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Pick race and location
>>
>>5840564

> Squids in a swamp
>>
>>5840564
Dark Elf
Forest
>>
Rolled 2 (1d3)

>>5840568
>>5840588
>>5840591

1 - dwarf desert
2 - squid swamp
3 - dark elf forest
>>
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>>5840588
>>5840591
>>5840594


You are the Nyarls, the squid people. You live in the swamp of Ankh. Your ancestors came from the sea many years ago and found this saltwater swamp and settled here. Although you may walk around in dry land it is unconfortable for you and if you stay longer than a week out of water you will just die of dehydration. You live off the land, mostly fishing, tending to your fisheries, and occasionally hunting small animals.

The swamp is not without dangers though!

Humans come to the swamp in search of herbs and coal and stablish temporary settlements. If you don't bother them, they don't bother you, but they are known for taking revenge if you attack them.

Orcs come to the swamp much for the same reasons and also to fish. They seem to think our people are a delicacy and won't hesitate to attack us, seemingly out of a desire to eat us. They can be scared away easily with even modest token resistance though.

Halflings have several small settlements in the hills on the outskirts of the swamp. They are afraid of entering the swamp and are rarely seem within this region, but occasionally they come gather herbs here as well when someone in their villages get sick.

A small demon cult hides in the swamp. They have a rock temple deep in the swamp which is their base of operation. Their deity is called Asoy, and they sacrifice sentient beings to it. They are not interested in us as sacrifice because we are not warm blooded, apparently their god doesn't care about cold blooded beings as sacrifice. As such, they treat us warmly and welcome us as friends in their settlement. They have a underground network of smugglers and slavers and can acquire goods from distant lands if we need, but the only payment they accept is slaves from warm blooded races for sacrifice.

Over the years we acquired a boon which helps our civilization:
> Underground cave: we found a large flooded cave underground where we can make our nest. The place is largely unaccessible unles you can swim for a long time and it keeps our babies safe.
> Herbology: after seeing so many people coming after the herbs we decided to study them. We now have a deep knowledge of the swamp herbs, and we can use them to heal and to poison.
> Giant Squid: we've been feeding a specially bred giant squid for quite some time now, it is really huge and could cause imense havoc.
> Shamanism of the Deep: we've kept our shamanic traditions from the ocean and our shamans are able to manipulate water to do their bidding, to attack, defend and take any shapes they want. The can pursue further research and teach the new generations their magical arts.
> Write in
>>
>>5840616
>Shamanism of the Deep
>>
>>5840659


We have kept our traditions of Shamanism of the Deep! Our shamans pass on the lore we picked up from our sea ancestors. The youth grows up with an intense longing of one day seeing the sea in all its glory.

We could have kept living our life as usual, were it not for the dream of the Chief.

He woke up one morning and told the shaman he dreamed of forests burning, fortifications of stone being built in a hurry, big machines and other instruments of war. He dreamed of a big army marching and monstrous bipedal creatures slaughtering the squid people!

Now, squids are a paranoid bunch. They excel at staying out of sight, changing color at will. Being ambush predators, the squids are not strange to waiting for a long time for their foes to fall into specially prepared traps.

But for that, they need to prepare!

> Send scouts into the dry lands, we must know what dangers lurk there
> Ask our friends the Asoy Worshippers what they know of any looming wars
> If the enemy will build war machines we will build them as well, start research on siege machines
> We should just hide in plain sight and sit this one out, hide all signs of our presence in the swamp
> Write in
>>
>>5840665
>Write in
>We should master the arts of water manipulation
If we are weak in dry land while a potential enemy is strong there, the solution would be to make it wetter
>>
>>5840665
> We should just hide in plain sight and sit this one out, hide all signs of our presence in the swamp

Pick up the broken pieces after. We can gain without loss
>>
Rolled 2 (1d2)

>>5840732
>>5840738

1 - master water
2- hide in plain sight
>>
>>5840732
>>5840738
>>5840844


We decide to hide in plain sight. We reduce our presence in the swamp to the minimum possible and make as many of our structures underwater as we can. The work takes quite some time, but when it is done, we are pretty well hidden amidst the murky waters.

Then the waiting game begins!

The signs of war arrive soon enough. Columns of smoke can be seen in the horizon, and soon large groups of creatures show up in the swamp. They don't look like the other beings we saw before.

They are just walking skeletons! It is the work of dark magic!

They set up a small settlement nearby and collect large amounts of resources from the swamp, carrying it away north. They aren't particularly strong or fast but they seem to never tire, working day and night.

Our scouts catch sight one day of a large caravan of halfling refugees crossing the swamp towards the west.

One night one of our scouts report catching sight of a young human female arriving at the skeleton camp. She issues orders to the skeletons and they follow it. They started building what seems to be a big tower in the outskirts of the swamp. Seems like they are planning to have a more permanent presence in the area.

That will not do.

> Attack the skeleton camp
> Kidnap the female necromancer
> Assassinate the female necromancer
> Keep laying low, they will leave eventually
> Write in
>>
>>5840858
> Assassinate the female necromancer
>>
>>5840858
> Kidnap the female necromancer

Seems like trouble to me, I wonder if the demon worshippers will gie us more stuff for a necromancer
>>
>>5840858
>Assassinate the female necromancer
Top dangerous to be allowed to live
>>
Rolled 83, 71 = 154 (2d100)

>>5840871
>>5840899
>>5840904


Realizing the necromancer is too dangerous to be allowed to live, you dispatch your best hunters to assassinate her!

They skulk about and stalk her for several days, looking for an opening, a moment of vulnerability.

One night she just wanders alone into the swamp and our warriors find the chance they were waiting for! They attack the necromancer!

"Foul beasts! You shall not best me!", she says, starting to hurl spells at our squids!

If you beat my highest roll, you assassinate the necromancer!
If you don't beat my highest roll, she manages to escape!

> Defensive stance - you will have few losses. Roll 2d100
> Aggressive stance - you will have many losses. Roll 3d100
> Full attack - you are in for an all or nothing. Roll 4d100
>>
Rolled 24, 84, 97, 68 = 273 (4d100)

>>5841304
>Full attack
>>
>>5841312


After a hard fought battle where a good chuck of your warriors perished to the powerful spells of the necromancer, one of them finally managed to land a killing blow on her after his fallen brethen had weakened her enough and drained her of her most powerful spells!

The survivors grab the corpses and carry them back home, including the dead body of the necromancer.

From it, we pillage a weird armor, seemingly made of bone, now cracked on many spots from the blows of our warriors; a book with incomprehensible drawings and scribblings, that was chained to her armor; and her staff with a skull whose eye sockets were adorned with two black gems.

With a little luck, their faction won't ever know what even happened to the necromancer.

Your scouts monitor the situation for a few days. Most of the skeletons just stay still doing nothing, a few of them keep piling up stuff into a hugh stockpile. Seems like they either follow their last command if it was simple enough, or if they were following complex instructions and the command link is broken they just do nothing. These skeletons seem to be rather simple creatures.

The elders of the tribe ponder whethet the faction that sent this necromancer won't send another later to check what is going on.

"If they do send someone, we'll deal with it."

Seems to be the best plan. But what do we do about all these skeletons?

> Destroy all the skeletons, shouldn't be too difficult
> Leave the skeletons there, they are harmless on their own
> Have our sages study the book and staff of the necromancer and attempt to control the skeletons
> Contact the demon worshippers and ask them if they can deal with these skeletons
> Write in
>>
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>>5841327
>Have our sages study the book and staff of the necromancer and attempt to control the skeletons
>>
Surely the skeletons are harmless without their master. At best, maybe other factions will try to fight the skellies themselves.
But I think we need to up our assasination game here. The necromancer should have died without knowing what hit her
> Focus on training stealth. Have someone be dedicated assasins
>>
>>5841327
> Contact the demon worshippers and ask them if they can deal with these skeletons
and supporting
> Focus on training stealth. Have someone be dedicated assassins
>>
>>5841794
>>5841699
>>5841543


After having endured significant losses in the battle against the necromancer, we decided it is time we train a dedicated force of assassins to carry out necessary missions. Amongst our most cunning hunters and scouts an elite force is chosen and they train day and night to become more lethal.

The weapon of choice of our assassins are a multitude of shivs with which they strike with their several limbs at vulnerable spots of their target.

Some of our sages display a keen interest in the necromancer's looted items. However, it is beyond their grasp to translate the contents of the book - all but a handful of words that are repeated a lot you can more or less infer the meaning by the context are completely unintelligible.

The staff is also a source of wonder and amazement. Its length is adorned with inscriptions equally mysterious.

Having had little success, we decide to contact the demon worshippers.

"Good neighbours, do you know what language is this? There are some skeletons around this area, maybe you could deal with them."

"By Asoy! It's the Shadow Tongue! The ancient language of the Fell Beings! You're dealing with powerful dark magic here!"

"Can you translate it?"

"Sure, but it would take a long time. I'm not fluent in this language, very few people are."

> Sell the book to the demon worshippers
> Leave the book with the demon worshippers to be translated
> Leave some sages with the demon worshippers translating the book
> Our secrets are our own, we will keep the book
> Write in
>>
>>5841998
> Sell the book to the demon worshippers
>>
>>5841998
>Sell the book to the demon worshippers
>>
>>5841998
> Sell the book to the demon worshippers
Whatchu got, homies?
>>
>>5842029
>>5842307
>>5842310


"We are willing to part with this tome for some compensation!"

"Very well, peruse our stores to see what catches your fancy."

They offer you a choice betwen:

> A chest full of bronze daggers, a step up from our flint shivs
> A wagon fitted with a metal cage that opens from above, which could be filled with water
> A vial of vampiric blood, which grants supernatural strength and agility for a month once drank
> Write in
>>
>>5843014
> A chest full of bronze daggers, a step up from our flint shivs
>>
>>5843078


We exchange the grimoire for a chest full of bronze daggers!

Before we leave, the Asoy cultists tell us this information:

"The orcs are coming from the north in large numbers, with powerful siege engines, seeking to destroy the walls of the cities of men! They may have little business in a swamp like ours, but it is always good to remain vigilant."

You thank them for the information and depart.

Upon seeing the daggers, our warriors are glad we thought of them in our diplomatic dealings!

Our scouts report seeing a group of adventurers skulking about the swamp. They don't look very powerful, not employing magic to traverse the waters, rather just testing the waters with long sticks and crossing the flooded paths in small dugouts they carried with them.

The group is composed of six adventurers and seems to be led by a lizardman familiar with swamps. There are a couple magic users and the rest of the group is a variety of warriors. When they camp, they keep at least one person on watch at all times.

Our assassins believe we could kill them all, although not without some losses.

Our sages believe they are headed towards the temple where the cultists hide. The cultists must have kidnapped the wrong person and now they're in trouble.

> Their trouble is their own, ignore the adventurers
> Send a diplomat to negotiate with the adventurers
> Send our assassins after the adventurers
> Write in
>>
>>5843119
>Send our assassins after the adventurers

Our swamp
>>
>>5843119
>Send a warning to the cultists
>Be ready to defend them
>>
Rolled 2 (1d2)

>>5843135
>>5843139

1 - send assassins
2 - warn and be ready to defend
>>
>>5843135
>>5843139
>>5843164


We send a warning to the cultists and keep our assassins on high alert, ready to defend the cultists in case the adventurers find the temple!

The cultists thank us for the warning and set up several magical traps within the temple to defeat the adventurers. They relocate some of their forces and equipment to a hidden cave, so they don't get wiped out in case the adventurers are successful in their campaign. Then, they summon a big demon to defend them!

After several days, the adventurers finally find the temple. Our scout alert our warriors camping nearby that the adventurers just entered the temple catacombs.

> Descend after the adventurers, get them cornered
> Wait until they come out, attack them when they are weak
> On a second thought, we did enough, let the cultists deal with them
> Write in
>>
>>5843165
> Descend after the adventurers, get them cornered
Occupy them with hit and run tactics, kite them towards the demon, and tip off the cultists. Then, vanish into the waters and let our bros cook.
>>
>>5843168
Good plan.
>>
Rolled 9, 78, 21 = 108 (3d100)

>>5843168
>>5843177

Descending into the catacombs after the adventurers, we seek to keep them occupied with hit and run tactics, kiting them towards the demon and tipping off the cultists!

"Oh no! Tentacle monsters! Kill them... with fire!"

The adventurers toss some oil flasks and lit them ablaze!

The combat that ensues is fierce!

> Lure the adventurers towards a magical trap
> Lure the adventurers towards the big demon and run away
> Bring the combat to a larger chamber where you can surround them

Roll 3d100 for success!
>>
Rolled 82, 73, 45 = 200 (3d100)

>>5844209
>> Lure the adventurers towards the big demon and run away
Come out Vokuzath its time to earn your keep
>>
Rolled 45, 3, 54 = 102 (3d100)

>>5844209
> Lure the adventurers towards the big demon and run away
>>
Rolled 19, 54, 23 = 96 (3d100)

>>5844209
> Lure the adventurers towards the big demon and run away
>>
>>5844369
>>5844412
>>5844417


82 vs 78: Victory!

You expertly lure the adventurers towards the big demon, running away afterwards. You don't stay to watch but you assume the creature makes short work of the puny beings and drinks their souls.

The adventurers never leave the catacombs.

The days go by with your people living their lives in peace.

However, the prolongued peace ends up making your people overbreed! There are now too many of you in the swamp, and you need to find more living areas or you will starve.

> Establish a strict policy of birth control to keep the population stable by eating our young
> Send large groups of squid people out of the swamp to go find a home somewhere or die trying
> Send scouts in every direction to see if you can find a suitable home for your people
> Write in
>>
>>5845168
> Send scouts in every direction to see if you can find a suitable home for your people
Not a horde, though. That will just tip all the other races off to our presence and numbers and draw hostility.
>>
>>5845173
>support
>>5845168
>>
>>5845168
>Send scouts in every direction to see if you can find a suitable home for your people
Scouts out!
>>
>Write in
>Use our skills of water manipulation to expand our swamp
>>
>>5845173
>>5845283
>>5845317
>>5845344


We decide to send some scouts looking for a suitable place for a home.

To the northwest there is a vast lush forest. To the north there is a sprawling desert. To the northeast our scouts found a lake, which seems promising.
To the east and west beyond the hills there are mountain chains which don't look very inviting.
To the southwest there is another swamp very similar to the one we live in. To the south and southeast, there are vast plains where live humans.

> Go check the lake to the northeast
> Go check the swamp to the southwest
> Send large groups to both places and bid them farewell
> Write in
>>
>>5845393
>Send a large group to the swamp, with a couple assasins just in case
Murky waters to hide in sounds better if we want a low profile
>>
>>5845393
The lake is tempting but I'll have to agree with this >>5845404. We aren't strong enough to risk exposure yet.
>>
>>5845404
>>5845393
>support
>+ send assassins the clear lake for a longer scouting trip. Gotta see if there's any competition there.
>>
>>5845393
The lake (it is said) never gives up her dead, so we'll head to the swamp in the Southwest
>>
>>5845652
>>5845430
>>5845416
>>5845404


Pondering the lake might have contenders you're ill suited to deal with right now, you decide to venture into the southwestern swamp.
Sending a large group, escorted by a few assassins, they delve into the swamp looking for deep waters full of fish they can make a home for themselves in.

However they soon find the swamp is home to other creatures!

The swamp is much more vast than you had previously anticipated. There is a big walled city in an area of the swamp, with a big castle inside it, and lots of humans can be seem around it tending to crops in the flooded area.

In the outskirts of the swamp, gangs of ratmen fish with their bare hands, fill some woven baskets and take their food to burrows where presumably are their female and young.

Many charred remains and circles draw in blood betray the activity of demonic cultists, although you can't quite find from where they operate. They must have a concealed facility somewhere around this area.

Your people find three adequate locations for a settlement.

One is by a river! It is far from being concealed, but finding food is easy, and the waterways provide a natural "road" through which you can travel at a good speed.

