371333

You blink in consideration for a moment before responding. "I suppose, yeah? We've killed a lot of goblins but the humans are probably too much? You?"

"Oh you'll be fine, just dig in and it'll pass. I would be doing fine if I didn't have the HARLOT chasing after me every few moments." He shouts downward for a bit there before continuing. "I don't very much like this direction things have gone with your clan here, but I'll be honest with you, most of splinters of kobolds around the world have been on the wane for a while." He ducks as an axe flies overhead and lodges itself in a strut with terrible force. "Not that we're going anywhere any time soon, but you could say this little sect is necessary."

"Well, an entire army of something other than goblins is probably a bit much for us to handle you know..."

"Maybe, but maybe not. Clear them out and you'll probably be fine for.... A couple years give or take. That and avoiding selling your soul to demons y'know." There's a rumble from below in a portion of the tower's structure. "Anything else, or you content?"

>One more thing (write-in)
>Fine for now
>>
>>5371835
Any other nuggets of wisdom bossman? Not selling your soul to demons sound pretty straight forward.
>>
>>5371835
Any strategic resources in our area?
>>
>>5371835
>>5371852
Support.
>>
>>5371852
>>5372015
>>5372532

"Not selling your soul to demons is pretty straightforward, some more helpful advice would be nice."

"Well with the path you're on it doesn't seem like you care much. Here's another, berserkers tend to not live long. But hey, who am I to judge your life choices."

"Okay then. strategic resources? Anything like that then?"

"Nah, that would be too much cheating for you. Well. asides from all the funny lookin metal stuff in the clearly ancient ruins of those gone from this world long ago, but what use could all that old stuff be?"

"Probably all rusted to uselessness."

"Just take things slow and steady and you probably won't fuck things up too bad, yeah?" The horned kobold form of Baphomet suddenly flies up from the edge before crashing down upon the platform. There's a creaking noise as the ground quickly slides beneath you and in a moment, the dream is over.

------------

DAY 101

KOBOLDS: 71
SLAVES: 39
FOOD: Full
MORALE: Fervent

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In
>>
>>5373528
>Tools and research
>>
>>5373528
>Exploration and Military
Expedition into the chasm.
>>
>>5373528
>>Tools and research
>>
>>5373528
>Exploration and Military

If a god tells you to check out the funny metal stuff, you check out the funny metal stuff.

Are the slaves still expanding the cave network below us? If the humans attack us in force I want some favored terrain to fight them on.
>>
>>5373683
Supporting.

>Exploration and Military
Let's claim what we can, and make something mighty of it to repel the humans. For Krish'gah!
>>
>>5373528
>>Exploration and Military
look at ruins
>>
>>5373528
>Exploration and Military
>>
>>5373528
So what do these goblins look like? Are there female goblins, or do all goblins look ugly as sin? Is there somewhere we can sell goblin slaves?
How are we doing with the mines? Are goblins decent miners? We getting enough stone and ore?
>>
>>5373572
>>5373595
>>5373652
>>5373683
>>5373689
>>5373968


An expedition to the ravine is overdue considering what treasures it might have, even if it is dangerous. There's been a lot of quakes in the area as well, so that might have some effect on the terrain unfortunately. Your usual military leader is sent out to manage the warband while you keep the homefront sharp. Your scouts have looked on the humans and their encampment over their recent stay and from the reports, they've set up their defenses and buildings with surprising speed. Tents are quickly being replaced with huts and walls surrounding them. The wood here is abundant, but It's surprising just how efficient they are considering what you know. Maybe concerning? They love their red banners, sticking the things up everywhere.

-Homefront actions
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In

3d100 for the expedition's luck into the ravine....
>>
Rolled 14, 68, 85 = 167 (3d100)

>>5375477
>Construction
Let's get our fortress nice and kobold like by making sure it's filled with deathtrap options if the humans attack in force. Traps, murder holes, secret doors, easily deployed tripwires, whatever else our kobold cunning can dream up.
>>
>>5375477
>Cultural and magic
We should experiment enchanting/Magically modifying some of the demonbolds
See what kind of horrible abominations we can't whip up to bolster our war front before we destroy the humies!
And then use the best results on ourself for ultimate power mwuhahaha
>>
Rolled 92, 79, 39 = 210 (3d100)

