c0a2dc No.14388 [View All]
I think we know the Raouls by now.
Post civ+turn.
56 postsand18 image repliesomitted. Click reply to view. ____________________________
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c0a2dc No.16712
>>World Event
The Duergar have been driven from this part of the Underdark, for now–survivors under no factions employ or captivity flee into the deepest caverns and muster there, awaiting a signal that their time has come again.
>>16336
1&2: The hard-fought battle finally ends in victory!
The city lays in ruins.
>>16369
1. You manage to extract vast quantities of Dark Energy Ore that is easily refined by your goblin force. +1 Dark Energy/turn
2. Your cannons are advanced enough to do some serious damage to enemy fortifications. Zagrom can make a pass on something he's assaulting that action that reduces the enemy's defenses by 5, although he's going to be putting himself at risk doing so.
>>16384
1. Your newly spawned Myceilia are a bit more spry than before, and you gain +5 to expansion rolls.
2. The fungal marches grow.
>>16424
1. Things get delayed. The Dreadnoughts are going to take another action to finish.
2. The metric system schematics clash with traditional Dwarven metallurgy. The rifles don't get finished, and those that progress is made towards must be scrapped due to mismatching parts.
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c0a2dc No.16715
| Rolled 76, 63 = 139 (2d100) |
Er, lets try that again - all across the great forge-complex swearing can be heard between hammer-blows as work redoubles
1. Construct mighty Dwarven Dreadnoughts
2. Construct rifled Precision Field Guns
Colour: Orange
Race: Dwarf
Racial Description: [omitted for length]
[Adv] Industrious: Build things quickly! You may create 2 things in 1 action.
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once, may re-direct the flow of lava\build magma dams
Boats: +5 Traversing River
Dwarf Darkmagma Forge: +35 to craft metalworks
Steelworks
Powersphere and Grid: +5 to all rolls dependent upon machinery using the grid
Alliance with the British: mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Research Institute: +6 to all research rolls
Arsenal: Increased siege engine production
Huge Shipyard: +10 stackable bonus to any ship engineering\construction roll.
Full Combined Arms Force
Dwarf Ironclads (with big guns): Enemy Fleet 3d8 casualties
Cannons: 40 to take Drow and 60 to take Deep Dwarf cities
Dwarven Defences: No siege roll of less than 75 after bonuses will crack these defences, stationary positions with guns get +15 to any combat roll - Epic Fortification on main cavern
Mobile Artillery Unit: lowers the to-hit number of a siege entity by 15.
Mining Boat
Dark Energy Technology.
[Dis] Fairer Cousin: the Deep Dwarves around here don't appreciate mountainfolk muscling in on their turf, and will seek to subvert you in the most Dwarfish way possible.
Dark Energy; 30 (+1)
Population: 43 (+1)
Favour: 3
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c0a2dc No.16717
| Rolled 45, 56 = 101 (2d100) |
>>16369
[Realm of Zagrom]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 3 (+2 a turn)
Population: 112 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 7 (+1/turn: Shadowrend: Inactive)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Bombards: +10 to Siege Rolls]
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Bloodbrood Armour Plating: If Mortal Wounds: Rolld20; +5]
[Cannon Harness]
[Assault Pass: Enemy Defense -5]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.