The other is deep within the swamp! This deep, there is no trail leading into your lair, you can only reach this area swimming. Might prove difficult to interact with visitors or carry anything into your home.

Last there is a small flooded cave you found by chance while roaming through a random trail. The cave itself is too small to be the lair for your whole tribe, but having the cave can be an asset nevertheless, so you can endure the less than ideal qualities of the spot in favor of having the cave all for yourselves.

> Settle by the river
> Settle deep within the swamp
> Settle by the cave near the trail
> Write in
>>
>>5845799
>Settle by the river
Room for growth is non-negotiable. We should aim for a Nyarl empire everywhere the water reaches.
>>
>>5845799
>Settle by the river
oh shi we discovered Tenochtitlan
>>
>>5845799
> Settle by the river

>>5845913
https://www.youtube.com/watch?v=DYzw9omJMmc
We're going to live the high life!
>>
>>5845801
>>5845913
>>5845917


You decide to settle by the river. Both of your communities establish regular communications, with scouts from both clans regularly travelling back and forth to deliver news and keep everyone up to date.

Exploring the river further, your scouts find several communities of halflings downstream further west. That region in particular seems to be full of them. They use the river to do trade with the humans in the big city you saw earlier.

Though now and then a random lone merchant can be sighted coming or going, the bulk of their trade pass through here once a year when the river is at its deepest so the big boats carrying heavy loads don't get stuck.

They have very little escort, the big boats having maybe a warrior or two with them.

How will you interact with those traders?

> Hail the halflings and engage in trade
> Hide your presence from the halflings
> Rob the random lone merchants
> Rob the big trade boats
> Write in
>>
>Rob the big trade boats

Go big or go home
>>
>>5846475
>Hide your presence
If we have some patience, there could be better loot to rob
Currently we dont want to gather too much attention, as we are still new to these parts
>>
>>5846475
> Rob the big trade boats
>>
>>5846475
>Hide your presence
Let's build up our numbers before we antagonize the humans
>>
Rolled 1 (1d2)

>>5846509
>>5846554
>>5846587
>>5846683


1 - rob
2 - hide
>>
>>5846866
>>5846683
>>5846587
>>5846554
>>5846509


You decide to rob the big boats! You set up an ambush and when the boat arrive your assassins make short work of the escorts! You capture the merchants alive, six fat halflings.

Checking what the halflings were hauling to trade you find:

a bunch of honey
several kegs, tubs and jars full of various kinds of fruits
a few barrels of oil
a few barrels of salt
a bunch of iron bars
a few rolls of cotton cloth
lots of sacks full of flour
a bunch of coal

the escorts has

a couple spears
a couple short swords
leather armor (too small to fit your people)

You also stole:

three big boats.

What will you do with the halflings?
> Kill them
> Eat them
> Sell them to the demon cultists
> Release them
> Write in

What will you do with the loot?
> Write in
>>
>>5846876
>Sell them to the demon cultists
Also see if they want to buy some of the loot

Equip the short swords on the assassins
>>
>>5846876
>Give some of the loot to the rat people as gifts, but keep weapons
We are, in a way, intruding on their swamp. We want to live here, and as such we should have at least one friendly faction here
>Sell the halflings to cultists
>>
>>5846876
I'll agree with this >>5846962. We made a nice haul here.
>>
>>5846942
>>5846962
>>5846991

Pondering that in a sense you are intruders in the rat people's swamp, and seeking to secure an ally in these lands, you take a good chunk of the loot and present to them as a token of your good will!

The rats were wary at first but warm up when we make our intentions clear - we see them as potential allies and want to give them a gift as a proof of good will between our peoples.

A young rat who seems to be blind is brought to speak with us.

"What are you exactly, I never smelled anything like you before. You smell like fish."

"We are squid people. Our ancestor came from the sea."

"Oh! So you're from far away. That must be why I never caught a whiff of you before. Your good will towards us is commendable, squid friends! I'll tell you our tale. We lived in this swamp for many generations, after driving away a tribe of lizardmen. They fought fierce, but we are fiercer. They fell to our powerful plagues. Haha... couldn't handle a little disease. But that was a long time ago, when our magic was strong. Now our magic is weak, the secrets of our art almost lost to time, our relics stolen... STOLEN! By adventurers!... those damn humans!... Without our relics it is hard to do magic, to create powerful plagues. And so, we live here in the outskirts of the swamp, while the humans built a tall castle with walls and grow richer with every passing year trading with everyone in the surrounding regions. The orcs try to siege them, yes, but what sort of siege engine can traverse a swamp? The humans make short work of them. After a couple failures, the orcs decided it wasn't worth their time to bother with the swamp walled city. They call it Wufan, cursed be its name and all its inhabitants!..."

"Do you know something about demon cultists in this swamp?"

"Oh, yes, the demon cultists... there is a vast network of tunnels under the swamp. Partially flooded. Lair to a black dragon and some kobolds. The demon cultists live there, as well as some vampires and witches. They all hate each other, but they stick to their own territory within the tunnel network to avoid problems. Except for the demon cultists who come to the surface often, the rest of them very rarely exit the tunnels at all. The entrance the cultists usually from the tunnels is in a cave not too far from here. It is usually flooded, so you can only get out swimming. We heard there are a few other exits, but they are probably well concealled and rarely used."

When he describes the cave, you realize it is the small flooded cave you found earlier and considered settling at.

"Thanks for the information!"
>>
>>5847275


You take the halflings prisoner to the cultists back at the temple in the swamp.

"Oh nice, some fresh sacrifice! We have some stuff that might interest you.", says the cultists.

They bring some wares for you to peruse:

> Vial of Demon Blood: upon drinking, allows you to cast Firebolt spell at will for 1 hour and use Firebreath once per minute (10 rounds of combat). Demon blood is very addictive! 1 vial for 1 slave.
> Bound Imp: a small silver ring with a demon name inscribed in it allows you to control a tiny imp. The imp can fly and become invisible. He will obey orders for 1 year then he will demand 1 soul or his freedom. Totally safe, as long as you don't give the imp the ring. 3 slaves for the imp.
> Iron Tools: Shovels, Pickaxes, Mattocks, amongst other simple iron tools. A whole bunch of them for the low price of 1 slave.
> Silk Rope: the best quality silk rope! For the low price of 200 feet of rope for 1 slave. Buy this and we throw in an iron grappling hook, on the house.
> Sleep Powder: a powder that puts people to sleep. They can breath it, you can coat your weapons with it, you can put it in their food (caution, it tastes very sweet), the result is the same, the person falls asleep within a few minutes and will remain asleep for at least an hour unless great effort is made to wake them up. 1 slave for 1 vial (enough for around 20 dosis). Recurrent exposure causes developing resistance on victims.
> Moon Garlic: this silvery colored garlic prevents a person from becoming a vampire! Just eat a clove and you will be immune to vampirism for 24 hours or so. 1 slave for a bulb of Moon Garlic (has 10-12 cloves). If you are already a vampire it will poison you, as well as drinking the blood of anyone who has eaten the Moon Garlic recently.
> Write in
>>
>>5847277
>Two sets of iron tools, one for each swamp
>Two sets of silk rope + grappling hook, for when we (eventually) try to sneak into the castle/explore cave
>One vial of sleep powder
>And they get the last slave free, since we are best buds
yooo we gotta infiltrate the castle with our rat bros
>>
>>5847290
I'll support this. I find the rat's tale sympathetic, we should help them take the human castle and become allies to combine our magic.
>>
>>5847290
+1, and also ask the cultists we know if they're familiar with the cult in the rat-swamp.

>>5847297
+1 to rat-friendship, also
>>
>>5847290
>support
Based raiding bro.
I suggest we murder the vampires next.
>can we ask what the cultists would give us for clearing out their home
>>
>>5847373
>support this too
If we aren't talking to those new cultists already.

I suggest we maybe send a delegation to the orcs too. Unless the rat folk hate them.
>>
>>5847297
>>5847373
>>5847453
>>5847457


You buy two sets of iron tools, one for each swamp; two sets of silk rope and grappling hook; one vial of sleep powder; and let them have the last slave for free as a token of friendship.

You inquire the Asoy cultists whether they are familiar with the cult in the rat-swamp.

"Most demon cults have the same general goal, to bring into this world a demon lord and create a new age of darkness where the demonic powers rule over all. But the specific methods of each cult vary a lot. We seek to appease Asoy, whom we worship as a deity. The cultists in the rat-swamp as you call it do not share our faith. We trade with them on occasion and we share information. Their preferred way to pursue the demonic path is to summon succubus and incubbus to steal the identity of local people, as these demons can shapeshift. They kidnap a victim, take their place, do a lot of havoc then fake their death, kill the victim and put their corpse there. It's a very elaborate strategy if I may say so myself, but last we spoke the humans seem to be catching on. There is a local priest, a certain Adajon Dapasme, who says dark forces are conspiring against the town and is pushes the population to demand witch hunts from the authorities whenever anyone behaves oddly. This will not bode well for the cultists, that much I can tell."

"How do they kidnap victims from a walled city?"

"Sometimes the succubus just snatch someone from their beds and fly away. Other times they lure people outside with promises of sex then kidnap them. It's not too difficult. The walls remain open throughout the day, they only close it at night. They don't have enough guards to stop someone from sneaking in, specially if they come in flying. Infiltrating the castle is a bit harder, for it is better guarded, but even then it shouldn't be impossible."

You consider various courses of action you could take next.


> Make a proposal to the rats to research magic together
> Make a proposal to the rats to infiltrate the human castle
> Contact the succubus summoning cultists
> Send a delegation to talk to the orcs
> Dig a channel connecting both swamps
> Write in
>>
>>5848471
>Contact the succubus summoning cultists
and
>Make a proposal to the rats to infiltrate the human castle
If we can kidnap some random dude and have him cause a big ruckus in town, while we and ratbros sneak in the back, we got ourselves a castle
Well, we prefer the wet swamp, so I guess rat dudes can have the castle
but what if in exchange, the rat boys help us dig a canal connecting the swamps?
>>
>>5848471
>> Dig a channel connecting both swamps
Consolidating our power
>>
>>5848471
Fascinating. The Asoy seem more agreeable but the succubus cult wouldn't be bad to have on our side.

>>5848482
I'll agree with this, we need to unify our people and ease transportation between settlements.
>>
>>5848480
>>5848482
>>5848484
With our new tools, we start the work of digging a channel connecting both swamps!

The work site is sighted by humans however and soon we have a group of armed humans showing up at the dig site to see what is going on!

"Monsters attempting to divert the river! Certainly for some heinous purpose!"

"I never saw monsters such as these boss. What are they?"

"I don't know, and I don't care. Let's slaughter them all!"

Roll 3d100 to defend yourselves!

> Cross the river and flee, abandoning the dig site (+10 bonus to roll)
> Retreat and hold a defensive line by the river
> Grapple the humans and try to capture them alive (-10 penalty to roll)
> Write in
>>
Rolled 2, 32, 35 = 69 (3d100)

>>5848517


forgot to roll
>>
Rolled 8, 66, 46 = 120 (3d100)

>>5848517
> Grapple the humans and try to capture them alive (-10 penalty to roll)
Neat, more slaves and sacrifices!
>>
Rolled 59, 86, 19 = 164 (3d100)

>>5848517
>> Grapple the humans and try to capture them alive (-10 penalty to roll)
I bet we'll get some really great loot for these guys
>>
>>5848525
Nice that's a win vs all dice!
>support
>>
Rolled 77, 13, 21 = 111 (3d100)

>>5848517
Filthy warmbloods! Taste our wrath!
>>
Rolled 72, 87, 11 = 170 (3d100)

>>5848517
>Grapple the humans and try to capture them alive (-10 penalty to roll)
>>
>>5848520
>>5848525
>>5848558
>>5848588
>>5848597
>>5848714


You defeat the humans in combat! You capture several spears, leather armors and shields from the armed humans, and a sword and chainmail from their leader. When the humans notice the fight is going bad for them, they flee! You manage to capture about a dozen human prisoners before the rest of the humans escape!

> Pursue your attackers
> Continue digging the channel
> Go sell the human prisoners to the cultists
> Write in
>>
>>5849573
>Pursue your attackers
We CANNOT let news get out
>>
Rolled 83, 6, 15 = 104 (3d100)

>>5849589


We decide to pursue our attackers! We cannot let the news of our presence get out!

Seeking to kill them all, we drop our full might upon the runners!

Roll 3d100 for success!

> Our roll has a -10 penalty because the humans had a running headstart!
>>
Rolled 69, 39, 25 = 133 (3d100)

>>5849605
>>
Rolled 86, 64, 98 - 10 = 238 (3d100 - 10)

>>5849605
KILL 'EM ALL!
>>
>>5849650
>>5849691


You kill the fleeing humans! Every last one of them! The secret of your operation is ensured, for now.

You hide your loot and ponder what do to with the captured prisoners.

> Take the prisoners to the cultists in the old swamp
> Contact the cultists in the rat-swamp and offer them some prisoners
> Keep them in your settlement for now, hope they enjoy eating fish
> Write in
>>
>>5849701
>Split prisoners between both cultist groups
>>
>>5849701
>Split prisoners between both cultist groups
>>
>>5849719
>>5849797
You contact the cultists at your home swamp. They are well pleased to see you bring more fresh sacrifices!

They have the previous list of things to offer plus the following:

> Explosive Potion: a specially prepared flask with two highly reactive compounds, can be thrown to cause a massive explosion once the flask breaks and the two liquids inside mix, destroying targets in a 20 feet radius. Can be yours for the low low price of 5 slaves.
> A Potion of Mind Reading. Lasts one hour. 3 slaves.
> A barrel of wine: it is the good stuff! 1 slave.
> A handful of small steel mirrors. 1 slave.
> Write in

You brought 6 slaves to trade.
>>
>>5849888

You then attempt to contact the cultists at the rat-swamp. You go into the exit to their lair and send some scouts ahead. They explore the cave complex a little and chance upon a section of the complex that looks inhabitted.

They meet one a couple of the cultists on watch at the entrance of their territory and say we came in peace and seek to trade. After some talking, we manage to get an audience with their leader. Our diplomat descends to the dungeon and go talk to the cultists.

"Oh, so you have spoken to our friends the Asoy cultists. You're interested in trading? Well, we don't get such proposals often. We don't get out from these tunnels much, so we may not have much variety in terms of what we could offer you, but we may come to an arrangement. Our activities in here are a bit hindered as well by our neighbours. Unfortunately, we are unable to overpower them, and they are quite entrenched in these tunnels.

It is an old vampire called Mekastos. He has a small harem of ancilla vampires he collected from far and wide for their beauty which he wanted to preserve forever, and a whole bunch of thralls who work the mines and underground farms he feeds upon. This handful of vampires are worthy an army of lesser men in combat though, I wouldn't underestimate them, and their thralls may not be particularly good at combat but they are under the spell of the vampire and would die to protect their master.

Then there are the Sister Skara. A coven of witches, three of them. It shouldn't be a problem to get rid of them, but they found some kind of ancient magical barrier that existed in these tunnels long before our time and activated it. They sealed off a whole section of the tunnels with a force barrier, that they can turn on and off when they please. So they are out of reach and can harass everyone with impunity, even being the weakest folks around here.

Then theres Khajejomipunogyu, or Khaj as most call him. The black dragon. He has a tribe of kobolds who digs for gold for him. The little things worship him as a god. He probably fucked a bunch of the kobolds, because there are some kobold sorcerers in the tribe. They do raid around now and then, but luckily most of the tunnels are too small for Khaj himself to come bother us.

But you came to trade, right? Well, we do have some things you may desire.