>>5375477
>Diplomacy
Try to talk to humans into recognizing our claim to this place and intimidate them into being unwilling to challenge it overtly
>>
Rolled 59, 17, 20 = 96 (3d100)

>>5375488
Forgot my dice of course>>5375477
>>
>>5375477
Just throwing this out there, kobolds probably have better night vision that humans. It would be a simple matter of getting so fire arrows and spamming it into their camps on a cloudy night. With enough burning arrows you can bet your ass that several homes will catch on fire, hell maybe even the walls. If we're feeling especially daring we could even sneak inside to open the gates and try to storm the place. Though, only after we have maybe 200 kobolds under our name.
>>
>>5375477
>Tools and research
>>
>>5375489
I'd rather focus on defensive preperation at the moment, but we probably shouldn't discount diplomacy outright. They don't have to like us, and we don't have to like them, but there's no need for us to be at each other's throat. Maybe in time we could establish ourselves as a checkpoint on a traderoute, collecting tolls, selling kobold cajun food to tourists, running blood sports in the shadows and maintaining a road through the swamp.

And if the humies piss off tree wizard enough maybe one of our problems will just resolve themselves.
>>
>>5375485
>>5375488
>>5375489
>>5375490
>>5375634
>>5375709

92, 79, 39

The expedition to the great ravine is routine, even if we haven't traveled the path. The same rotting metal sticking out the mud, accompanied by more mushrooms than there used to be. Past the old metal arches of the strange underground facility and further on to the abyss. As you travel further the sky becomes a bright orange, tinged from the radiance of the burning tainted crystals.

A notable and disturbing sight upon reaching it, is a group of goblins one by one, jumping over the edge as if it were a set of stairs. All just dropping to their doom for seemingly no reason at all. An eerie whistling of the wind passes through crevice off all the outcroppings of either steel, rock, or crystal. A constant hot breeze oozes out the abyss as if it were breathing.

>Stay near the surface
>Descend to the middle layers
>Delve to the lowest strata
>Write-in

-------------------

While the expedition heads off, you tend to the home, further studying the nature of magic and ordering the kobolds to keep polishing up the above ground fortifications. Most of your apprentices seem very eager to start learning how to do advanced blood magic considering how the ones who couldn't died in the last battle....
>>
>>5377524
>>Descend to the middle layers
>>
>>5377524
>>Write-in
find a brave kobold to jump after the goblins
>Descend to the middle layers
energy crystals?
>>
>>5377524
>Delve to the lowest strata
>>
>>5377524
>Descend to the middle layers
>>
>>5377600
+1
>>
>>5377586
>>5377600
>>5377637
>>5377808
>>5377900

You decide that a descent into the middle layers would be the best starting point. It's a bit difficult to rope your way down considering the winds and trying to avoid getting too close to the caustic crystals after understanding what they really do. When you finally reach a good platform to settle down on, you start planning out what your actual goal is in the ravine.

3d100 for results
>Choose one of the ruins and go as deep as you can into it
>Routine harvesting of various materials
>Set up an outpost?...
>Write-in
>>
>>5378787
Hunt down the gobbos, plan an ambush.
>>
>>5378787
>Set up an outpost?...

Hell let's settle in, fortify a bit, get supplies up here and then we can process the whole damn place at our leisure.

Don't explore, conquer.
>>
>>5378787
>>Set up an outpost?...
>>
>>5378787
>Set up an outpost?...
Radiation poisoning, surely that won't effect us if we stay too long
>>
Rolled 36, 94, 33 = 163 (3d100)

>>5378787
did no one think to roll?
>>
Rolled 97, 84, 69 = 250 (3d100)

>>5378787
Whoops
>>
Rolled 42, 93, 93 = 228 (3d100)

>>5378787
>Set up an outpost?...
>>
>>5378796
>>5378850
>>5378916
>>5379108
>>5379228
>>5379379
>>5379405

97, 84, 69

The effort of having to rappel all the way down here has left you wanting. Maybe it would be best to set an outpost here to establish a firm hold on the area. You try to make the best of what you have and set up on the most habitable little outcropping. One of the ruins does most of the work for you and creates a room that can be sealed off with some salvaged metal sheets. Hopefully solid walls will keep out the degrading taint of the crystals in this place.