–
Actions [Shadowrend: Magocracy Capital, Attack With Entire Host]
–
1. "Begin to assault on the Magocracy. I will open a rift and rush their defenses at close range. I have had enough of these…abominations. Their things will be ours, and their secrets will be secrets no more….BY THE POWERS GET ON MY BACK ALREADY. NO, NOT LIKE THAT! YOU AWFUL CREATURES I WILL WIN THIS DESPITE YOU!" [Shadowrend Portal: Magocracy Capital, or close to it]
2. Zagrom masses the host to enter the portal. The entire force is huge, and stretches for many leagues; it houses every form of weapon, goblin, and device that Zagrom has. Cannons line up in the rear to begin to siege in case the offensive buckles, and the shock troops that Zagrom has specially selected look eager to kill. Zagrom himself looks optimistic, and speaks in calm tones. Zagrom stands ready to enter the portal first, having developed techniques for this in previous battles. He grins slightly. [Attack Magocracy, Commit Zagrom & Warhost]
[Coordination]
[Assault Pass: Enemy Defense -5]
[Siege Fortifications:+10]
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c0a2dc No.16743
| Rolled 68, 64 = 132 (2d100) |
1. Convert all remaining Dreugar into Curse Spiders
2. Rebuild the final city as a City of the Web. The Dark Energy it shall gather shall aid us well in creating new wonders… or destroying them
http://pastebin.com/AGdMwt8u
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c0a2dc No.16748
| Rolled 28, 92, 78, 91 = 289 (4d100) |
>>16303
Name: British Imperial Exiles
Colour: Yellow
Race: Human
Racial Description:
http://pastebin.com/y5GYhcMe
https://www.youtube.com/watch?v=j-_k5sO2jqM
Dark Energy: 24 (+1 a turn)
[fuels everything from vile Arkana to plant life in the Underdark]
Population: 34 (+1 a turn)
[run out of this, you end]
Favour: 0
[spend this for the aide of the Dark Gods, but be wary of their punishments]
[Adv] Great Library: you brought some of the greatest minds' of history with you in prose, and gain +15 to discovering or inventing anything–so long as nothing happens to those books…
[Dis] Nonnative to the Dark: you must roll 35+ to expand, as your people are frail and unaccustomed to the dark
Buildings:
Earthen Fortifications
Trade Route to Digmaster Dwarves
Laboratory +5 to Research
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Steel Mill - [Flux]
ARTIFICIAL SUN +10 to expansion within 2 hexes of the city
Dwarf Magmaforge: +20 to craft metalworks
Power-sphere reactor - Energy Grid
Star Fort New London
Big Ben +10 Defense
Railroad
[Proper Barracks]
Technology:
Steam Power
Steel Production
Guns & Lamps: +4 to expansion
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once
Gatling Guns
Cannons
Concrete
Large Artillery Pieces - Ironclads deliver 3d8 casualties to enemy fleets. Stationary positions with these guns get +15 to any combat roll.
Vehicles:
Steam Drill
Military Units:
1 Mobile Artillery - Lowers to-hit of siege unit by 15
1 Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
1 Infantry Regiment
1-2. Convert the ruins into a new Star Fort, complete with our Heavy Artillery.
Concrete
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
>>16715
3. Asssist our ally in designing the new precision rifles. So we can get some too.
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
4. Make our people feel more at home again. We have a sun, water, let us encourage the growth of green grass, trees, bushes, and all the things of wildlife that come with it.
Landscaping HO!
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c0a2dc No.16799
| Rolled 77, 73 = 150 (2d100) |
>>16712
Name: Myceilia
Colour: Magenta
Race: Sentient Fungus
Racial Description: In a dark cavern such as the underdark, all manner of things can arise in the squalid pallor and in its umber crevices. The Myceilia are such a thing. From the humble fungus that grew plentiful on the cavern's walls, floors and even the roof, they arose slowly from the earth itself, the dark energy that inhabits the cavern infusing them with sentience. They are a new race, directionless and having no motive other then the will to survive. They worship the Great Uttershroom, a giant mushroom from which the original spores of life are said to have spawned, and new mushroom creatures arise from everyday, and will do anything to defend it. Naive creatures, having just sampled the ichor of life, they know not the intricacies of modern rhetoric, and their culture can be said to be lacking, but make no mistake, these creatures are not stupid, and many a stray creature has learned that the hard way from a spear to the throat.
>Tech:
[Warmorph Shrooms] - +2 to combat rolls, take only d4 casualties when losing
[Gain PsychoShrooms!] - Magic mushrooms duuuuude
Dark Energy: 6 (+2 a turn)
Population: 27 (+3 a turn)
Favour: 0
/Adv/ Great Uttershroom: base +2 pop/turn, can mutate your species with 1 Dark Energy to produce a new kind of shroom that turn–effects somewhat random. If you get something good, you can deliberately continue to breed it.
[+5 to expansion rolls]
[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.
1. The water of the lake is enticing, grant the Uttersroom some dark energy so that it may change our form to dread in the murky abyss
2. At the same rate, our race should not be confined to the ground alone, the walls and the roof have space enough for us, and our roots shall hold us fast, onwards and upwards!