> Hallucinogens. We can part with ten dosis of potent fungal hallucinogen for 1 slave.
> Iron. We can part with fifty pounds of iron for 2 slaves.
> Fungus Wine. We can part with one barrel of strong fungus wine for 2 slaves
> Giant Worm Poison. We can part with five dosis of potent poison for 3 slaves.
> Succubus Blood Vial. If you drink it you can shapeshift for 1 hour. Very addictive. 4 slaves.
> Mana Crystals. We can part with a handful of mana crystals for 5 slaves.
> Write in

You brought 6 slaves.
>>
>>5849888
>Explosive Potion: a specially prepared flask with two highly reactive compounds, can be thrown to cause a massive explosion once the flask breaks and the two liquids inside mix, destroying targets in a 20 feet radius
This will come in handy for assaulting the city

>A handful of small steel mirrors. 1 slave
For signaling

>Mana Crystals & Hallucinogens
No specific plans for these, just look like they might be useful
>>
>>5849888
> A barrel of wine

>>5849891
> Succubus Blood Vial
> Hallucinogens
>>
>>5849988
We have 6 slaves at each location for a total of 12
>>
>>5850016
Ah, I misunderstood. Thank you!

>>5849891
Changing my vote ( >>5849988 ) to:

>>5849888
> A barrel of wine
> Explosive Potion

>>5849891
> Succubus Blood Vial
> Hallucinogens

Infiltrate, poison some important people with spiked wine, set off an explosion to kill them and frame another group in the city. Start them infighting.
>>
>>5850023
Support

>ask what they would give us to start clearing out their home turf.
>>
>>5850023
I think I'll support this. The mana crystals would be nice but we haven't been relying on our magic so much yet.
>>
>>5849982
>>5849988
>>5850016
>>5850023
>>5850162
>>5850572


You sell your slaves and get a barrel of wine, an explosive potion, a vial of succubus blood and some hallucinogens!

The work on the channel is progressing steadily. Your sages consider that now would be a good time to start creating chaos within the human stronghold.

A few alternatives are proposed:

First, we could use the Succubus Blood to infiltrate their city, and once there blow up some critical infrastructure with the explosive potion!

Second, we could kidnap some peasants from their crop fields and interrogate them to gain more information about the human city!

Third, we could blow up their gates with the explosive potion and go for a frontal assault! The shock should give us an edge!

Fourth, we could lay siege around their town, harassing their villages once they leave their wall, seeking to starve them or force them to come out and fight.

> Infiltrate and blow up infrastructure
> Kidnap some peasants and collect info
> Blow up their gates and go for a frontal assault
> Lay siege and force a confrontation
> Write in
>>
>>5851618
> Kidnap some peasants and collect info
Best first step. Then we can know who or what to blow up.
>>
>>5851618
> Kidnap some peasants and collect info.
Specifically if there's a barracks with the majority of their troops Or central rallying place. Then we bomb that after assassins at night kill all the guards and open the gates for us.
>>
>>5851618
Don't forget we wanted the rats to help us.
>>
Rolled 22, 93, 14 = 129 (3d100)

>>5851647
>>5851652
>>5851654


You decide to kidnap some peasants in order to collect some info. There are always some peasants in the crop fields during the day, so the task isn't particularly difficult. Using your natural camouflaging ability, your men approach the peasants slowly and snatch a few of them.

Roll 3d100 to determine the quality of the information you can extract from the peasants you kidnapped!

You also go contact the rats to ask if they are onboard for attacking the humans.

"You bring great joy to our hearts, squid friends! We want to bring revenge upon the humans, but so far have lacked the means. The humans reinforce their patrols when they see us skulking about their territory, and it has been difficult for us to gain leverage upon the humans with our weakened magic and low numbers. Still, once you have a workable plan, we can put some of our best warriors at your service. Lead us to victory and you will have a friend in us!"

The rats are willing to contribute a few warriors to the attack, but most of the assault force would be of our own people.

> Now is the time, bring the bulk of our forces from both swamps to overwhelm the humans
> We recover from losses faster than the humans since we breed faster, chip away at their defenses
> Just keep scouts close and monitor the situation for now, focus on building the channel
> Retreat deeper into the swamp so we can grow our numbers undisturbed
> Write in
>>
Rolled 59, 84, 27 = 170 (3d100)

>>5851709
Hmm...
>Just keep scouts close and monitor the situation for now, focus on building the channel
The humans aren't going to be moving their castle any time soon. Best to finish our infrastructure and get some info we can act on.
>>
>>5851755
Support for steady growth
>>
>>5851890
I doubt the ratmen will have a problem with us laying low and gaining numbers before an assault, since that's their entire modus operandi
>>
Rolled 12, 75, 34 = 121 (3d100)

>>5851709
> Just keep scouts close and monitor the situation for now, focus on building the channel
>>
>>5851709
> Just keep scouts close and monitor the situation for now, focus on building the channel
>>
Rolled 80, 28, 69 = 177 (3d100)

>>5851919
Damnit, wrong field.
>>
Rolled 55, 23, 46 = 124 (3d100)

>>5851755
>>5851890
>>5851894
>>5851904
>>5851919
>>5851920


You decide to focus on infrastructure, simply monitoring the human activity while you build the channel connecting both swamps.

We interrogate the captured humans and they inform us that the humans do in fact have a barracks in town where soldiers sleep, and an armory where they keep some weapons for the militia. In case of an attack, the able bodied men of the town are expected to grab weapons from the armory or from various weapons caches spread around town and get ready to defend the town. Besides spears, there are also bows available for those with some training with them, and even a decent amount of swords. The humans keep a decent amount of grain and livestock within their walls, they could survive months of siege if the walls aren't breached.

The humans send trade caravans with some escorts to the south regularly, except in the colder season. After losing a patrol to us they seem to have beefed up their patrols and escorts significantly and have been on high alert all year.

The trade with the halflings by the river has all but halted. Though they likely don't know what we are yet, they probably realized there is something wrong with the river routes. Their patrols pass by our camouflaged scouts on a daily basis but they are unable to see through our disguise. We can't quite hide the channel we've been digging though, but when the scouts give the signal humans are coming we all hide and leave them to their musings.

"I don't understand... Something must be doing all this digging."

"You think it is the rats?"

"Why would the rats be digging a channel? Do you see them irrigating crops in the near future?"

"Must be fairies... I guess we caught swamp fairies."

"Fairies, huh? Could be it. I'll ask the boss to bring a wizard and get it checked."

After checking the digging site a couple times and realizing it is indeed being dug steadily, the humans stay away for several months.

Then one day they come back bringing a wizard.

"So you are having problems with something invisible digging around your area huh? I'll find it for you."

He casts some spells and seems frustrated.

"I don't get it... this spell should let me see anything invisible... unless...."

He casts another spell.

"Holy shit! They're all around us! They're not really invisible, they're..."

One of our assassins murder the wizard!

"What is that thing?"

Roll 3d100 to kill the human patrol!

> Let them escape
> Capture some slaves
> Kill every last one of them
> Write in
>>
Rolled 11, 21, 16 = 48 (3d100)

>>5851936
>Kill every last one of them
We cannot risk word getting out. If the humans think we're fae, they'll stay the fuck away from the swamps.
>>
>>5851936
>Kill every last one of them
We have enough loot, now we take scalps
>>
Rolled 84, 91, 89 = 264 (3d100)

>>5851988
forgot roll
>>
Rolled 49, 3, 53 = 105 (3d100)

>>5851936
> Kill every last one of them

So, I figure we sneak in with the succ blood, plant explosives in the armory, attack, and set off the bomb as all the able-bodied men are rushing int to arm themselves.
>>
Rolled 49, 25, 61 = 135 (3d100)

>>5851936
>kill
>>
>>5851982
>>5851988
>>5851989
>>5852005
>>5852234


We kill the entire human patrol! The humans will keep guessing what we are, with how their patrols mysteriously vanish. They might think we are fae, and perhaps this thought will keep them away from our territory.

The humans don't bother us for awhile and we get good progress in our channel connecting both swamps.

Back at the home swamp a group of giants descend from the mountains and decide to start living in the swamp. They consume ridiculous amounts of food, which they spend all day hunting and foraging in the swamp with ease. When they find our hunters and foragers, they kill them and also eat them! Towering at nearly 30 feet tall, our warriors doubt there's any easy way to kill them.

> Avoid the giants
> Attack the giants
> Negotiate with the giants
> Write in
>>
>>5853067
>Negotiate.
> we are slimey and not good eating. Humans much better. Long pork some would say. They have big castle. Lots of animals.
>if they don't want to negotiate can we throw rocks at them and lead them to the humans.
Try to get our enemies to eat each other.
We then bomb the survivors with the explosive vial.
>>
>>5853156
This is a good idea. I'll support it.
>>
>>5853156
Support for getting 2 birds stoned at once
>>
>>5853156
+1

>>5853213
What this anon said.
>>
>>5853156
>>5853162
>>5853213
>>5853262
"Mister big guy, we no good food, we are slimey and not good eating! South from here be humans! Humans much better. Long pork some would say. They have big castle. Lots of animals."

"Humans?", says the giant, with a thunderous voice, "Hmmmm... and lots of animals you say? Do they have cows?"

"Yes, they have lots and lots of cows!"

"I love steak! You convinced me little squid. Your meat tastes awful anyway. It would taste better with a little rice... C'mon gang, we're going to get ourselves some cows!"

The gang of giants start marching towards the human abode. Your scouts follow them from afar.

"Oh fuck! Giants! Man the ballistas!", scream the humans.

The humans start shooting at the giants with huge fucking ballista from their castle.

"Ouch! That hurts! Damn human!"

The giants breach the human walls and start wreaking havoc. The humans summon their militia and the fight that ensues is fierce.

"That's our chance boys! Let's get our relics back!", a bunch of rats take advantage of the confusion to gain entrance to the human castle.

What do you do?
> Help the humans against the giants
> Help the giants against the humans
> Let the humans and giants sort out this mess
> Pillage the human town amidst the chaos
> Write in
>>
>>5854193
> Help the giants against the humans
THE TIME HAS COME! We've helped the Rats, now we'll help the Giants. Yeah, they ate some of our squidspawn but that's just water under the bridge.
>>
>>5854193
> Pillage the human town amidst the chaos

Maybe we can use the explosives on a big mass of warriors or a high-value target while they're distracted?
>>
>>5854193
>Pillage the human town amidst the chaos
The giants don't need help, at least not when there's still profitable gains for the squidz
>>
>>5854193
> Pillage the human town amidst the chaos steal as many captives as possible also

If the giants survive maybe we uh suggest the biggest one would look really strong if he had a cape made of black dragon scales....
>>
Rolled 61, 75, 100 = 236 (3d100)

>>5854209
>>5854221
>>5854322
>>5854473


Your people take the opportunity to start pillaging the human town amidst the chaos!

"Look! Squid demons! Nasty fuckers! Kill them!"

The fight goes on fiercely and it's unavoidable to get involved though...

Roll 3d100 to defend yourselves while you pillage the human town!

> Steal some tools and weapons and stay out of harms way
> Focus on grabbing and dragging people out of the battlefield
> Push the human forces seeking to gain entrance to the keep
> Blow up the armory to cause even more chaos amidst the humans
> Write in
>>
Rolled 90, 96, 75 = 261 (3d100)

> Blow up the armory to cause even more chaos amidst the humans
Eesh, I don't like the look of their rolls...
>>
Rolled 92, 6, 17 = 115 (3d100)

>>5855529
> Blow up the armory to cause even more chaos amidst the humans
Total Warmblood Death
>>
Rolled 50, 42, 59 = 151 (3d100)

>>5855529
>> Steal some tools and weapons and stay out of harms way
No need to take unnecessary risks
>>
>>5855545 was meant for >>5855529, of course.
>>
Rolled 37, 56, 8 = 101 (3d100)

>>5855612
>>5855529
>support
I'd prefer to steal captives. But I much prefer to not really have any loses.
>>
Rolled 2 (1d2)

>>5855545
>>5855611
>>5855612
>>5855618
>>5856618

1 - blow up armory
2 - steal some stuff
>>
>>5857131
>>5856618
>>5855618
>>5855612
>>5855611
>>5855545


Decided to stay out of harms way, you keep away from the main fight and just steal whatever tools and weapons you can from the outskirts of town. You suffer no significant losses and pilfer some good loot in the form of farming implements and a good amount of spears which were laying about in large numbers.

You leave behind some scouts to watch the result of the battle but retreat your main force. In the end, the humans manage to kill one of the giants and the rest of them flee. The humans make a big funerary pyre for their own dead, and start the work to rebuilt their breached wall. They just left the giant's corpse outside the wall for the dogs and birds to eat.

The scouts did not see the rats leaving the keep. They assume their mission was either a failure, they meeting death within the human halls, or they found a different exit that they did not see.

> The humans will be busy rebuilding their wall, continue building our channel
> The giants are weakened now, attack them and drive them out of our swamp
> The humans are weakened now, attack and destroy them in their city
> This fight shows we don't have enough numbers, breed more
> Write in
>>
>>5857141
> The giants are weakened now, attack them and drive them out of our swamp
Explode them!
>>
>>5857141
>The humans are weakened now, attack and destroy them in their city
Strike now, while we have the momentum before the giants come back and destroy it all.
>>
>>5857141
>Mass assassination of all humans at night. We scale the broken fortifications and kill the males. They should be very weakened.Sell the women and children to the cultists.
QM how many giants were there?
>I say we go bomb them too like anon said. We got lots of assassins and after the bomb shouldn't need too many giants left.
>>
>>5857192
Support. We need to get our swamp back, crushing the humans will have to wait
>>
>>5857238
>QM how many giants were there?

It is a whole clan of giants! Ten giants total!

Now it is nine.

They are all wounded and returning to the swamp, presumably to rest and recover.
>>
Rolled 1 (1d2)

>>5857192
>>5857221
>>5857238
>>5857291


1 - explode the giants
2 - explode the humans
>>
Rolled 35, 56, 22 = 113 (3d100)

>>5858105
>>5858103
>>5857291
>>5857238
>>5857221
>>5857192


You follow the giants as they return to the swamp. You watch as they collect herbs and start making ridiculous amounts of poultice to nurse their wounds. They are expecting to have a nice time just chilling and resting.

But you have other plans!

When you catch a large amount of them around a fire roasting crocodiles on a stick, you drop the bomb!

It wounds them all pretty bad and makes them fall into the ground bleeding and screaming in agony!
Your warriors then attack the wounded giants!

Roll 3d100 to slaughter your foes!

> Focus on killing the weakest giants, thin their numbers
> Focus on killing the strongest giant, the others will flee without a leader
> Attack them indiscriminately, killing them or making them flee both are good enough
> Write in
>>
Rolled 48, 38, 12 = 98 (3d100)

>>5858117
>Focus on killing the strongest giant, the others will flee without a leader
These big bastards ate us!
>>
>>5858117
>Focus on killing the weakest giants, thin their numbers
Fewer giants means less squid will be eaten
>>
Rolled 40, 30, 92 = 162 (3d100)

>>5858188
Rolling
>>
>>5858135
>>5858188
>>5858189


You attack the weakest giants, stabbing them at their weakest points! You manage to murder two giants before the rest of them flee for their lives!

"Ahh! This swamp is cursed! These squids are devils! DEVILS! RUN! RUN FOR YOUR LIVES!"

"We can't go back to the mountains, chief! The dwarves will make short work of us!"

"Run to the plains! TO THE PLAINS!"

The giants run away to the plains, looking for an easier time mending their wounds and living off the land - what for giants often means devouring other smaller sentient people.

As you watch them run away in long strides towards the plains in the south, you are satisfied in knowing you have the swamp under control again!

But you are worried... dwarves in the mountains strong enough to put giants on the run is not a good thing. Still, if they keep to themselves and don't come bother you in your swamp, then they are a non issue.

There are two big giant corpses, what will you do with them?