It's definitely hard work, shuffling about near a sheer drop to pin stuff in place, but the results will be worth it. By the end you've even rigged up a pulley system to easily go up and down that damn cliff.

The denizens of the ravine luckily don't harass you very much. The buzzing malformed insects buzz about like mad elsewhere. You do witness one of those goblin jumping sprees again though. From your position you actually get to see where they land in the depths. It's some great sinkhole that seems to go deeper than even the ravine... And sort of looks like it's made of flesh?

Another 3d100
>Keep diving deeper into the ravine
>Spelunk the middle layer's ruins
>Return home while staffing the outpost
>write-in
>>
>>5380469
>Keep diving deeper into the ravine
>>
Rolled 14, 86, 62 = 162 (3d100)

>>5380469
>>5380520
(Woops, now with roll)
>>
Rolled 74, 99, 63 = 236 (3d100)

>>5380469
>Spelunk the middle layer's ruins
>>
Rolled 12, 95, 50 = 157 (3d100)

>>5380469
>Spelunk the middle layer's ruins

Oh lovely, a mystery fleshpit. We're building an outpost on top of a giant horror monster.
>>
>>5380469
>Spelunk the middle layer's ruins
>>
>>5380469
>>Keep diving deeper into the ravine
>>
>>5380520
>>5380521
>>5380581
>>5380589
>>5380684
>>5381310

74, 99, 63

With base camp set up, you may as well begin spelunking into the ruins on this layer. Given that you're preparing to create an outpost here, most of the scrap and metal you're taking is applied to the makeshift structure just to be safe. Things seem to be going smoothly so far as no monsters attack you yet, so hopefully this will be a stable operation considering you'll likely be stuck here long term...

---------------

Studying magic with the new kobolds is an experimental process, and you yourself are still learning new things. One of the newer things that you've learned about is the remolding of the body. Muscles being shaped into optimal form through blood magic. Now one might say that this is only a positive thing, but the only way you've actually managed to preform it was in combat, where your body was being ravaged and then mended rapidly with the dead bodies of your own tribe. Maybe you could learn a method to somewhat reasonably practice it, but you're not sure if you can remove the mutilation part.

>Shirk it in favor of some other technique
>Preform combat rituals to improve our bodies
>write-in
>>
>>5381914
>Perform combat rituals to improve our bodies
>>
>>5381914
>Preform combat rituals to improve our bodies

What could go wrong :D
>>
>>5381914
>>Preform combat rituals to improve our bodies
>>
>>5381914
>Preform combat rituals to improve our bodies
>>
>>5381914
>Shirk it in favor of some other technique
>>
>>5381914
>>Shirk it in favor of some other technique
>>
>>5381914
>Preform combat rituals to improve our bodies

Building the ultimate kobolds
>>
Life truly is suffering and time is never enough for me.


>>5381935
>>5382049
>>5382114
>>5382336
>>5382412
>>5382993
>>5383434


You decide that putting your kobold bloodmages through combat rituals to improve themselves is the best route. The desire for fresh meat in the camp increases yet again... There's a bit of danger in this method that someone might die, but oh well, that's just natural selection. You've survived some ridiculous things and you're still here, so what's their excuse? The apprentices will live or die on their skill and that's that.

---------------


>An outpost has been established in the great ravine and will continue operation unless specified otherwise, returning gained materials.

DAY 103

KOBOLDS: 78
SLAVES: 39
FOOD: Full
MORALE: Fervent

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>>
>>5384411
>Tools and research

Let's put this new material to use and crank out better armor and weapons.
>>
>>5384447
Agreed.

>>5384411
>Tools and research
>>
>>5384411
>Tools and research
>>
>>5384411
>>Tools and research
study metal
>>
>>5384411
>Food
Acquire more meat
>>
>>5384411
>>Tools and research
need better tools for building shit
>>
>>5384447
>>5384493
>>5384539
>>5384669
>>5384699
>>5384855

With the return of metals from the ruins, you start getting back into the subject of metallurgy. The bog iron you manage to harvest from the mines under the burrows simply isn't as good as what you find out there. Understanding why it's like that would be important, even if it's just the ore you're using. You've already learned a little about this stuff with the poisonous crystal furnace, but there's more you can learn. And first field of testing you decide on is....