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c0a2dc No.17028
>>World Event
The Deep Dwarves have called upon something great and terrible, a dire pact made in a time of need. The Aboleths of the lake have not been seen in some time. In fact, it appears they have retreated through their portal–retreated for fear of what is soon to come out of it.
>>16715
1. 4d8 casualties to enemy units. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle. It's Dwarfish design makes it more castle-esque and easy to defend, allowing you to re-roll during boarding actions.
2. Your capacity for arms is hardly matched. -10 to-hit when besieging a fortification.
>>16717
1. Magocracy's (Critical Success) barrier prevents you from opening a portal directly into their capital, but you still come upon them by surprise.
2. You go in on the Mages hardcore.
>You rolled a 56
>This action will be resolved once the defender rolls a d100 and the relevant bonuses\penalties applied to both sides
>>16743
1. You learn something of Dark Energy in the process. +1 Dark Energy/turn
2. Arcane relics found on-site help you construct a powerful City of the Web. You are well equipped to perform Ritual Magicks calling upon all 3 of your Cities of the Web, which will grant a bonus of +5, +10, +15, or +25 to an action–you'll need to spend 1 action preparing the ritual and then another action firing the spell.
>>16748
1&2: Despite an initial slow slog, the men get things converted. Odd things yet lurk below, however…
3. You helped produce this and reaped the same rewards. This bonus is stack-able.
>2. Your capacity for arms is hardly matched. -10 to-hit when besieging a fortification.
4. Alarmingly you manage to bring about a new age of greenery in the Underdark.
The morale of your people grows, and finally, with a new age dawning…
Lose
>[Dis] Nonnative to the Dark: you must roll 35+ to expand, as your people are frail and unaccustomed to the dark
Gain
>[Dis] Sneering Imperialist: you've shown these monsters what-for! Those dwarfs are upright chaps and the other humans, if that's what they are, really aren't so bad–but the more foreign lifeforms are difficult for you to interact with, and you'll need to make a roll exceeding 25+ to peacefully occupy any of their settlements.
>>16799
1. You gain the capacity to morph into seaborne forms. Enough congealed together creates algae floats that claims water terrain.
2. You gain +2 population as you head for the high ground! You'll need to sustain investment in this to reaps its full rewards.d
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c0a2dc No.17031
| Rolled 52, 69 = 121 (2d100) |
>>17028
Name: Myceilia
Colour: Magenta
Race: Sentient Fungus
Racial Description: In a dark cavern such as the underdark, all manner of things can arise in the squalid pallor and in its umber crevices. The Myceilia are such a thing. From the humble fungus that grew plentiful on the cavern's walls, floors and even the roof, they arose slowly from the earth itself, the dark energy that inhabits the cavern infusing them with sentience. They are a new race, directionless and having no motive other then the will to survive. They worship the Great Uttershroom, a giant mushroom from which the original spores of life are said to have spawned, and new mushroom creatures arise from everyday, and will do anything to defend it. Naive creatures, having just sampled the ichor of life, they know not the intricacies of modern rhetoric, and their culture can be said to be lacking, but make no mistake, these creatures are not stupid, and many a stray creature has learned that the hard way from a spear to the throat.
>Tech:
[Warmorph Shrooms] - +2 to combat rolls, take only d4 casualties when losing
[Gain PsychoShrooms!] - Magic mushrooms duuuuude
[Seamorphs] - Water fungus, can claim water tiles.
Dark Energy: 8 (+2 a turn)
Population: 33 (+3 a turn)
Favour: 0
/Adv/ Great Uttershroom: base +2 pop/turn, can mutate your species with 1 Dark Energy to produce a new kind of shroom that turn–effects somewhat random. If you get something good, you can deliberately continue to breed it.
[+5 to expansion rolls]
[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.
1. The lake is still, and the Uttershroom quivers with energy. A OMEN; now is the time, the time to unleash the BEAST. Pour all of the available dark energy into the Uttershroom, having the pyschoshrooms form a great mighty body of fungus; an avatar of the Uttershrooms wrath!