> Eat them and make weapons with their huge bones
> Stick their huge heads on pointy spikes as a warning to trespassers
> Take the giant heads as gruesome gifts to the dwarves in the mountains
> Tap their heads with the staff you looted from the necromancer, maybe they will become undead
> Write in
>>
>>5858217
> Take the giant heads as gruesome gifts to the dwarves in the mountains
Giving gifts has worked well for us in the past and our preferred territory doesn't overlap at all with the dwarves. Let's make some new trading friends.
>>
>>5858217
> Eat them and make weapons with their huge bones
>>
>>5858217
>Eat them and make weapons with their huge bones
Law of the jungle, er swamp
>>
>>5858256
>>5858217
yeah let's try to be friends
>support
>>
Rolled 2 (1d2)

>>5858256
>>5858384
>>5858453
>>5858568
1 - heads to dwarves
2 - eat and make weapons
>>
>>5859203
>>5858568
>>5858453
>>5858384
>>5858256


You people feast upon the corpses of the giants, and then muse upon what to build with the treasure trove of large bones that are left behind.

You splinter and sharpen the bones into endless shivs for your squids.

You fashion a big battering ram with the bones, that skull looks pretty thick.

You fashion sharp blades out of giant ribs for your squids, they would be hard to conceal though.

Even after you make lots of weapons, there are still a bunch of bones leftover which you leave laying about near your settlement. You may still find an use for it.

A gnome shows up in your settlement. He says he wants some of our ink. With him there is an ogre carrying a big barrel.

> Give the gnome some ink
> Tell the gnome to go away
> Kill the gnome and the ogre
> Write in
>>
>>5859213
>give ink
>ask for info he seems well traveled.
>>
>>5859300
Support. Maybe he can trade us some technology
>>
>>5859300
>>5859316


You decide to give the gnome some of your ink. You fill up the barrel with ink and the gnome seems very pleased!

You ask the gnome for information, as he seems well travelled.

"I am Fitudixocivubonumojytresifoducivoperix, but you can call me Fitudix. This is my companion, Og. We travel the land seeking to learn more about its inhabitants. It is rare to see squid people outside of the sea! The people in the south would pay good coin for the good quality ink your people produce so abundantly, they have many scribes who could use a reliable source of pigment for their parchments. Still, you should be careful. They may find it more advantageous to enslave some of you and milk you of your ink than to engage in trade. As for me, I will take this ink to my people. We live in the mountains to the west and it is rare for us to have any visitors - except for the giants of course, who deem the mountains their home. We have an arrangement with the giants, we keep them fed and they don't bother us. How we keep the giants fed you ask? Well... with a mix of magic and technology! We farm basilisks who can turn flesh into stone with their gaze. With their eyes, we can make a potion that reverses the process. But if we apply the potion to a specially prepared big stone, we turn it into a big piece of flesh! We then prepare it, roast it and feed the giants with it. This process can be repeated many times, as we can apply a healing potion to the basilisks to regrow their eyes and harvest it again to make another potion. Let me show you!"

He then makes a small fire and grab a big stone. He takes a potion from his pouch, and with a pipet sprinkles a couple droplets of the potion on the stone. The stone turns into a lump of flesh. He pierces the flesh with a point stick and roast it by the fire.

"See! It works! Well... there is no harm in leaving the potion with you people. I have enough food for the trip back. Don't pour too much of it at once. A couple droplets are enough for a pound of flesh.", he says, gifting us a beautiful flask with a colorful liquid inside.

He then feeds the meat to the ogre and departs with the barrel full of ink.

"Wait! How do you not get turned to stone by the basilisks?"

"That's the trade secret my friend!", Fitudix says with a hearty laugh.

"Come by any time if you want to trade. We buy anything we can't grow or make ourselves in the mountains so long as it can be stored safely, and we like to believe we pay fair compensations. We kinda like hoarding stuff."
>>
>>5859354

Reports from the human town come, they are rebuilding their walls, but it will likely take some time.

Some cultists from the rat swamp contact us there.

"The giants caused a real ruckus here. It upsetted the delicated balance of power underground as well. The rats found a secret passage from the human castle that led into our tunnels, and wandered into them carrying some old relics. They got unlucky and ended up into the vampire territory, where they have been killed and their relics stolen. The vampire has no use for the relics, but he is not ready to just give them away. He sent some thralls to us to negotiate, but we also have no use for the relics of the rats. But we do know those relics are really precious for the rats themselves, unlocking their powerful magic."

"What are these relics exactly?"

"Some bones from their ancestors, imbued with the souls of fallen shamans through powerful rituals, a belt with a couple dozen flasks of colorful liquid and a big metal tube filled with the most vile sludge imaginable."

"Why didn't the humans destroy it?"

"Who knows? Maybe they wanted to weaponize plagues themselves. The problem is the flasks have no labels, and anyone who so much as open them and caughs a whiff is pretty much doomed. Touching the bones also causes headaches that evolve to bleeding and deadly brain tumors on anyone dumb enough to try. Apparently, contact with the bones have the old dead shamans instruct the young shamans on how to use all this nonsense to create powerful plagues."

"Although eager to get rid of this crap, the vampires won't give it up for free."

> Contact the rats and ask what they will pay for the relics
> That's the rat's problem, you have nothing to do with it
> Offer the necromancer staff for the rat relics
> Write in
>>
>>5859356
Hmm...

If we give the necromancer staff to the vampires, that'll definitely get us the relics but it'll also make the vampires a much stronger threat. If we try to do business with the rats, then they won't be our allies when we do get them the relics. If we try to assault the vampires head-on, we'll suffer high casualties when we're in a vulnerable position.

>Forget about the ratman's relics for now, finish the canal, and start breeding squids until we've reached population capacity
>>
>>5859356
I don't think we can be friends with everyone.

>invade the human castle at night and kill every male while they sleep. Full send army of assassins.

Got the giants gone. Now time to remove humies. We can kill the vampires next. We don't want retaliation.

>finish the canal too
>>
>>5859477
We should be fairly near the population cap. We didn't have any losses vs the humans or the giants.
>>
>>5859356
> Contact the rats and ask what they will pay for the relics
>>
Rolled 1 (1d3)

>>5859477
>>5859781
>>5859794

1 - forget about the ratmen breed and finish canal
2 - invade human castle with army of assassins and build canal
3 - contact rats and ask what they will pay for relics
>>
>>5859477
>>5859781
>>5859784
>>5859794
>>5859828


You tell the cultist emissary you will think about it but actually you just forget about the ratmen and mind your own business.

You focus on breeding until your reach population capacity and building your canal connecting both swamps.

Your scouts report that in the mean time the humans fixed their walls.

You manage to finish the canal! You can now traverse the distance between both swamps swimming! You can also ferry goods between the swamps using the boats you stole from the halflings.

Your population is close to capacity. You believe you could breed a bit further if you expanded to live deeper within the swamp, but other than that you now have nearly as many squids as you can comfortably feed in both swamps.

> Time to expand further, let's send some people to that lake
> Time to deal with those humans, let's attack them
> We need to do some trade with our neighbours, send emissaries (trade what)
> Let's construct some buildings, we are living in squalor
> Write in
>>
>>5859844
>Sneak into the human city, kill the soldiers, and capture everyone else to trade to our cultist friends
These humans are probably part of another larger civ but if they haven't gotten reinforcements yet, they probably don't think the swamp is worth it.
>>
>>5859781
I agree we need to remove humans but I thought getting our numbers up was more urgent. After this, I think we should focus on improving our Shamanism of the Deep so we can better use it in combat.
>>
>>5859864
>>5859871


You decide to launch a large scale attack on the humans! The strategy you decide to adopt is to sneak into the human city, kill their soldiers and capture everyone else to trade to your cultist friends!

Although you do have numerical superiority to the humans, such attack is not without problems. They still have a tall wall and a castle, which makes any invasion more difficult.

Your assassins aren't particularly skilled for climbing walls. Using your ropes and hooks, a small force could climb, with a little luck, undetected. But bringing to bear the bulk of your forces against the humans would require a way to circumventing their walls.

How are you going to deal with the human walls?

> Venture into the underground tunnels and find a way into the human city
> Use your battering ram to breach the human gates so your troops can enter
> Have your assassins open the gates for your troops and enter into their town
> Use your shaman magic to summon great waves to dump your troops within the human walls
> Write in
>>
>>5859986
>Use your shaman magic to summon great waves to dump your troops within the human walls in the dead of night but while the chaos is happening and humans are panicking, sneak assassins in from the opposite side of the city.
The filthy warmbloods won't have prepared for this.
>>
Rolled 64, 83, 74, 93, 69, 89 = 472 (6d100)

>>5860012


The shamans prepare their magic to summon great waves so you can deploy your troops past the human walls! You assemble your men and get them close to the human walls and the shamans begin the incantation. The humans become very surprised when a wave comes crashing down upon them walls, carrying lots of armed squids and bypassing their walls!

At the same time, a group of assassins sneak in for a surprise attack from the opposite side of town!

Roll 3d100 twice, first for the main attack and second for the assassins!

> This is a suicide mission, we either kill the humans or die trying
> Secure an exit, we need a way out in case things don't go our way
> Retreat just with our shamans and leaders, we can't afford to lose them
> Write in

> Send the assassins after the people in the castle
> Send the assassins to kill the commanders behind enemy lines
> Send the assassins to kill as many undefended people as possible
> Write in
>>
Rolled 56, 73, 90, 69, 34, 1 = 323 (6d100)

>>5860080
>Secure an exit, we need a way out in case things don't go our way
Squids seize the gate and force it open.

>Send the assassins to kill the commanders behind enemy lines
Break their military formation so that our squids can seize the momentum. Once the battle is won, we can pillage their city and siege the castle at our leisure.
>>
Rolled 53, 41, 95, 90, 54, 69 = 402 (6d100)

>>5860080
>> Secure an exit, we need a way out in case things don't go our way
> Send the assassins to kill the commanders behind enemy lines
Kill as many high value targets as you can, drive the humans away and remake the city as Squid-town
>>
>>5860080
>>5860104
>tfw we're on the receiving end of the indomitable human spirit
>>
Rolled 71, 67, 29, 56, 97, 40 = 360 (6d100)

>>5860104
>support
>>5860080
Then once we kill a high level dude can we drink the potion to look like them and call for humies to surrender.
>>
>>5860349
>>5860113
>>5860111
>>5860104


Worried that the offensive may not go your way, you order your troops to focus on securing an exit in case you need a way out. Some of your squids keep the humans busy while others seek to gain access to the gate mechanism to open it! You do manage to open the gates!

And just in time, for a tide of human militia reinforcement pushed your squids towards the walls! This time they had shields and seemed better trained than the last time you saw them fight!

Your assassins assault behind the lines has the element of surprise and catches some of their commanders. However, when you try to impersonate one of their commanders to try to get the humans to surrender, another commander, perhaps higher ranking, accuses your disguised commander of treason and has him killed! Once he dies and reverts to a squid, the humans scream!

"Be careful! The squids can shapeshift! Anyone could be a squid in disguise!"

The battle rages on, with significant losses on both sides, but in the end you are forced to retreat. The humans drive you out and you wonder whether you just have been too timid in this battle.

As you regroup back on the swamp, your leadership ponders on the matter.

"Defeating the humans won't be as simple as rushing into their settlement. They are entrenched in their walled city and well defended. It would take a long campaign and a well planned siege. Our men are now tired, and those who haven't died are wounded and will need days or weeks to recover. The humans as well will need time to recover. Our only advantage is that to replenish their numbers the humans need many more years than we do. If we keep attacking them relentlessly, we may weaken them enough to really defeat them once and for all."

"Some fear they are part of a larger civilization and might seek aid from other regions. If we don't defeat them soundly and fast they might receive lots of aid and their position may become unassailable."

"The humans haven't conducted any assault on our position in years!"

"Yes, because there is nothing to assault! We have made sure to keep a low profile. We live in absolute squalor and constantly hiding. Our people live lives of hunted prey. We enjoy no safety and we will enjoy no safety as long as our swamps are home to hostile forces."

"Shouldn't we build some structures?"

"Structures we can't defend? They would just be targets."

"Still, our morale suffers because we are living in such hardship. Sure we could improve our people's lives a little."

"Our life is the war! We cannot afford any luxuries."

"Keep expecting mindless sacrifices from the people and you will plant the seed of sedition in their hearts."
>>
>>5860381

"What are the alternatives? Do you want to negotiate a peace with the humans? In what terms?"

"No. There can be no peace with the humans. We must drive them away or destroy them and they certainly think the same of us."

"Then we must simply continue to wage war, whatever the cost may be."

"It seems clear to me we will need allies to decisively deal with the humans. But which allies should we seek?"

"We could just train our troops better. The humans are fighting with shields now, our shivs are not very effective against them."

"Maybe we need a new military doctrine altogether."

"Our magic served us well. Perhaps if we pursue these powers further."

"We would need some structures to better our magic."

"We could increase our numbers. The depths of the swamp remain an option for us, a place we could settle to increase our numbers."

"Yes. That lake could be an option as well."

"The giants did quite a lot of damage to their walls. If we had allies that could negate their wall advantage, we could bring our numbers to bear against the humans."

"Our magic could do that, didn't you see what we done?"

"Maybe. The humans adapt fast. They might come up with some trick."

"Well, in any case we need a decision. What path will we pursue in our campaign against the humans?"

> We can deal with the humans on our own, we just need to train our troops better
> We can deal with the humans on our own, we just need to strengthen our magic
> We can deal with the humans on our own, we just need to increase our numbers
> We need to enlist the help of one of our neighbours against the humans (which one)
> Write in
>>
>>5860385
>ask the rats to dig tunnels under the walls to collapse them. In return we'll help them kill those vampires with their relics
>expand to the deeper swamp
>kill any human that leaves the city and any that try to enter.
>setup a new military doctrine. New males go through human killing to gain adulthood. Allows us to keep attrition on the humans and makes us a more warrior people. Push them to be stealthy assassins and push them to climb better.

>trade ink to that gnome for better weapons.
>>
>>5860454


We contact the rats and ask them to dig tunnels under the human walls to collapse them. We tell them that in return we will help them to kill the vampires with their relics.

"Collapse the human walls? That is a tall order, squids. That is a large scale project that wouldn't go unnoticed by the humans, that is for sure. We would need to dig a big tunnel, with lots of supports, then rig it all up to burn the supports and hope that once the supports burn the tunnel would collapse and the wall above would come down with it. We would need a lot of food for our miners and lumberjacks, food which has been scarce ever since you've been overfishing in the swamp, friends. I'm afraid even though your proposal of aiding us with the vampires is a generous one, unless you can supply us with a lot of food we cannot really spare workers to dig such tunnels as we can't feed them."

We consider sieging the human city, killing all humans that leave the city and any that try to enter. However, we cannot maintain our entire army fielded to siege the human town, we simply lack the logistics for that - we cannot feed a standing army. We can only keep a small amount of scouts and assassins fed, and those are not enough to siege the human town, only to watch their activities and occasionally attack people. When our assassins strike a human outside the walls, the humans summon their militia and strike back. Our assassins can only harass the humans so often, and the humans do have patrols outside their walls on horseback - our assassins can't always lose them in the swamp and are sometimes caught and killed.

We consider creating a new rite of passage for our males - killing a human to gain adulthood. Most of our elders are against this practice, because sending lone young inexperienced squids trying to attack an organized human settlement trying to snatch a human is bound to go poorly for us. Still, our warriors convince them to allow this, for now. Lots of young squids, lone or in small groups, go against the humans, and few of them return with proof of having killed a human, earning their adulthood. The rest were either killed or captured by the humans. The thought of our fellow squids in the hands of the humans disgusts us.
>>
>>5860497

You decide to expand to the deeper swamp. The place is crocodile infested and full of fish. You could start by killing and eating some of the crocodile, this way there will be more fish available. The deep waters in this part of the swamp are ideal for fisheries, if you clear the place of crocodiles beforehand that is. We could instead build a Temple for the Deep Ones and empower our shamans, making our magic more powerful.

You send emissaries to trade ink with the gnome for better weapons. They return empty handed, saying they couldn't find the gnome lands amidst the mountains and returned before they died of dehydration. You'd need some way to bring lots of water with you to make the trip, or have places where you could rest for at least a whole day inside water before resuming travel.

You see the kobolds now and then in the deep parts of the swamp, in canoes carrying big sacks. They mostly avoid you.