>Weaponry and armor
>Tools and construction
>Pure metal refinement
>Write-in
>>
>>5386178
>>Tools and construction
>>
>>5386178
>Tools and construction
>>
>>5386178
>Tools and construction
>>
>>5386178
>>Pure metal refinement
>>
>>5386178
>Pure metal refinement
>>
>>5386178
>Tools and construction
>Focus on tooling.
You can have all of the great metal in the world and if you cannot work it properly, it does you no good.
>>
>>5386209
>>5386332
>>5386682
>>5387331
>>5387670
>>5387795

Most of your resources go into the creation of new tools to ease your labors. All are pleased by this decision, especially the goblin slaves in the mines who will likely get less beatings from having dull pickaxes with little progress. Then again, who cares about their joy? A newer development is made by one of your apprentices with a novel idea; A hand held tool powered by some of the tainted crystals. Its tip heats to high degrees, allowing for simple welding of metals, or even cutting with a more powerful version. The drawback is of course the fact that it bathes the user in its poisonous aura when deployed, but it shouldn't be a problem if we use it sparingly.

--------------

The dawn of another day on the new ravine outpost gives you more to do. Some of the kobolds seem to have developed sickness and rashes due to the exposure. Maybe it's not enough to have the walls here, or maybe there's something still residing in the ruins you've renovated that needs to be removed but the problem remains the same. Will probably need to rotate staff here to keep them from keeling over. You're feeling the nausea yourself.

That train of thought is interrupted when you hear loud buzzing. Outside iridescent bug creatures begin to fly about the ravine in great swarms. The crackle with energy and poke about alcoves territorially. Clearly this will be a problem.

>Actively kill any that approach
>Try to hide but defend your territory
>Slow work, close the hatches and keep quiet
>>
>>5388160
>>Actively kill any that approach
>>
>>5388160
>Actively kill any that approach
>>
>>5388160
>Try to hide but defend your territory
>>
>>5388160
>Try to hide but defend your territory
>>
>>5388160
>Try to hide but defend your territory
>>
>>5388160
>>Try to hide but defend your territory
>>
>>5388316
>>5388353
>>5388364
>>5388493
>>5389253
>>5389977

You choose to stick inside your little hidey hole and fend off any inquisitive bugs. It grinds any outside work to a halt, but it's a good thing you did. The bugs are nasty little bastards, as when you try killing a curious one it puts up a fight and the electricity is an absolute nightmare to face inside a mainly metal area. Several nearly get fried when a whole pack of them is drawn by its angered chittering and you have to block off the entrance. Hopefully, this will pass...

--------------------------------

While developments are being made in your crafting works, your scouts report to you on the state of the humans. They've constructed an impressive settlement in little time and have quickly clear cut the area around them. As a buffer they sort of eliminate the threat of the forest wizard, but it also worries you that they might decide to move on your settlement eventually. They are extremely well prepared and you've even been told there are elite warriors with enchanted equipment....

>Try raiding the settlement or outliers
>Focus inward and keep developing defenses
>Continue as is for now
>write-in
>>
>>5390090
Returning to >>5375489
>Diplomacy
Try to talk to humans into recognizing our claim to this place and intimidate them into being unwilling to challenge it overtly
>>
>>5390090
>Focus inward and keep developing defenses
>>
>>5390090
>Focus inward and keep developing defenses
More traps, more traps, more traps!
>>
>>5390090
>>Focus inward and keep developing defenses
>>
>>5390090
>Focus inward and keep developing defenses
>Diplomacy

Even if it's just to buy time, let's try and establish non-aggression. Perhaps as a token of goodwill we even share some information on the rest of the swamp.
>>
>>5390093
>>5390112
>>5390126
>>5390434
>>5390626

The thought of diplomacy brielfy crosses your mind, but then again what sort of human group would try talks before violence with a kobold? Especially ones that have slaughtered their previous encampment. If it comes to it perhaps later, but for now you choose to reinforce your inward defenses. There are many options for a true strong defense, but there's limited time in the day for whatever you wish to do.