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c0a2dc No.17035
| Rolled 49, 27 = 76 (2d100) |
1. Upgrade our defenses all throughout our realm, if something stirs we shall be prepared.
2. Prepare for a Grand Ritual. All three Cities of the Web must be charged with energy. Gather the volunteers and have the magic users in the Dark Tower begin to scheme.
The Drider Titan shall soon walk these caverns and the entire underworld shall tremble at her passing.
http://pastebin.com/AGdMwt8u
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c0a2dc No.17037
| Rolled 28, 62 = 90 (2d100) |
[Realm of Zagrom]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 5 (+2 a turn)
Population: 112 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 6 (+1/turn: Shadowrend: Inactive)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Bombards: +10 to Siege Rolls]
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Bloodbrood Armour Plating: If Mortal Wounds: Rolld20; +5]
[Cannon Harness]
[Assault Pass: Enemy Defense -5]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.
–
Actions [Continue The Assault, New Weapons]
–
1. "WHAT DO MEAN THERE'S A BARRIER! KEEP SHOOTING AT IT! KEEP FIRING MORONS!" [Continue the assault]
[Coordination]
[Assault Pass: Enemy Defense -5]
[Siege Fortifications:+10]
2. Back at the main goblin warrens, the goblins have begun to experiment with new types of handheld weapons; handheld explosives based on the bombards, but terrible in their destructive capacity thanks to the utilization of dark magick. [Dark Firearms; spend 5 Dark Energy, 10 population][Forges: +15]
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c0a2dc No.17248
Will wait til after Syndi to see if others p0st. Elsewise, forward ho.
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c0a2dc No.17855
>>17031
>-8 Dark Energy
Something great and terrible has happened. The Uttershroom has uprooted itself and now begins to stalk the lands.
It can now move, slowly, around the map, and lay siege to most things. However if it is destroyed so too are the Myceilia.
Lost
/Adv/ Great Uttershroom: base +2 pop/turn, can mutate your species with 1 Dark Energy to produce a new kind of shroom that turn–effects somewhat random. If you get something good, you can deliberately continue to breed it.
Gain
/Adv/ the Incredible Uttershroom: Reduce the to-hit of siege targets by 15 when attacking personally, +/-1 to foes/Allies casualties when leading an assault or defense. If it's destroyed, it's game OVER man, game over!
Revise
Pop (+3 a turn)
>goto
Pop (+2 a turn)
Revise
Dark Energy +2 a turn
>goto
Dark Energy +1 a turn
(the Uttershroom requires Dark Energy upkeep to continue its march
>>17035
1. More guard towers ring the realm, and a fort is erected at each major border.
2. You have done a decent job preparing. It will confer a +10 on the Grand Ritual.
>>17037
1. You attempts to breach the barrier fall flat
>95 -5 -10 = 80 as the after-bonus to-hit number
>Nonconventional startagems may subvert this number or/And change to a contested roll to overtake the defenses
>d4 casualties from the assaults
2. You produce [Faezon Rifles]. These weapons ignore enchantments when dealing damage to people and objects. However, magickal attacks in their vicinity cause them to grow unstable and explode. +1 casualties when losing to magickal attacks if goblins in the area are wielding these.
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c0a2dc No.17856
| Rolled 4 (1d4) |
Zagrom Casualties
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c0a2dc No.17864
| Rolled 88, 6 = 94 (2d100) |
[Realm of Zagrom]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 7 (+2 a turn)
Population: 114 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 5 (+1/turn: Shadowrend: Inactive)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Bombards: +10 to Siege Rolls];[Faezon Rifles: Ignore enchantments; +1 casualities lost to magical attacks]
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Bloodbrood Armour Plating: If Mortal Wounds: Rolld20; +5]
[Cannon Harness]
[Assault Pass: Enemy Defense -5]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.
–
Actions [Continue The Assault]
–
1.2 "USE THE RIFLES YOU MORONS! This is terrible! WHY AM I EVEN HERE WITH YOU IDIOTS! I'LL CRACK THIS STUPID BARRIER MYSELF!" [Zagrom hits the barrier repeatedly] "THIS IS SO STUPID IT MAKES ME SO ANGRY ARHGHHGHH!"