> Feed the Rats so they can dig under the human walls
> Hunt the crocodiles and build some Fisheries in the deep swamps
> Build a Temple for the Deep Ones to empower our shamans
> Contact the kobolds, see what they are up to
> Write in
>>
>>5860499
>feed rats
>kill crocs
>build large scale fisheries
>>
>>5860499
>Build a Temple for the Deep Ones to empower our shamans
Magic can change the game for us
>>
>>5860499
>Build a Temple for the Deep Ones to empower our shamans
The Deep Ones can probably help us get more fish in the swamp too.
>>
>>5860510
>>5860551
>>5860554


In the depths of the swamp, we begin building a Temple for the Deep Ones. We carve in the rock inscription in the Ancient Tongue and prepare an underwater altar at the deepmost site within the swamp! The squids congregate together on the holiest days to pay hommage to the Deep Ones, entering a powerful trance, and the shamans use their magic to manifest powerful imagery and make a deeply moving display that deepens our faith in the Deep Ones.

At some point in the construction of the Temple the shamans start arguing what Aspect of the Deep Ones should they Exalt. It will influence what powers the Deep Ones will grant our shamans through the faith of our community.

Aspect of Dolphin - The Deep Ones grant us the ability to communicate with all water creatures and give them orders

Aspect of Mantis-Shrimp - The Deep Ones increase the powers of water manipulation to the point our shamans can now cut and pierce using water

Aspect of Hydra - The Deep Ones imbue our shamans with powerful healing abilities allowing them enough powers to regrow lost limbs and even revive people who died very recently

Aspect of Kraken - The Deep Ones allow our shamans to change the weather in a region causing dangerous storms to form within hours

Other aspects are possible, specify what you want.

> Aspect of Dolphin
> Aspect of Mantis-Shrimp
> Aspect of Hydra
> Aspect of Kraken
> Write in
>>
>>5861301
>Aspect of Kraken
Our ancestors. With this power, we'll flood the humans! Flood all the land and make it a paradise for squidkind! By the time we're done, we'll make the deepest seas look shallow!
>>
>>5861301
>> Aspect of Mantis-Shrimp
What's the species with an underwater flame thrower, the pistol shrimp?
>>
>>5861313
>>5861301
>support
Selected wrong one sorry
>>
>>5861309
>>5861313
>>5861405

We choose to Exalt the Aspect of Mantis-Shrimp! The Deep Ones bestow upon our shamans the boom of powerful kinetic manipulation of water, over time their mastery of the element grows to such heights that they can cut and pierce using their control over water!

We've been living in relative peace for awhile, growing our numbers, building our temple and worshipping our deities when we are remembered that we are immersed in a territorial dispute with the despicable humans. The humans send adventurers to check our swamp. A bunch of warriors and a caster, who uses his magic to let them walk over water!

But that won't save them!

> They won't find anything, our temple is underwater, let them wander
> Send our shamans to kill them, you wanna test the new powers
> Send our assassins to quickly dispatch the adventurers
> Capture the adventurers alive for interrogation
> Write in
>>
>>5861587
>Send our shamans to kill them, you wanna test the new powers
>Make sure they have an escort of our strongest warrior squids
Let's disrupt their wizard's waterwalking and drown them
>>
>>5861589
>>5861587
>support
>>
Rolled 13, 76, 12 = 101 (3d100)

>>5861589
>>5861597


You send your shamans escorted by your best warriors to confront the adventurers, eager to test the new powers bestowed upon you by the Deep Ones. Your strategy consists on disrupting the caster so that the warriors lose their waterwalking ability and drown!

The battle that ensues is fierce, with the warriors on both sides engaging in combat while the wizard and the shamans fling spells at each other! This wizard seems to be particularly powerful and has lots of spells available to him.

Roll 3d100 to see who will come up victorious!

> Dispatch the warriors first, once the wizard is alone he will be easy prey
> Let's not take any unnecessary risks here, do a hit and run
> Concentrate on the wizard, he is the real danger here
> Write in
>>
Rolled 63, 86, 39 = 188 (3d100)

>>5861621
> Let's not take any unnecessary risks here, do a hit and run
> Concentrate on the wizard, he is the real danger here
>>
Rolled 2, 47, 27 = 76 (3d100)

>>5861621
>> Concentrate on the wizard, he is the real danger here
the swamp will claim the rest of them
>>
>>5861621
>Concentrate on the wizard, he is the real danger here
Once the wizard falls, the warriors will drown. Glory to the Deep Ones!
>>
Rolled 51, 52, 51 = 154 (3d100)

Also I am moderately retarded
>>
Rolled 64, 20, 23 = 107 (3d100)

>>5861621
> Concentrate on the wizard, he is the real danger here
>>
>>5861623
>>5861627
>>5861635
>>5861637
>>5861678


The battle rages on fiercely. For every Razor Wave we send against the wizard, he answer with a Razor Wind, for every Water Spike, with a powerful Shield. But there are too many of us and only one of him and eventually we find an opening, and that is all we need - a well placed water spike pierces through his shoulder. The bleeding dulls his reflexes and soon enough he suffer another wound and by then we know it is over for him.

He might have noticed the same for he summons a giant flying bird and calls for his companions to hop in, probably wanting to flee. He might have got away with it if he left his companions behind, but in his urge to be a hero and save everyone he doomed himself. In a bout of brilliance, a shaman called for a triple attack - one on the warriors, one on the wizard and one on the bird. The wizard was unable to defend everyone at once, and the wounded bird flew away prematurely.

Unwilling to let them escape though, we focused our attacks on the fleeing bird and managed to wound its wings and it fell, plunging into the swamp.

The wizard emmerged from the waters surrounded by a sphere of energy, but it was clear that he was spent, his breathing heavy, his robe covered in blood. He's been fighting on the defensive the whole time trying to keep his friends alive. But the swamp claimed them, and now he was unfettered.

The wizard cast a huge hailstorm upon us, forcing us to run away and take cover. He then started killing our warriors one by one with bolts of cold energy. His barrier of energy protected him from our magical attacks!

One of our shamans realized what must be done. He approached the wizard while submerged, and jumped from out of the water and grappled the wizard. From this close, the barrier wouldn't protect him! He cast Razor Water and chopped off the wizard's head!

His barrier flickered off as his head fell into the swamp waters.

Searching the swamps after the battle, you found the warriors all had heavy metal armor, a rather poor choice for coming into a flooded swamp. They had metal swords and some had daggers, which you looted. They had some coin and random equipment in their bags (blankets, flasks of oil, torches, things like that). You loot it all and carry it to your lair.

The wizard only had a big poach with the most random things stashed in it. Perhaps those were components he needed for his spells.
>>
>>5862177

Witnessing the power of our magic, our warrior spoke well of it to our elders. They have been wondering whether it wouldn't be feasible to give some combat training to the shamans, or give some magical power to the warriors, or come to some similar arrangemente.

"We don't live very long lives. By the time a shaman masters the magical arts, he is already kinda old and isn't in his physical prime anymore."

"Yes, but maybe we don't need the warriors to master the magical arts. A little bit of magic would suffice."

"Hmmm... our magic is a gift from the Deep Ones for our devotion. To master it early in life would require much devotion indeed. But there might be ways."

> Offer a Sacrifice to the Deep Ones
> Commune with the Deep Ones and ask for a Gift
> Send pilgrims to find the Ocean and learn more about the Deep Ones
> Write in
>>
>>5862179
>go get some kobold from boats and sacrifice them. Ask the deep one for blessings we can cast on our warriors.
>train more shamans
>find where the kobold are living in the caves by talking to the rats. Tell them we are gonna flood the kobolds tunnels.

>sacrifice the lot of them in preparation to kill the dragon. (It'll probably come out if we flood the tunnels)
>>
>>5862205

You lay an ambush and capture some kobolds when they are boating around and sacrifice them to the Deep Ones. You ask for blessings we can cast on our warriors.

The shamans say that the Deep Ones communicated with them in a vision that they could perform a ritual that would empower our warriors. Through this ritual, we would sacrifice a criature to the Deep Ones and through this sacrifice the warrior would be Empowered, mutating and becoming an Eldritch Champion, a more powerful version of himself! However, Eldritch Champions are naturally unstable, bloodthirsty and even more short lived than the average squid, so we might want to only do this ritual if we are anticipating a big fight.

We go talk to the rats and ask where the kobolds are living in the caves. They agree to show us. A small group of rats lead us through the tunnels and point to us where the kobolds territory lies.

We consider flooding the kobold tunnels! We know where their underground territory lies, if we dig a big hole and connect it to river we could flood a good part of their tunnels.

> Let's flood the kobold tunnels!
> We need to prepare beforehand (what we need?)
> Let's talk to the kobolds first, demand something (what?)
> Write in
>>
>>5862226
>Let's flood the kobold tunnels!
Easily done. They may be cold-blooded, like us, but they're also dragon worshipers which is unacceptable.
>>
>>5862226
> Let's flood the kobold tunnels!
>do it as a sacrifice to the deep ones.
We'll need power to deal with the dragon.
>>
>>5862251
>Can we also send some assassins in like 5-10min after we flood it. So we can loot/finish off any kobold survivors. Run if they find the dragon. Make 10 champions to go kill the survivors as the front wave shock troops. Send assassins after them to watch and assist.
>>
>>5862243
>>5862251
>>5862256

You dig a big hole and flood the kobold tunnels!

You send some assassins into the flooded tunnels to assess the damage done to the kobolds.

The return reporting seeing a few drowned kobolds in the tunnels, but the entire complex wasn't flooded. Most kobolds escaped in time to areas that weren't flooded. They seemed very angry and tossed rocks at our assassins when they were peeping at them.

> Invade the kobold tunnels and kill the kobolds
> Capture some kobolds alive to be sacrificed
> Ignore the kobolds
> Write in
>>
>>5862262
>Invade the kobold tunnels and kill the kobolds
With their tunnels flooded our shamans can use their powers.
>>
>>5862312


You invade the kobold tunnels and kill the kobolds! Your shamans slaughter them with your powerful magic, cutting and piercing through the weak kobolds. The creatures put some token resistance but they are too weak, our magic easily overpowers them!

We arrive at their birthing chambers, where the last of their defenders are trying to protect their young and females. Their elderly shaman and his apprentices are there with them, and he tells us.

"What have we ever done to you for you to slaughter us so senselessly? Have mercy upon us and stop this meaningless and purposeless violence!"

> Let the kobolds live
> Demand tribute for our mercy
> Slaughter every last one of them
> Capture them and sacrifice them to the Deep Ones
> Write in
>>
>>5862318
"You breathe dry air and worship the dragon. That's enough to seal your fate."
>Capture them and sacrifice them to the Deep Ones
>>
>>5862324

"You breathe dry air and worship the dragon. That's enough to seal your fate.", you answer the kobold shaman.

You capture the kobolds and sacrifice them to the Deep Ones!

The Deep Ones are pleased with your unwavering devotion! The shamans receive an Omen.

"A vile darkness will overtake your lands. In the open seas you may find the ally you need to defeat even the strongest of foes, but everything has a price."

The shamans are pretty sure it is about the dragon and some huge sea creature the Deep Ones could send to help us in the fight if we went to the open seas and asked for help.

But it is our call, really. The dragon must be really angry now that we killed his worshippers.

> Send some pilgrims down the river looking for the open seas
> We can deal with the dragon on our own we don't need no sea allies
> Let's not just sit here and wait, go on the offensive, raid the dragon's lair
> Write in

(specify if you want to reserve some sacrifices to create Eldritch Champions and how many)
>>
>>5862334
> Send some pilgrims down the river looking for the open seas
>make 20 champions
>send our assassins and champions to attack the humans. Attack at night open the gates for our champions and warriors. Send shamans to launch assassins into the city and provide support.
>Leave the wizard and other humans we killed earlier in the birthing room. Maybe we can have the dragon attack them too.
>send an assassin to tell the dragon the humans are attacking and flooding the tunnels. And we want to be friends and point the dragon in the right direction.
>>
>>5862343
Genius. I'll support this treachery.
>>
Rolled 100, 14, 66 = 180 (3d100)

>>5862343
>>5862350


You send some pilgrims down the river looking for the open seas.

You make some sacrifices to create 20 Eldritch Champions! The hulking creatures are not very talkative and look irritable. They lust for combat and are not fit for much else.

We leave the decayed corpses of the adventures we killed earlier in the birthing room where we killed the kobolds.

We then send an assassin to tell the dragon the humans are attacking and flooding the tunnels and we want to be friends.

We send our assassins, shamans and champions to attack the humans! We want to open the gates and capture some humans.

Roll 3d100 to see if we will be successful in our attack against the humans!
> Expose the assassins more
> Expose the shamans more
> Expose the champions more
> Write in
>>
Rolled 8, 68, 93 = 169 (3d100)

>>5862351
>Expose the champions more
They're inherently disposable. Also-
>dat crit
Fucking humans, man. We'll need to make a proper squid civilization if we want to consistently take over their cities.
>>
>>5862354

Our shamans use their magic to send a wave over the walls with the assassins so they can unlock the gates.

But the humans just lower their gates! The assassins are met with fierce resistance at the walls, and from the gates pour cavalry.

Their horsemen engage our champions and chase our shamans. It is a slaughter! Our champions are killed, the assassins never make it out of the walls and as our shamans try to run away they are chased by the knights. They fight back, using they magic to chop off the legs of the horses, but the knights still manage to catch up with most of them and few shamans escape.

The assassin we sent to talk with the dragon never returns.

Within a few days, the water at our settlement becomes dark and all our young die. When we drink it or swim in it, we become sick. The fouled water spreads all the way to the other swamp through our canal and we all get really sick in both our settlements. We can't reproduce anymore as our babies just die in the fouled water!

"The dragon poisoned the water!"

The pilgrims we sent down the river retun. They say they found the Ocean! We could go there and summon some big creature to kill the dragon!

What are we gonna do?
> We need to train more warriors, we are defenseless
> We need to train more shamans, we've been wiped out
> We need to find a non fouled water source to raise our young
> We need to kill the dragon, go to the ocean and summon some muscle
> Write in
>>
>>5862367
> We need to kill the dragon, go to the ocean and summon some muscle
> We need to train more warriors, we are defenseless
> We need to train more shamans, we've been wiped out
When we kill the dragon our water will clear up
>>
>>5862390
Agreed, we need to go all-in. Getting the dragon to turn on the humans was a gamble to start with, worth risking an assassin for.
>>
>>5862390
>>5862399

We start training more warriors and shamans, but it will take awhile.

In the meantime, we head to the shore and start summoning something powerful to defeat a dragon!

"Deep Ones, we need help! A black dragon is poisoning our water! We need to kill it so we can have our babies and rebuild our army!"

You chant and chant for weeks at the ocean until your prayers are heard!

A giant tentacle creature emerges from the water!

"Fear Not Children!", you hear in your minds, "I Will Eat This Dragon."

The giant tentacle monster is followed by a big army of various kinds of sea creatures!

They follow the river gorging on all the fish along the path until they arrive at the swamp. The giant monster sinks its tentacles in a hole in the ground. The dragon emmerges from its lair seemingly panicked and tries to fly away. The giant monster leaps at the dragon and grapples it. The two beings start fighting, but it is clear that the giant tentacle monster has the upper hand. The hordes of creatures start tearing at the dragon, eating whatever bits of it as soon as they can rip it off from the creature. It takes several hours for the monster to eat the giant dragon, who struggles and uses its breath weapon repeatedly, killing many of the creatures. But the remaining creatures who can't find an opening to attack the dragon just eat the fallen! After a long fight, the giant monster eats the dragon! Not even bone is left!

The giant monster then lays one big egg in the swamp.

"Now Come With Me Children. There Are More Meals To Be Had. The Ocean Is Big. Much Eating To Do."

Your people feel compelled to follow the giant monster orders! The vast majority of your people just grab whatever weapon they can find and then follow the giant monster back into the sea.