>Wall catapults as one suggests. For siege scenarios
>Turning the aboveground keep into a fortress. Great walls and such
>Frantic spreading of traps all over the above ground marshes
>Increased mining and construction to turn the underground into a labyrinth
>Over hunting and spawning from the blood pool
>>
>>5392560
>>Turning the aboveground keep into a fortress. Great walls and such
>>
>>5392560
>Frantic spreading of traps all over the above ground marshes
Doubles as good capture for any creatures stupid enough to fall into them!
>>
>>5392560
>Frantic spreading of traps all over the above ground marshes
>>
>>5392560
>Increased mining and construction to turn the underground into a labyrinth

We're kobolds, this is our natural domain. Humans don't have dark vision, we do, we're naturals at hit and run techniques, they come into our tunnels and we'll massacre them. Their heavy armor will just be a hindrance in kobold sized tunnels.

Secondary preference for

>Turning the aboveground keep into a fortress. Great walls and such

We're in a swamp, it's going to be tough for humans to bring siege weapons in, so sturdy walls and fortifications will do us a lot of good.
>>
>>5392560
>Turning the aboveground keep into a fortress. Great walls and such
>>
>>5392560
>>Increased mining and construction to turn the underground into a labyrinth
>>
>>5392659
>>5392662
>>5392664
>>5392891
>>5393327
>>5393963

It's by your decision that you choose to increase the work done in the mines. The new metal tools you have will be useful in carving away at the stone around the underground lake. Said stone will then be drudged up into the above ground keep and used to reinforce it into a real fortress. It's definitely the most time consuming path, but you'll be an utter pain to besiege in such a position.


>The insects at the ravine have passed. Work resumes.
>A majority of the work force is being used to excavate the underground and construct a fortress of stone.

DAY 105

KOBOLDS: 83
SLAVES: 38
FOOD: Full
MORALE: Steady

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>>
>>5394352
>>Tools and research
>>
>>5394352
>Cultural and magic
Update our Lyralia about the new developments and ask if she knows any useful dragon-magic for defending our settlement against such a force
>>
>>5394352
>>5394394
Support.
>>
>>5394352
>Cultural and magic
Commune with our benevolent Dragon
>>
>>5394378
>>5394394
>>5394414
>>5395707

It's been a relatively long time since you've checked up on your dragon, and it's a bit surprising to find the shrine room expanded and stuffed with trinkets and various pieces of loot. As it turns out she's been dragging kobolds off their work occasionally for her own purposes, gradually improving her own lair. Figures. She's actually gotten slightly bigger since you've last seen her too.

When you approach her on the subject of the defense of your settlement, she just scoffs at it. "You think that I would let anyone destroy my domain? No, they will die the moment they try to break down the walls of this place." As if to emphasize the point, she breathes upon a pile of meat nearby. The food rots away surprisingly quickly under the nature dragon's breath.... "Is there anything else you wish to speak on now?"

>One more thing (Write-in)
>That's all
>>
>>5396258
>One more thing (Write-in)

Is there anything we can do to make your deadly fury even more furious.
>>
>>5396258
>One more thing...
>>Is there anything we can do to make your deadly fury even more furious?
>>Maybe involving those pain-crystals or other materials?
>>
>>5396258
>One more thing (Write-in)
>Is there anything we can do to make your deadly fury even more furious.
>>
>>5396258
>Is there anything you desire of benevolent one?
>>
>>5396311
>>5396316
>>5396407
>>5396407
>>5396546

"Is there anything we can do to make your deadly fury even more furious?" You ask, hoping to get a useful answer out of the dragon.

"Don't feed me. If you're content to hide behind walls then you'd best be sure to have food inside them. Otherwise I'll be furious for sure. Though it'll be at any tiny creature that fits in my jaws." Well there's the expected threat. A good point though. In any siege situation your hunting grounds are going to be cut off, and considering how the population is growing that might become a problem.

"I look forward to their incursion. Their deaths will bring valuable goods for me to lord over." At least the killing of humans is on her mind?

>And another thing (write-in)
>That's all
>>
Might be a good idea for us to start work on a network of tunnels that would let us send out hunters in the event of a siege, or raid besiegers. Or lady b forbid run like hell.
>>
>>5399154
>>That's all
>>
>>5399154
>That's all

>>5399172
A good idea! Supporting.
>>
>>5399154
>That's all



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