[Coordination]
[Assault Pass: Enemy Defense -5]
[Siege Fortifications:+10]
[Faezon Rifles: Ignore enchantments; +1 casualities lost to magical attacks]
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c0a2dc No.17874
| Rolled 1, 44 = 45 (2d100) |
1. 2. Create a Drider Titan. Devote 25 dark energy and 25 population to create this monstrous being that will allow us to march upon those who sent us away to die in the dark.
[+10] From Preperation
[+10] From Dark Tower
The Drider Titan shall soon walk these caverns and the entire underworld shall tremble at her passing.
http://pastebin.com/AGdMwt8u
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c0a2dc No.17875
| Rolled 1, 22, 87, 30 = 140 (4d100) |
>>17028
>>17855
1. Seal off the aboleth cavern entrance to our tunnels with a fort, finishing the enclosure process - we will no longer be just a large camp in the underdark, we will be able to say we're an under-hold
2. Some researchers at the academy have been looking into locomotion, and think they can make carts-systems that can move under power across cavern and tunnel - develop moving vehicles with wheels/tracks
3. Further explore (ideally behind blast shields in a tunnel we can seal off if we need to) what weaponry we can develop with dark and glowing ore - how does it react to being hit, or exploded, for example?
4. Mining time - there's not all that much room to expand, but we can still dig a bit more without breaching any caverns to the south and east
Colour: Orange
Race: Dwarf
Racial Description: [omitted for length]
[Adv] Industrious: Build things quickly! You may create 2 things in 1 action.
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once, may re-direct the flow of lava\build magma dams
Boats: +5 Traversing River
Dwarf Darkmagma Forge: +35 to craft metalworks
Steelworks
Powersphere and Grid: +5 to all rolls dependent upon machinery using the grid
Alliance with the British: mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Research Institute: +6 to all research rolls
Arsenal: Increased siege engine production
Huge Shipyard: +10 stackable bonus to any ship engineering\construction roll.
Full Combined Arms Force
Dwarf Ironclads (with big guns): Enemy Fleet 3d8 casualties
Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
Cannons: 40 to take Drow and 60 to take Deep Dwarf cities
Field Guns: -10 to-hit when besieging a fortification.
Dwarven Defences: No siege roll of less than 75 after bonuses will crack these defences, stationary positions with guns get +15 to any combat roll - Epic Fortification on main cavern
Mobile Artillery Unit: lowers the to-hit number of a siege entity by 15.
Mining Boat
Dark Energy Technology.
[Dis] Fairer Cousin: the Deep Dwarves around here don't appreciate mountainfolk muscling in on their turf, and will seek to subvert you in the most Dwarfish way possible.
Dark Energy; 32 (+1)
Population: 45 (+1)
Favour: 3
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c0a2dc No.17960
>>17864
88, 6
>>-1 population as enemy magickal assaults pour into your ranks
1. Your assault on the defenses finally ripples a breach you manage to personally sustain with Shadowrend. Your troops go pouring into the breach!
2. Disaster, daemons pour out of the Dark Portal and form up to defend the Ziggurat!
>>d4 casualties
>>make a d100 labelled "Magocracy Capital Battle" to attempt to force your way to the heart of their city, else be withdrawn
>>15327
1d6 casualties
>Your capital is falling!
>>17874
1. The Dark Energy Spiral falls out of alignment–LAVA IS SPURTING OUT OF THE DEEP CAVERNS NEARBY!
2. The Drider Titan rises. It thirsts for souls! If not sent to devour soon it may RAMPAGE!
>>Its capacity for siege warfare is surely immense but, as yet, untested.
>>17875
1. A cave-in kills 2 Population! And there's still a way in from that cavern somehow!
2. Things go slow. You create a half-baked mini-dark-energy-core scheme that could allow such vehicles to be made were they large and if each had a dark energy devoted to it.
3. You quickly discover that you can use the glowing ore to shoot rays of death, inflicting +1 deaths upon your foes. Your superior dwarven craftsmanship makes them stabilized. They have no special effects upon regular magick nor volatile reactions to it, however.
>Gain [Small Daggerdawn Collision Rifles]
4. You dig far enough to the East that…
>Migrants have arrived!
>+3 Population
This was… unexpected??