The dragon is gone, but your numbers have been almost depleted, and not a single warrior is left.

Your people have legends about these monsters! They are the 'Devourers', some call them Aboleths. They mind control hordes of sea creatures, who follow them mindlessly, helping them kill and eat everything in their path.

> Let's loot the dragon hoard!
> Let's raise our young at the sea, the swamp water is still fouled
> The foul water hasn't disappeared, look for a non fouled water source to raise our young
> Wait until the giant monster leaves and destroy the egg, if it spawns it will just enslave us
> Write in
>>
>>5862399
After dealing with the dragon I say we expand into the lake and ocean. And start zergling pooing out units. Unless you have a better idea friend.
>>
>>5862410
>loot the dragon horde
>pray to the deep ones and use magic to cleanse the water (this can wait if we have no shamans)
>go to the ocean and lake to repopulate
Our orginal home isnt fouled ya?
>breeding frenzy go
>>
>>5862410
>Let's loot the dragon hoard!
Before anyone else gets to it. We need to keep the Egg safe no matter what, it is a literal idol of our faith.

>>5862411
I agree. Cleaning the swamp should be our priority.
>>
>>5862414
Tbh I'm hoping we can use shaman magic to get it under our control once it hatches.
>>
>>5862415
I agree. The Aboleth is going to take time for its powers to mature.
>>
>>5862410
>Let's loot the dragon hoard!
>>
>>5862411
>>5862413
>>5862414
>>5862415
>>5862416
>>5862430


We descend into the hole left by the Devourer and find the lair of the dragon. The place is full of giant centipedes and scorpions, and pools of acid and poison and all over the place.

Still, safely amidst the sludge, is a shiny pile of gold! A fair amount of magical equipment, belonging to adventurers who tried and failed to kill the dragon can also be found.

A handful of magical swords, maces and flails.

A magical shield.

A magical staff.

Lots of precious gems.

All in all a respectable hoard.

Carrying all that gold out of this hole would take some effort.

> Take only the magical weapons and gems, we don't really need gold
> Take as much as we can, soon enough others will show up to claim it
> This gold is ours and we will take it all, bring everyone to carry it home
> Write in
>>
>>5862452
>This gold is ours and we will take it all, bring everyone to carry it home
We won't get another opportunity like this.
>>
>>5862455
+1 for this. Gold is more versatile, if we find trading partners who prefer gold over sacrifices
>>
>>5862452
>Take as much as we can, soon enough others will show up to claim it
Our rewards are hard won and won't be stolen away
>>
>>5862452
> This gold is ours and we will take it all, bring everyone to carry it home.
>take the magic items to the cultists see If they can identify the magic items.
>give staff to shaman (after identifying it)
>see if the cultists can purify the water see what they would want in return for the deed.
>breeding frenzy
>>
>>5862455
>>5862505
>>5862540
>>5862544


We grab the magical items and gems then mobilize our people to carry all this gold to our home!

As we are moving all the gold around, we see a shadow looming above us.

A big green dragon descends from the sky.

"Nice hoard of gold you have there, squids. Now surrender it to me and nobody gets hurt."

Although he says that, he doesn't actually waits for a response. He attacks our people with a gas breath and our workers suffocate to death. He collects a small chunk of our gold and carries it away, presumably to stash it at his own lair somewhere.

"It won't end here. He knows we have a lot of gold. He will come back."

After we carry a good amount of the gold back home, the vampires appear on the place.

"You know, a dragon's hoard is cursed. This much gold attracts a lot of greed. You shouldn't burden yourselves with it little squids. Here, let us unburden you!"

The vampires come with a bunch of slaves carrying wheelbarrows, fully intent of carrying the gold to their own territory. They don't really attack our workers taking gold either. They don't seem to be up to a fight.

> Attack the vampires, this gold is ours
> Leave the rest of the gold to the vampires
> Tell the vampires they can keep some of it if they give us the rat's relics
> Write in
>>
>>5863082
> Tell the vampires they can keep some of it if they give us the rat's relics
We going to kill them next.
>breeding frenzy
>>
>>5863082
>Tell the vampires they can keep some of it if they give us the rat's relics
Fair trade is a fair trade
>>
>>5863082
>Tell the vampires they can keep some of it if they give us the rat's relics
Get the relics for diplomatic purposes
>>
>>5863119
>>5863123
>>5863148


You tell the vampires they can keep some of the gold if they give us the rat's relics.

"Well, if the price for you to not create trouble for us is those old things then you may have it."

They give the rat relics to you and the both of you empty the dragon's lair of gold!

Returning to your own lair in the home swamp, whose depths now hide a huge treasure in gold, you seek the cultists to ask whether they can identify the magical items for you.

"These are some powerful items you have there. A vorpal sword, a dragon slaying sword, a three regular magical swords, a mace of power, a four regular magical maces, a vampiric flail, a couple four magical flails. The vorpal one has a good chance of chopping off someone's head. The mace of power stashes a spell and releases it when it deals a lucky strike on someone. The vampiric flail steals energy from people and heals the user. The dragon slaying sword deals extra damage to dragons. They are worth a fortune!"

"What about the staff?"

"It is a Staff of the Magi. It stashes up to seven spells, which can be released in rapid succession. If you stash the same spell multiple times, it can be released as a more powerful version of the spell instead of various instances of the same spell. It is a very powerful item."

"Thanks for identifying these items for us, friends."

"What makes you think we will let you out of this temple with such priceless treasures?"

The greed of the cultists gets the best of them and they murder your emissaries and steal your magical treasures.

They let one of your emissaries live, who returns a few days later to our settlement and reports as follows:

"Go back to your people and say that the temptation was too much for us to resist, but we mean your tribe no ill. It will be useless to attack us to retrieve the items for before you return to your home we will have sent these items to other places to be sold already."

Those treacherous cultists! It was a mistake to trust them!

The fouled water is starting to clear up after the dragon's death. It didn't clear up immediately, but after a few weeks it started to clear up.

We start a breeding frenzy, for we will need plenty of warriors to defeat all these enemies that surround us!

> We need to lay low for awhile, just keep a low profile and breed
> Our enemies must pay for the humiliations they caused us, ask the Deep Ones to destroy them
> We should give the rats their relics and ask them to use their plagues to destroy our enemies
> Write in
>>
>>5863171
>We should give the rats their relics and ask them to use their plagues to destroy our enemies
Demon plague nao!
>>
>>5863171
>We should give the rats their relics and ask them to use their plagues to destroy our enemies
Those warmblood BASTARDS! I knew they couldn't be trusted!
>>
>>5863171
>Time to drown the cultists flood their tunnels
> breed
Can we get rolls on this stuff?
It's kind of shitty just being bodied with no recourse
>>
>>5863186
>>5863195
>>5863198


We contact the rats and tell them we are ready to give them their relics if they use their plagues to destroy our enemies!

"Yees! Yesss! We will destroy our enemies friends! Give us the relics and your enemies will be our enemies and we will make a vile plague to destroy them!"

Who do you want to have the rats target with a powerful plague?

> The humans
> The cultists
> Both
> Write in
>>
>>5863198
>Can we get rolls on this stuff?
>It's kind of shitty just being bodied with no recourse
when the odds are too disproportional I haven't been asking for rolls, I usually ask for rolls when fights have been more or less even

I might change the rolls to target a DC and/or require a minimum amount of successes when you have a particularly difficult task or a nasty fight

dunno, I'll consider it
>>
>>5863206
>both
Everybodys time to die
>can we breeding frenzy while they do this?
>>
>>5863209
Fair enough. Just seems a bit unfair that a green dragon instantly found us. And we helped the cultists by killing the kobolds and dragon. And they decide to body us rather than trade for the items.
>>
>>5863206
>The cultists
If there's an enemy and a traitor and you have 2 bullets, shoot the traitor twice
>>5863214
They're bastards but we'll have the last laugh
>>
>>5863212


You ask the ratmen to plague both the humans and the cultists! The ratmen comply with your request!

You then start breeding like crazy!

You place scouts to watch the human city. They notice the humans start making lots of funerary pyres! The plague is working!

But something odd happens... we start to feel ill too... our people start dying in droves! Old and young alike!

"They must have realized that since we are turning on everyone they would be next and striked first!"

"Those damn rats!"

We have no choice but weather the plague. We do our best to outbreed it. By necessity, we just keep breeding and attempting to train our warriors - but when our people keep on dying of disease it is hard to do any long term investment on anyone.

Our scouts report, however, that the rats are nowhere to be seen - they fled the swamp!

"The only thing that was keeping them here was that they were missing their relics. Now they got it, they figured they can go live somewhere else with less competition."

The green dragon makes frequent skirmishes into our lands. He demands gold and kills our people if we don't give in to his demands. Without warriors to defend ourselves and weakened by the plague, we end up agreeing to pay a tribute. We make a small pile of gold, the dragon grabs it, feels satisfied for awhile and leaves. After a few moons he returns demanding more or he will kill more of our people, and we give him more. He does not know exactly how much gold we have, hidden deep within our temple and our homeswamp.

But all plagues end eventually. After a few years, the disease goes away and our young grow strong again and our people's numbers start to replenish. Our warriors grow strong, and our shamans grow wiser. Training in our underwater temple, the shamans relearn the abilities the Deep Ones bestowed upon us.

We grow in numbers and we are ready to threaten the region once again!

The humans on the other hand haven't been able to regrow quite as fast. They healed from the plague, yes, but our scouts show that they have a multitude of children and not all that many adults. It will take the better part of a decade for them to grow a real army.

That is the perk of being a short lived fast breeding race!

The cultists seem to have abandoned the temple in the swamp. Their numbers probably reduced too much for them to keep operating there and then they just packed up and left.

> Attack the humans, they will never be as easy a target as they are now
> Attack the dragon, we won't take this tribute thing anymore
> Attack both of them, we are strong enough now
> Write in
>>
>>5863254
>Attack the humans, they will never be as easy a target as they are now
Can't really blame the rats for their treachery, they also fucked over our enemies.
>>
>>5863258
>support
>>5863254
>>
>>5863254
Has our egg hatched? Hoping it'll body the green dragon for us.
>>
Rolled 88, 70, 73 = 231 (3d100)

>>5863258
>>5863316
>>5863318


The egg of the Devourer hatched! The creature consumes ridiculous amounts of food and emits a cloud of mucus around itself that hides it underwater. It talks to us through telepathy and is constantly hungry, and is growing FAST!

"I Must Set Out To The Sea. This Swamp Doesn't Have Enough Food For Me."

We attack the humans with our new army! The humans ready themselves for defense, but they are a pale shadow of their former power.

Roll 3d100 to defeat the humans!

> Ask the baby Devourer for help
> This is an unworthy foe, demand a tribute from the weak humans
> Use wave technique to seize the gates and invade the human settlement
> Write in
>>
Rolled 43, 87, 75 = 205 (3d100)

>>5863329
FINALLY! The demise of the humans is imminent!
>Ask the baby Devourer for help
>Promise it the consumption of humans and bountiful tribute
>>
>>5863329
>> Use wave technique to seize the gates and invade the human settlement
Let's hear it for the new underwater settlement
>>
Rolled 28, 42, 98 = 168 (3d100)

>>5863346
>support
>>
>>5863420
Halfings are up the river. Tell the devourer there's more food.

>expand to the lake and ocean
>>
>>5863422
I'll support this as well. Halflings and that lake are bound to have tons of food.
>>
>>5863346
>>5863378
>>5863420
>>5863422
>>5863455


We ask the baby Devourer's help to destroy the humans.

"They have been our enemies for a long time. Now in their time of weakness, it is our opportunity to strike!"

"Humans You Say? Lead Me To Them I Want To Taste Their Flesh And Taste Their Minds."

You lead the Devourer to the human settlement and he attacks the humans together with your men! It is an onslaught, the human defenses are quickly subdued!

The Devourer controls the minds of the human children, who grab knives and speartips and follow him.

"Come Children Let's Feast!"

The children feast upon the corpses and all the food stashed in the city together with the Devourer!

When the food in the city is exhausted the Devourer departs.

"I Must Head To The Sea. I Hunger."

"There are halflings up the river. There's more food there."

"Halflings? So Much Exotic Food. Come Children, Let's Feast On Halflings!"

The Devourer starts making his way towards where you pointed was the halfling settlement!

> Follow the Devourer, we must help him defeat the halflings
> It will be alright, it is a Devourer, it can deal with a bunch of halflings
> Loot the human city, there must be something of value here
> Write in
>>
>>5864234
>Loot the human city, there must be something of value here
Must replenish the treasure stores after getting robbed so many times
>>
>>5864234
>Loot the human city, there must be something of value here
We aren't strong enough to fight a war with the halflings but the Devourer is dragon-tier. He'll be fine, hopefully.
>>
>>5864234
>>5864284
>support
>Before he leaves tell him there's a green dragon To eat too. So come back. Before you leave to go to the ocean. Also there's the lake to clear too.
>>
>>5864289
He rips memories from consuming too yeah? Ask him to tell us where the green dragons lair is. We want our stuff back
>>
>>5864289
>>5864290
The Devourer is only a baby, if he died the Deep Ones would probably want us to atone for it somehow. Best to focus on building ourselves up so we can slay the green dragon ourselves.
>>
>>5864318
I don't think it's babysized after eating 2 towns...
>>
>>5864271
>>5864284
>>5864289


You decide to loot the human town. They had a decent amount of silver stashed, plus a lot of silver coins scattered throughout the settlement. Seems like they used silver as a form of currency.
They had plenty of farm implements, plus lots of spears and shields, enough to equip a whole army.
Besides that they had an assortment of tools and goods associated with the various crafts usual in a human city, wholly useless for us (seamstresses, shoemakers, etc.). Each house had their own store of grains and there were a few larger storage places around town but no truly central storage center for grain. The humans seemed to have some sort of market where they exchanged needed goods, the place had a wider variety of loot - everything from weapons to gems, adventuring gear, tomes, metalcraft, leathercraft and all kinds of trinkets that could be useful for humans in their various activities.

We grab whatever tools can be useful to us, plus any trinkets that catch our fancy and all the silver and carry it back to our town. The town, however, might still be attractive for other humans even in this state of disrepair. It would take some effort to render it truly harmless.

> Put the ransacked town to the torch, take the time dismantling its walls
> Let the ruins be, keep scouts on watch, none would be foolish enough to inhabit it
> With some adaptations we could live here, dig some breeding ponds and live in the conquered city
> Write in
>>
>>5864290
>>5864318
>>5864322

the Devourer is big and growing, but it is still much smaller than the one who ate the black dragon
>>
>>5864465
>With some adaptations we could live here, dig some breeding ponds and live in the conquered city
It's time to settle down. Finally, we'll be the ones behind the walls.

>>5864466
I don't think the Devourer could take the green dragon in a fight. Halflings? Yeah, absolutely, but I think it would die quickly to it.
>>
>>5864465
> Let the ruins be, keep scouts on watch, none would be foolish enough to inhabit it

We can bait people into it and sacrifice them.

>breeding frenzy expand to the lake
>send warriors and assassins to loot halfling town.
>send scouts further into the lake ( try to find towns to feed the devourer too)
>Tell devourer we will feed it until it eats the dragon.
>>
>>5864501
I think we could gang up on it.
>>
>>5864510
You know what? That's a good plan, I'll support it.

>>5864465
I'm switching from >>5864501 to >>5864510. We need as much reproduction as possible as fast as possible. Our numbers are too low to protect ourselves.

>>5864511
I think we could but if we lost, we would lose the Devourer and we would be doomed as a civ.
>>
File: knownland.png (66 KB, 1098x532)
66 KB
66 KB PNG
I will update tomorrow, but I made a very crude map of the known lands.

The thin blue lines were supposed to be temporary rivers that only exist during the summer when the ice from the mountains melt.