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c0a2dc No.17961
| Rolled 4 (1d100) |
["Magocracy Capital Battle"]
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c0a2dc No.17962
| Rolled 4 (1d4) |
[Casualities]
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c0a2dc No.17964
| Rolled 41, 81 = 122 (2d100) |
[Realm of Zagrom]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 9 (+2 a turn)
Population: 114 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 4 (+1/turn: Shadowrend: Active)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Bombards: +10 to Siege Rolls];[Faezon Rifles: Ignore enchantments; +1 casualities lost to magical attacks]
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Bloodbrood Armour Plating: If Mortal Wounds: Rolld20; +5]
[Cannon Harness]
[Assault Pass: Enemy Defense -5]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.
–
Actions [Continue The Assault]
–
1.2 "LOOK AT THIS YOU MORONS THIS IS UNACCEPTABLE UNACCEPTABLE IT'S TOTALLY UNACCEPTABLE! ATTACK AGAIN! IT'S NOT HARD! IT'S NOT HARD. This is awful! Awful! LOOK AT IT! OW MY ARM! MORONS!"
[Coordination]
[Assault Pass: Enemy Defense -5]
[Siege Fortifications:+10]
[Faezon Rifles: Ignore enchantments; +1 casualities lost to magical attacks]
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c0a2dc No.17967
>>17875
1. Well the cave-in was a setback, but the idea is solid. Build a fort to complete the circle of stone
2. It's not 100% solid, but the engineers' creativity cannot be contained -
Colour: Orange
Race: Dwarf
Racial Description: [omitted for length]
[Adv] Industrious: Build things quickly! You may create 2 things in 1 action.
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once, may re-direct the flow of lava\build magma dams
Boats: +5 Traversing River
Dwarf Darkmagma Forge: +35 to craft metalworks
Steelworks
Powersphere and Grid: +5 to all rolls dependent upon machinery using the grid
Alliance with the British: mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Research Institute: +6 to all research rolls
Arsenal: Increased siege engine production
Huge Shipyard: +10 stackable bonus to any ship engineering\construction roll.
Full Combined Arms Force
Dwarf Ironclads (with big guns): Enemy Fleet 3d8 casualties
Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
Cannons: 40 to take Drow and 60 to take Deep Dwarf cities
Field Guns: -10 to-hit when besieging a fortification.
Dwarven Defences: No siege roll of less than 75 after bonuses will crack these defences, stationary positions with guns get +15 to any combat roll - Epic Fortification on main cavern
Mobile Artillery Unit: lowers the to-hit number of a siege entity by 15.
Mining Boat
Dark Energy Technology.
Small Daggerdawn Collision Rifles: +1 enemy casualties
[Dis] Fairer Cousin: the Deep Dwarves around here don't appreciate mountainfolk muscling in on their turf, and will seek to subvert you in the most Dwarfish way possible.
Dark Energy; 32 (+1) [1 spent]
Population: 47 (+1)
Favour: 3
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c0a2dc No.17968
| Rolled 22, 13 = 35 (2d100) |
>>17967
Misclicked
2. It's not 100% solid, but the engineers' creativity cannot be contained - combining the dark steam engines and large traction units with all that our engineers know about building dreadnoughts, an attempt is made to build a battleship for the caves
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c0a2dc No.18007
>>17028
Name: British Imperial Exiles
Colour: Yellow
Race: Human
Racial Description:
http://pastebin.com/y5GYhcMe
https://www.youtube.com/watch?v=j-_k5sO2jqM
Dark Energy: 24 (+1 a turn)
[fuels everything from vile Arkana to plant life in the Underdark]
Population: 34 (+1 a turn)
[run out of this, you end]
Favour: 0
[spend this for the aide of the Dark Gods, but be wary of their punishments]
[Adv] Great Library: you brought some of the greatest minds' of history with you in prose, and gain +15 to discovering or inventing anything–so long as nothing happens to those books…
[Dis] Sneering Imperialist: you've shown these monsters what-for! Those dwarfs are upright chaps and the other humans, if that's what they are, really aren't so bad–but the more foreign lifeforms are difficult for you to interact with, and you'll need to make a roll exceeding 25+ to peacefully occupy any of their settlements.
Buildings:
Earthen Fortifications
Trade Route to Digmaster Dwarves
Laboratory +5 to Research
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Steel Mill - [Flux]
ARTIFICIAL SUN +10 to expansion within 2 hexes of the city
Dwarf Magmaforge: +20 to craft metalworks
Power-sphere reactor - Energy Grid
Star Fort New London
Big Ben +10 Defense
Railroad
[Proper Barracks]
Technology:
Steam Power
Steel Production
Guns & Lamps: +4 to expansion
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once
Gatling Guns
Cannons
Concrete
Large Artillery Pieces - Ironclads deliver 3d8 casualties to enemy fleets. Stationary positions with these guns get +15 to any combat roll.
Your capacity for arms is hardly matched. -10 to-hit when besieging a fortification. This bonus is stack-able.
Vehicles:
Steam Drill
Military Units:
1 Mobile Artillery - Lowers to-hit of siege unit by 15
1 Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
1 Infantry Regiment
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c0a2dc No.18008
| Rolled 17, 52, 94, 25, 94, 34 = 316 (6d100) |
>>18007
1-2. What th-
QUICK!
DIVERT THE LAVA INTO THE WATER! HURRY AND DIG TRENCHES!
xtreme Steam Mining Apparatus: +20 to Digging
+5 to production of buildings\works
Concrete
>Clean up the Lava Mess from the mountain
1-2. This is an excellent prject and we shuold assist our dwarven friends in its construction.
+5 to production of buildings\works
Dwarf Magmaforge: +20 to craft metalworks
1-2. There are some strange things flying around in the air. We don't know what they are. Let's develop some advanced AA Flak Guns
Alliance with the Dwarves: Mutual +5 to researching things
Laboratory +5 to Research
Dwarf Magmaforge: +20 to craft metalworks
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c0a2dc No.18009
Name: British Imperial Exiles
Colour: Yellow
Race: Human
Racial Description:
http://pastebin.com/y5GYhcMe
https://www.youtube.com/watch?v=j-_k5sO2jqM
Dark Energy: 27 (+1 a turn)
[fuels everything from vile Arkana to plant life in the Underdark]
Population: 37 (+1 a turn)
[run out of this, you end]
Favour: 0
[spend this for the aide of the Dark Gods, but be wary of their punishments]
[Adv] Great Library: you brought some of the greatest minds' of history with you in prose, and gain +15 to discovering or inventing anything–so long as nothing happens to those books…
[Dis] Sneering Imperialist: you've shown these monsters what-for! Those dwarfs are upright chaps and the other humans, if that's what they are, really aren't so bad–but the more foreign lifeforms are difficult for you to interact with, and you'll need to make a roll exceeding 25+ to peacefully occupy any of their settlements.
Buildings:
Earthen Fortifications
Trade Route to Digmaster Dwarves
Laboratory +5 to Research
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Steel Mill - [Flux]
ARTIFICIAL SUN +10 to expansion within 2 hexes of the city
Dwarf Magmaforge: +20 to craft metalworks
Power-sphere reactor - Energy Grid
Star Fort New London
Big Ben +10 Defense
Railroad
[Proper Barracks]
Technology:
Steam Power
Steel Production
Guns & Lamps: +4 to expansion
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once
Gatling Guns
Cannons
Concrete
Large Artillery Pieces - Ironclads deliver 3d8 casualties to enemy fleets. Stationary positions with these guns get +15 to any combat roll.
Your capacity for arms is hardly matched. -10 to-hit when besieging a fortification. This bonus is stack-able.
Vehicles:
Steam Drill
Military Units:
1 Mobile Artillery - Lowers to-hit of siege unit by 15
1 Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
1 Infantry Regiment
Corrected Stats
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c0a2dc No.18031
| Rolled 78, 51 = 129 (2d100) |
>>17855
Name: Myceilia
Colour: Magenta
Race: Sentient Fungus
Racial Description: In a dark cavern such as the underdark, all manner of things can arise in the squalid pallor and in its umber crevices. The Myceilia are such a thing. From the humble fungus that grew plentiful on the cavern's walls, floors and even the roof, they arose slowly from the earth itself, the dark energy that inhabits the cavern infusing them with sentience. They are a new race, directionless and having no motive other then the will to survive. They worship the Great Uttershroom, a giant mushroom from which the original spores of life are said to have spawned, and new mushroom creatures arise from everyday, and will do anything to defend it. Naive creatures, having just sampled the ichor of life, they know not the intricacies of modern rhetoric, and their culture can be said to be lacking, but make no mistake, these creatures are not stupid, and many a stray creature has learned that the hard way from a spear to the throat.