I might or might not make a better map later.
>>
>>5864465
> With some adaptations we could live here, dig some breeding ponds and live in the conquered city
Fortifications are useful, as we've learned.
>>
>>5864501
>>5864510
>>5864511
>>5864541
>>5864658


We keep some scouts monitoring the ruins but largely leave it to be seized by the wilderness. Maybe someone will show up and we'll be able to use it as a bait to capture sacrifices for the Deep Ones.

We send warriors and assassins to loot the halfling town. The scene we find is cataclysmic. There is blood everywhere, small corpses strew gutted all over the place. The Devourer lays half dead amidst the mayhem, too weak to even eat. The few survivors are greedily feasting upon the many bodies scattered around.

"Squids... Halflings Are Tougher Than They Look... I Am Dying... Quick... Drink My Blood And Eat My Flesh... "

The Devourer has received several deadly wounds to its main vital organs and is very unlikely to survive.

> Drink the blood and eat the flesh of the Devourer
> Give the Devourer a merciful death
> Nurse the Devourer back to health
> Write in
>>
>>5865319
>Drink the blood and eat the flesh of the Devourer
If we don't honour the Deep One's dying wish, we are nothing.
>>
>>5865319
>> Drink the blood and eat the flesh of the Devourer
I wonder what strange new powers this will grant us
>>
>>5865319
> Drink the blood and eat the flesh of the Devourer
>move loot from halfling village to lake. Spread colony there.
>hopefully if we lay low the dragon can't find us....
>>
You feast upon the moribund Devourer, gorging yourselves on its flesh and blood. You feel yourselves physically grow as you eat, and your minds are flooded with vivid imagery. You realize that by eating the Devourer you created some kind of hivemind between your people and the soul of the Devourer is keeping the whole thing together, channeling messages from mind to mind.
By being devoured, the Devourer lives on!
The warriors and assassins that partook in the feast brought back some blood and meat from the Devourer for the rest of the tribe to eat! Everyone eats at least a little bit and gets a taste of the blood and gets a share of the collective consciousness.
"You will have to be very careful with the body of your fallen. Anyone who eats one of you will gain access to your hivemind. But in turn, you will be able to know the direction to where they are, what makes it easier to find and deal with someone unwanted. If you eat someone's corpse I can learn a little about that person, eating a fresh brain gives more information.", within the hivemind the voice of the Devourer flows with ease, as a faint whisper in the back of everyone's minds.
"Unfortunately this power only lasts a few years. You would have to do a cannibalistic ritual in which the youth eats the older generation if you wanted to keep renewing this power. The ritual would allow my soul to stay connected to your tribe for another generation. If the ritual is not performed, my soul will be released and the hivemind will dissipate."
You loot the halfling village. Besides lots of tools and silver coins, the halflings had an abnormaly large amount of crafted items. Their homes were full of them, the little creatures must have been compulsive hoarders. We took only the items which seemed to be of immediate use to us.
"Most surface races avoid using gold coins. Gold attracts dragons."

The halflings have a curious building in their town, filled with glassware and flasks with colorful liquids.
"This is an alchemical lab. They make many kinds of potions here. They had powerful explosive potions. They killed me with them."

It takes some getting used to the hivemind. It takes intent to send a message to everyone, but sometimes when you feel a strong emotion you send the message to everyone. So there is a constant buzzing of interjections going on in the back of everyone's minds, just everyone's collective expletives, a chatter that means nothing. Now and then something actually useful or important emerges. When you have an actual message, you have to keep repeating it with intent so people pay attention to it. When others start repeating it as well, it grows from a whisper into an annoyance.

"Some halflings escaped. They have another village not too far from here."

> Attack the other halfling settlement
> We will deal with the halflings in due time, now we must spread to the lake
> It is time to deal with that dragon, prepare a trap for the next time he comes demanding tribute
> Write in
>>
>>5865387
>It is time to deal with that dragon, prepare a trap for the next time he comes demanding tribute
Enough submission to the dragon. Let's prep an ambush with as many Eldritch Champions as we can spare and those explosive potions.
>>
>>5865400
Actually, we probably don't know which potions are explosive. I say we just put all of the vials into a single barrel, then have an Eldritch Champion shatter it when the dragon touches down to steal our gold. That many magical potions in one barrel will probably cause major mystical backlash to the dragon.
>>
>>5865387
> It is time to deal with that dragon, prepare a trap for the next time he comes demanding tribute
>make some bombs if we have the knowledge.
>use blesses warriors (can we sacrifice some of our old for champions x10)
>time to blow up dragon and eaaaatttt
>>
>>5865387
Eat halfling brains to gain the knowledge of alchemy and then work on the potions, maybe we can build a lab of our own.
>>
>>5865458
There town is next to the river we could just use their building. And put am outpost there.
>>
Rolled 21, 82, 19 = 122 (3d100)

>>5865400
>>5865413
>>5865424
>>5865458
>>5865463


We decide it is about time to deal with that green dragon! We prepare a trap, filling up a barrel with all the potions of the halflings and covering them with gold, hoping at least one of them is an explosive one. It is a long shot, but if it fails, we can try something else next time the dragon comes around.

We also create ten Eldritch Champions by sacrificing some of our older squids and keep them out of sight in the site where the dragon is expected! If we manage to hurt the dragon with an explosion, we hope they will be enough to finish the job.

Roll 3d100 to see if we'll be successful!

> Bring a bunch of assassins to the site as well, just in case
> Bring the shamans as well, their magic will be invaluable to defeat the dragon
> The Eldritch Champions should be enough for the task, a large crowd could reveal our intetions
> Write in
>>
Rolled 15, 20, 79 = 114 (3d100)

>>5866405
>Bring the shamans as well, their magic will be invaluable to defeat the dragon
Magic beats might
>>
Rolled 80, 43, 91 = 214 (3d100)

>>5866528
>support
>>5866405
>>
Rolled 44, 44, 72 = 160 (3d100)

>>5865387
> You would have to do a cannibalistic ritual in which the youth eats the older generation if you wanted to keep renewing this power. The ritual would allow my soul to stay connected to your tribe for another generation. If the ritual is not performed, my soul will be released and the hivemind will dissipate
Does that happen if ANY of the elders in a generation fail to pass on their hivemind connection? Or is it just if AT LEAST ONE elder passes it on, it will persist?

>>5866405
> Bring a bunch of assassins to the site as well, just in case
> Bring the shamans as well, their magic will be invaluable to defeat the dragon
>>
Rolled 2 (1d2)

>>5866549
>>5866542
>>5866528


You decide that the Eldritch Champions are not enough to deal with the green dragon, you need the magical assistance of the shamans as well. The shamans hide around the area where the tribute is to be given and wait until the explosion ensues!

Rolling to see if the explosion actually takes place.

1 - it explodes
2 - it does not explode
>>
>>5867251


You wait and wait but there is no explosion! Perhaps the halflings used all the explosive potions on the Devourer and there were none left.

The green dragon is sniffing the air around in suspicion.

Will you carry on your attack nevertheless?

> Attack the green dragon anyway
> We will have another opportunity, let him go with the tribute this time
> Write in
>>
>>5866549
>Does that happen if ANY of the elders in a generation fail to pass on their hivemind connection? Or is it just if AT LEAST ONE elder passes it on, it will persist?

You do not know. All you know is that the youth must eat the old. Whether all the old must be eaten or only some of them you would have to test and see what works.
>>
File: FpJEfiqWAAExWWe.jpg (63 KB, 400x593)
63 KB
63 KB JPG
>>5867256
> We will have another opportunity, let him go with the tribute this time
>>
>>5867263


We decide to let the dragon go with the tribute this time, we will have another opportunity.

We ponder that if this 'alchemy' was powerful enough to make weak halflings defeat a powerful Devourer we should also learn a little bit about it, so we don't end up in another fiasco like this failed plan to explode the dragon.

The Devourer said he can gleam some information about creatures we eat, more information if we eat the creature's brain. Though he doesn't absorb the knowledge of the creature altogether, perhaps he can gleam enough information about alchemy from halfling brains to help us start our own research on the subject. We just need to find some halflings who know something about alchemy...

> Send some scouts to the nearby halfling settlement to check if they also have an alchemical lab
> Attack the nearby halfling settlement and eat as many halflings as we can, one of them may know something
> This idea is good, but we are ill equipped to pursue this at the moment, let's not do this
> Write in
>>
>>5867271
> This idea is good, but we are ill equipped to pursue this at the moment, let's not do this
We need to build our numbers back up. We aren't elves, we can't rely on cunning strategy with a handful of elites.
>>
>>5867273


We decide that for the time being we must increase our numbers. We take advantage of the relative safety of the swamp to breed to capacity!

Some say we should avoid the threat of having our breeding places poisoned again by digging our breeding ponds separated from the main water source. This will be an awful lot of work, but could save us a lot of headache in the future.

On the other hand, we would need to assign a larger amount of people to feed the young, a they wouldn't be able to feed by themselves.

> Build separated breeding ponds for our young
> Build a few separated breeding ponds but keep breeding most of our youth as we usually do
> This is unnecessary, we lack the manpower to feed the youth in these separated breeding ponds
> Write in
>>
>>5867313
>This is unnecessary, we lack the manpower to feed the youth in these separated breeding ponds
Once we have our numbers back, we can have elders that are about to be sacrificed feed our young. Numbers are key. Also...
>Send the 10 Eldritch Champions on a suicide mission against the halflings to consume their brains
They're going to die soon anyway. This way, they can teach us more about the enemy.
>>
>>5867336
Support
>>
Rolled 69, 49, 13 = 131 (3d100)

>>5867343
>>5867336


Pondering we lack the manpower for the separated breeding ponds, we resume raising our young as we've been doing all along.

We decide to send our 10 Eldritch Champions on a suicide mission against the halflings to comsume their brains! We hope that with this we can learn more about our enemies.

Roll 3d100 for success!

> Eat as many brains as possible
> Try to eat the brain of someone who looks knowledgeable
> Specifically seek whatever sages the halflings may have to eat their brains
> Write in
>>
Rolled 79, 30, 78 = 187 (3d100)

>>5867397
> Eat as many brains as possible
> Try to eat the brain of someone who looks knowledgeable
>send colony group with warriors and assassins to the lake
>>
Rolled 52, 77, 84 = 213 (3d100)

>>5867397
>Try to eat the brain of someone who looks knowledgeable
Any proper sages are going to be well-defended. We can settle for merely smart halflings. Even the slightest knowledge will become a permanent part of our tribe's lore.
>>
>>5867397
>Try to eat the brain of someone who looks knowledgeable
Good enough for halfling alchemy
>>
Rolled 29, 60, 72 = 161 (3d100)

>>5867770
Rolling
>>
Rolled 2 (1d3)

>>5867406
>>5867411
>>5867770
>>5867771


Our Eldritch Champions sneak into the halfling settlement and seek someone who looks knowledgeable to eat their brain. They find some elders gathering around and attack them! They start eating their brains!

Panic spreads amongst the settlement and armed guards come in to fight your warriors. Their response is slower than you would have expected and your champions have time to gorge themselves upon those old brains!

After a long fight, they end up being defeated by the halfling army that vastly outnumbered them.

Our tribe lore was enriched by the new information gleamed from the mind of the halfling elders.

1 - we found some good information about alchemy, enough to start our own research
2 - we found some superficial information on alchemy, but not enough to start our own research
3 - those old men knew nothing about alchemy
>>
>>5867987
>>5867771
>>5867770
>>5867411
>>5867406


Though the old halflings knew a few things about alchemy, their knowledge was superficial and wholly unsuitable for actually kickstarting our own research on alchemy.

We decide to send a colony group with warrors and assassins to the lake!

Our scouts go ahead and check the place to see what kind of opposition we will face there.

There is a big walled orcish stronghold on the eastern side of the lake.

On the western side of the lake there is a human walled stronghold. They seems to send and receive frequent caravans that travel through the desert.

On the northern side of the lake there is a big temple. In there only a small amount of human priests seem to live.

On the southern side of the lake there is a dwarven city. It is rather large, but it has no walls. Seems to be some kind of merchant hub, perhaps a place where the dwarves from the mountains further south come to sell their wares.

The place is kinda crowded, and though there are a few fishing boats from the human walled city, no one seems to live *in* the lake.

> Enter the lake and start a new settlement in its depths
> Attack one of the settlements, there is too much competition here
> We don't like the odds of living in an area so crowded, cancel the settling mission
> Write in
>>
>>5867990
> Enter the lake and start a new settlement in its depths
> send small delegations to all see what their disposition is towards us.
>see if we can get the orcs to attack the humies.
>>
>>5867990
> Enter the lake and start a new settlement in its depths
> send small delegations to all see what their disposition is towards us.
Maybe hold off on starting fights between them until we know how the orcs react to us, though.
>>
>>5867990
I agree with this >>5868088. It's best to be cautious if we can.
>>
>>5868048
>>5868088
>>5868242


Our settlers enter the lake and start a new settlement in its depths. To our surprise, we find a massive creature within the lake, it seems to be dormant. It is a big humanoid, seemingly made of stone.

We send small delegations to all our new neighbours to see what their disposition is towards us.

The delegation we send to the humans is received cordially.

"Hello, squids. Are you settling in the lake? We call our city Lakeside. We partly rely on fishing to feed ourselves, so we ask you to not overfish the lake. We are in contact with merchants who cross the Endless Wastes, the desert to the northwest of our town. They can procure rare and powerful items from distant lands, for a fee. We dislike the orcs, but we have little reason to attack them outright. We hope we can maintain a peaceful coexistence."

The delegation we send to the dwarven city is followed closely by a bunch of guards carrying warhammers, but has a hard time finding a representative amidst all the people trying to sell us wares. When we do find someone, we are most welcome.

"Hello, squidmen! Welcome to Rockflow! This is the dwarven marketcity! We sell our wares and mostly buy preserved food and booze. Anyone is welcome to sell whatever they want here as well, just rent a stall or a lot to build a shop, paying in preserved food or booze. If you don't have preserved food nor booze, you can exchange something else you have with one of the larger merchants who sell preserved food and booze and then pay us with it. If you have any trouble, call the Hammerguard and they will kneecap the fools who are causing a scene!"

The delegation we send to the temple is welcomed by the priests.

"Hello, weird squids. We are the Keepers of the Shrine. We worship the God of the Lake. In times of trouble, he raises from the lake and defends his people! We have had peace for many years around here. It is all the God of the Lake doing! Praise be the God of the Lake!"

"Does this God of the Lake has a name?"

"Yeah... he has... but if you say his name three times he wakes up, so we don't go around telling people his name."

The delegation we send to the orcs is welcome as well.

"Squidpeople? Weirdest thing I saw all year. Well, this region here is calm. Way too calm. I think they put something in the water. I don't even want to go kill humans! Me, the meanest human killer! I don't advise you to drink this lake water. May turn you into a pacifist. But what do I know?
We have these ten catapults here just gathering dust... we just don't want to attack the human village... not again... the former chief tried and a huge stone golem rose from the lake and squished him. If the humans control that thing, it is better not to mess with them."

> Seems like the place is totally safe, breed like crazy
> Maybe the water here isn't safe, maybe the golem poisons it somehow, abort settling here
> Engage in further diplomacy with one of the local factions (specify)
> Write in
>>
>>5868272
> Seems like the place is totally safe, breed like crazy
>dry fish to trade with dwarfs.
> have assassins watch the priests. We want to nab one to eat their fresh brain. See if we can learn that golem name. Wait until we know 100% we will go unnoticed grabbing them. Nothing risky.

>build temple to the deep one. Have shamans investigate the golem.

My idea is learn golem name. Summon it on our side. Have it body everyone else but the dwarves. Profit from their destruction.
>>
>>5868296
Seems sensible. I'll back your plan, anon!
>>
>>5868296
Support, this is how we get a foothold in the region
>>
>>5868296
Agreed, maximum stealth
>>
Rolled 1 (1d2)

>>5868296
>>5868301
>>5868326
>>5868358


We decide that the region is totally safe and start breeding like crazy!

Surely the water here is safe for our young...

1 - the water is safe
2 - the water is not safe
>>
>>5868665

The water seems perfectly safe.

We spend some time just breeding and increasing our population at the lake.

We start fishing to feed ourselves and consider drying fish to trade with the dwarves, but there is the issue of where are we going to dry these fishes, as all the shores are claimed. We would have to pick a shore to start drying the fish, and chance upseting the people there.

We consider building a temple to the deep one at the lake. The deepest part of the lake, where we would build the temple, is currently occupied by the golem, so we can't start building it right now.

We have scouts monitor the activities of the priests, hoping to find one alone we can snatch. They often wander about alone doing things like chopping wood or carrying water and it shouldn't be too difficult to catch one priest by himself, should we choose to do it.

Our shamans start investigating the golem. It has a bunch of arcane inscriptions etched on its surface, which might be the source of its mobility. Perhaps decoding these inscriptions would give us a glimpse on the magic that makes the golem function.

Back at the swamp, the dragon returns to demand further tribute!

> We have no choice but to keep paying
> We had enough of this, attack the dragon!
> Tell the dragon we ran out of gold
> Write in
>>
>>5868673
>Tell the dragon we ran out of gold
"The vampires stole half of the dragon's hoard before you arrived. I'm sorry but we can't continue paying tribute as long as they still have the treasure."
>>
>>5868832
>>5868673
>support
Yup and/or the priests stole the rest from us.
Point fingers at others.
>>
Rolled 1 (1d2)

>>5868860
>>5868832


You tell the dragon we ran out of gold, blaming the vampires and the priests for having stolen your gold!

"If you have no more gold, you are of no use to me! Time to die, squids!"

The dragon proceeds to genocide our tribe searching for our hidden stash of gold!

1 - the dragon finds our hidden stash
2 - the dragon doesn't find our hidden stash
>>
Rolled 12, 73, 89 = 174 (3d100)

>>5868896
>>5868860
>>5868832


The dragon finds our hidden stash of gold at the bottom of the swamp!

"Ah so you were lying to me! Lying little squids, I shall kill all of you!"

Defend yourselves from the greedy green dragon!

Roll 3d100 for success!

> Fight to the last squid
> We are no match for the dragon, abandon the home swamp
> Retreat with our shamans, they are too valuable to lose here
> Write in
>>
Rolled 14, 37, 91 = 142 (3d100)

>>5868897
>Fight to the last squid
ENOUGH submission to the dragon! He has no right to our gold! We stole it from the dead dragon, it's ours by right!
>>
Rolled 2 (1d2)

>>5868908

You decide that enough is enough and gang up on the greedy green dragon!

The fight is fierce and the balance tips its scales in your favor! The magical abilities of your shamans prove invaluable, hurting the dragon seriously. He attempts to flee!

1 - the dragon manages to escape
2 - his wings are too damaged, he can't escape
>>
Rolled 48, 86, 14 = 148 (3d100)

>>5868925


The water blades of the shamans damaged the dragon wings too much, after tentativelly trying to fly away and realizing his bloodied wings are too damaged to fly, he is forced to stay and fight our squids to the last!

With an unprecedented fury, he renews his vow! Killing our people with a single blow of his powerful claws, biting off heads with his vigorous maws, crushing squids with his sheer weight, he continues on his mad killing spree!

"I'll kill every last one of you! EVERY LAST ONE!"

Roll 3d100 to defeat the dragon!

> We lost almost half of our people in this madness already, flee
> The dragon is really angry now, time for our shamans to escape
> The beast is almost dead, don't relent now, keep fighting
> Write in
>>
Rolled 26, 60, 44 = 130 (3d100)

>>5868928
> The beast is almost dead, don't relent now, keep fighting
"IN STRANGE AEONS, EVEN DEATH MAY DIE!"
>>
Rolled 36, 44, 24 = 104 (3d100)

>>5868928
>kill the dragon to the last squid. Also how is it carrying this gold? This thing swims? Shouldn't we have the environmental advantage especially since it's wings are rekt?
Like if it's in the water we should be able to out swim and kite it.

>every squid inks the water so it can't see. Then attack it non stop. Have shaman use magic. Can we use the dying squids to fuel champions?
>>
Rolled 54, 5, 53 = 112 (3d100)

>>5869103
>support
>>
>>5868928
> The dragon is really angry now, time for our shamans to escape
If we lose our shamans, we risk losing our hivemind, right?
>>
Rolled 72, 4, 13 = 89 (3d100)

>>5868928
Oh, and a roll.
>>
Rolled 44, 18, 84 = 146 (3d100)

>>5868928
>The beast is almost dead, don't relent now, keep fighting
>>5869103
Dragons have a special gullet for carrying treasure
Support ink blinding the dragon
>>5869116
No that's only if the last one dies without being eaten
>>
File: concern.png (13 KB, 1044x115)
13 KB
13 KB PNG
>>5869155
>No that's only if the last one dies without being eaten
You sure...?
>>
>>5868932
>>5869103
>>5869110
>>5869116
>>5869119
>>5869155
>>5869159


> No rolls beat the DC...

Though your people fought fiercely, in the end the dragon prevailed. He managed to genocide your whole tribe! The home swamp settlement is no more...

The maelstrom of death reverberated through the hivemind and soon enough we sent scouts to check what the hell was that. We found that a bunch of lizardmen arrived at our swamp and are busily carrying away our gold, presumably to the green dragon's lair! The dragon probably realized we had too much treasure for him to carry on his own, specially in his wounded state, and decided to send his loyal minions to carry it for him.

> Attack the lizardmen
> Follow the lizardmen to the green dragon's lair
> We already lost too many people to this dragon, let him have the gold
> Write in
>>
>>5869246
>Follow the lizardmen to the green dragon's lair
We will have our vengeance. The wrongs he has done to us will never be forgotten.
>>
> Attack the lizardmen
ambush their wagon train
>>
>>5869249
>>5869246
>support
>kill his supporters time to guerrilla warfare him. We only need to eat lizard brain to learn where the dragons lair is.

>produce more shamans and warriors. Breeding frenzy at all our other colonies.
>>
>>5869434
>make 20 champions to guerrilla warfare the lizards. I'd dragon shows up hide.
>>
>>5869247
>>5869249
>>5869434
>>5869436

Back at the big swamp our scouts caught a group of witches leaving the tunnels and flying away. Upon investigation, the wall of force in the tunnels below was deactivated. They wandered in to investigate and found out that there is some kind of altar with a missing orb which seems to be responsible for the wall of force. The witches must have taken the orb with them. Our brave scout checks out the witches place and finds lots of weird liquids and parts of creatures preserved in flasks. We have no idea what could have prompted the witches to leave in such a hurry, or whether they will come back.

We produce 20 Eldritch Champions to ambush and harass the lizardmen as they transport the gold to the green dragon's lair. These lizardmen carry javelins and are tough foes, fighting fiercely to defend their master's new acquisition!

Roll 3d100 to defeat the lizardmen.

> Focus on eating a few of them, we just need to eat some brains to learn the lair whereabouts
> Harass the lizardmen, don't give them an easy time hauling all the treasure back to their lair
> The more lizardmen we kill here the less we will have to kill later, murder as many as we can
> Write in
>>
Rolled 50, 70, 16 = 136 (3d100)

>>5869613

forgot to roll
>>
Rolled 45, 89, 76 = 210 (3d100)

>>5869613
> The more lizardmen we kill here the less we will have to kill later, murder as many as we can.
> Focus on eating a few of them, we just need to eat some brains to learn the lair whereabouts
>hit and run tactics. And prepared ambushes in front of their wagon.
>>
Rolled 19, 19, 70 = 108 (3d100)

>>5869613
I agree with this >>5869683. Slaughter them all!
>>
Rolled 76, 57, 40 = 173 (3d100)

>>5869613
>Harass the lizardmen, don't give them an easy time hauling all the treasure back to their lair
Maybe we can get some of it back
>>
Rolled 10, 60, 44 = 114 (3d100)

>>5869613
> Focus on eating a few of them, we just need to eat some brains to learn the lair whereabouts
>>
Rolled 58, 82, 36 = 176 (3d100)

>>5869613
>Focus on eating a few of them, we just need to eat some brains to learn the lair whereabouts
>>
>>5869683
>>5869713
>>5869741
>>5869775
>>5870112


You focus on eating some of the lizardmen, pondering it is all you need to know the whereabouts of the dragons lair. Images of a lush forest flood your mind, a half flooded cave embedded in the heart of the woods being the center of the lizardmen enclave. From there, they project power, their greedy green dragon revered as a deity, even as it took a beating by a bunch of squids.

A river flows near their village, so there is a way to access their lair for us.

The lizardmen seen intent on settling on the swamp their god dragon just stole from us!

What are we going to do about it?

> We need to replenish our numbers, we can't afford a war right now
> We need powerful allies to rout out the lizardmen, ask the humans for help
> We can't allow the lizardmen to take our land, attack them with all we got
> Write in
>>
>>5870287
>We need to replenish our numbers, we can't afford a war right now
It doesn't matter if the lizardmen settle our swamp. With our shamans, we have an insurmountable advantage in wet terrain.
>>
>>5870306

Realizing we have an insurmountable advantage in wet terrain with the powerful magic of our shamans, we decide to postpone the war with the lizardmen to a more auspicious moment.

At the big swamp, our scouts start mapping out the tunnels. The network is vast and they have figured out the limits of the vampire territory. Without infringing upon their part of the tunnels, there are still vast caves, many of which are flooded, which could house a considerable population. There is also the possibility of mining in those caves, there are even exposed veins in the area once inhabitted by the kobolds, who were probably for the dragon. Our scouts recognize many shiny patches of shiny rock on the walls.

At the lake, one day a bunch of adventurers camp by the lakeside and start calling for us.

"Squids! Squids! Show up!"

One of our scouts show up and ask what they want.

"We have a proposal for you."

The adventurers say they have been hired by a rich merchant from the desert, they are after a very rare herb that grows on the swamp. They've been hoping you could guide them to find the herb they are looking for.

Your knowledge of herbs is not very advanced, you never bothered to study the swamp herbs much, but you do know the swamp well.

> Send a scout to help the adventurers in their quest
> Send an assassin to help the adventurers in their quest
> Send a shaman to help the adventurers in their quest
> Do not send anyone to help the adventurers
> Write in
>>
>>5870338
>Send a scout to help the adventurers in their quest
These adventurers seem reasonable enough. Let's warn them of the lizardmen, however. Those savages and their dragon wiped out an entire human city and genocided our people!
>>
>>5870356
>support
>have a group of assassins follow too
>ask for information or for trade relations. Teach us about herbs.
>>
Rolled 2 (1d2)

>>5870356
>>5870400
Since the adventurers seem reasonable enough, we decide to send a scout to help them in their quest. We warn them about the lizardmen, how those savages and their dragon wiped out an entire human city and genocided our people.

Secretly, we have a group of assassins follow them.

We have our scout ask for information concerning trade relations and for them to teach us about herbs.

The adventurers are a quirky bunch. There is a dwarf who fights with an oversized axe and carry smaller axes for throwing. There is an elf who carries a sword but spends most of her time playing a musical instrument. There are a couple humans who look very alike and fight with sword and shield. There is an elderly human who seems to be some kind of caster wielding a staff with a gem on the tip. Tagging along the adventurers there is a herbs specialist, a young shy girl carrying some heavy books.

"H-hi, I'm Kybala. I'm the apprentice herbalist. Of course I will teach you more about herbs! Look, this book has everything about the herbs in the swamps around this area. This is the herb we are looking for..."

Kybala teaches a bunch of herbalism trivia to our scout.

After a largely uneventful trip thanks to the skillful navigation of our scout through safe areas of the swamp...

1 - we find the rare herb
2 - we don't find the rare herb
>>
>>5870459

Despite our best efforts, the elusive herb is beyond our grasp.

"What are we gonna do? We can't go back empty handed."

"You sure we can't go deeper into this swamp? I feel we haven't searched all that much."

> Venture deeper into the swamp, risking a confrontation with the lizardmen patrols
> Suggest we try looking for the herb into the bigger swamp, where it will be safer
> Lead the humans straight into the lizardmen maws, loot their stuff while they are busy dying
> Write in
>>
>>5870463
>Venture deeper into the swamp, risking a confrontation with the lizardmen patrols
Our scout will lead the adventurers slowly, or "cautiously" so that the assassins can get ahead of us and make sure there aren't any lizardmen in range. We can coordinate this using our hivemind.
>>
>>5870463
> Venture deeper into the swamp, risking a confrontation with the lizardmen patrols
Maybe we'll give some humies casus belli to wage war on the green dragon?
>>
Rolled 2 (1d2)

>>5870467
>>5870509


You decide to venture deeper into the swamp in search of the rare herbs, with your scout taking the precaution of using the hivemind to tell the assassin group that so far had been following you to get ahead and check if there aren't any lizardmen in range so as to ensure the trip will be safe.

1 - the assassins find some lizardmen
2 - the assassins don't find any lizardmen
>>
Rolled 1 (1d2)

>>5871226

Eerily still, the swamp seems devoid of any lizardmen. You are free to pursue the rare herb with your merry band of adventurers. After long search, you finally

1 - find the herb
2 - find nothing
>>
>>5871228


"This is it! This is the herb!", says Kybala, exultant.

You collect as much of the rare herb as you can carry and head back.

Upon arriving back at the human city, the humans thank you for your help!

They offer you a choice of reward:

A book on local swamp herbs. Compiled by the herbalist guild, it is signed by a certain Hevel Greenthumb.

A detect thoughts potion. You can hear the thought of those around you in your head! Lasts for 24 hours.

A stone enchanted with a light spell. It gives out strong light in a 20-foot radius and dim light in an additional 20 feet. If you touch it and say a color out loud the light changes color.

> The book
> The potion
> The stone
> Write in
>>
>>5871242
>The book
The knowledge within is much more useful than either magic item.
>>
>>5871309


You decide to keep the book as your reward! It is a bit problematic to bring it to your settlement however, seeing as it is underwater, so your scout just keep it outside the lake and peruses it leisurely.

As we focus our attention on a big breeding frenzy on the lake, we are surprise on receiving a report from our scouts that the humans seem to be mobilizing for war! We can see their troops training regularly and smoke billowing in the horizon from their forges as more weapons and armors are being made to supply the increased demands of their war machine.

> Just watch from afar
> Go ask the humans what they are up to
> Ignore, you have nothing to do with it
> Write in
>>
>>5871351
>> Go ask the humans what they are up to
since we're friends now we should be able to just ask
>>
Rolled 4 (1d6)

>>5871549


You decide that since you are in good terms with the humans you can just ask what they are up to.

"Ah! Hello, quirky neighbours! We are embarking on a quest to vanquish some of our hated enemies! Would you care to join us on a coalition to defeat them?"

"Which enemies are you attacking?"

"Well, this time around we are attacking..."

1 - the undead in the desert
2 - the lizardmen in the swamp
3 - the lizardmen in the forest
4 - the orcs across the lake
5 - the giants in the mountains
6 - the demons in the plains
>>
>>5871574


"We are launching a massive attack on the orcs across the lake! They will never see it coming!"

> Wish them luck
> Join the humans in their attack
> Warn the orcs about the incoming army
> Write in
>>
>>5871577
Hmm...
>Warn both sides of their enemy's treachery to maximize casualties
>>
>>5871605
>support
Nice thinking anon. Might be time to take some orc weapons and kill a priest and eat its brain and drop orc gear to blame them. Try to get that golem name or any magic.
>make more shamans
>breeding frenzy
>colony the cave system too
>>
I will have to travel for the holidays and won't have time to update the quest.

I will return on the first or second week of january with thread two.

Thanks for playing, hope to see you again next thread!
>>
>>5872215
Awesome thanks bruv. Idk how fast I'll find the new thread. But I'll try to come back. You are doing an awesome job. Been Hella kino.
>>
>>5871605
Support.

>>5872215
No worries. Merry Christmas and Happy Holidays and all that jazz. See you in thread 2. Don't forget to archive!



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