>Tech:
[Warmorph Shrooms] - +2 to combat rolls, take only d4 casualties when losing
[Gain PsychoShrooms!] - Magic mushrooms duuuuude
[Seamorphs] - Water fungus, can claim water tiles.
Dark Energy: 1 (+1 a turn)
Population: 35 (+2 a turn)
Favour: 0
/Adv/ the Incredible Uttershroom: Reduce the to-hit of siege targets by 15 when attacking personally, +/-1 to foes/Allies casualties when leading an assault or defense. If it's destroyed, it's game OVER man, game over!
[+5 to expansion rolls]
[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.
1. Now we must expand into the lake. Do so
2. With the Uttershroom uprooted, we'll need new places to spawn more of us. Set up mushroom gardens in the heart of our kingdom.
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c0a2dc No.18033
| Rolled 51, 50 = 101 (2d100) |
1. Create a lava dam, and install the Lava Crystal there to supercharge it and extend its protection across all our territory.
2. Send the Drider Titan and our warriors to aid the Magocracy against attack. Our neighbors have been peaceful and these interlopers are not so. Attack them from the rear!
http://pastebin.com/AGdMwt8u
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c0a2dc No.18036
>>17961
0. Things go poorly.
>1d4 Further Casualties
>>17964
>>>Goblin scouts and scrying report something huge and spidery is coming your way. A Titan, the most frantic field reports assert.
1. Then more poorly.
>1d4 Casualties as the death-toll mounts
2. But finally you win! The capital is taken.
>>the Magical Barrier around the city has fallen; your shamans don't know how to get it back up, but suggest interrogating prisoners may yield good results
>>17967
1. You manage to build something of a barricade thanks to your massive forge designed for producing just about anything dwarf-y. It's made of pre-fabricated parts assembled on-sight by amateurs.
2. You produce a battle ship!
>That's no moon!
>>Those are no immigrants!
-2 Population
The original battleship prototype has been hijacked by Deep Dwarves who hid themselves among the influx of Dwarves from the East via enchantment.
>Threat to the East
There are invaders moving into your tunnels!
>>18008
1. Things go poorly!
>-1 population as people burn alive
2. Then things go well!
>incoming lava is dealt with via trench, bridge built over flow
3. You build your own rather good Dwarven Battleship, which you send over to show them after the first one got hijacked. Sadly you hadn't heard of the hijacking so just wave as it passes you along the canal.
4. You draw up some general schematics. They are decent if vague. They're handed over to the Dwarves, a record maintained in your own archives.
5. You build an IMPRESSIVE AA defense.
>Aerial units making a pass on your fortified locations are attacked by purpose-built guns
6. You install them competently in both of your starcityforts
>>18031
1. Your bloom crosses the lake, up to the point of the Aboleths barrier, and spreads around it.
>Slowly your presence begins to taint the barrier with Dark Energy radiation
2. You gain +2 Population as the garden enjoys a good first harvest–more actions will be required to sustain this progress, however
>>18033
1. The Lava Crystal is installed but not yet integrated into a defense grid. You'd need some arcanists to build one. It does however have the capacity to shoot beams of heat at anyone approaching the nearby web city.
+10 to-hit on the nearby city so long as the Lava Crystal is in-place and supercharged
2. The Drider Titan, a veritable newborn, is a little bit bad at taking directions. You manage to get it just over the border with the Magocracy and convince the Mages and Daemons there you're here to help.
As we approach the endgame, please append
>Amenable Scenario
to the top of your turn posts if you feel your civ has gotten to a sufficient state in its life-cycle for you to be happy closing the book on it here. If during a given turn all players post
>Amenable Scenario
the buildr will be finished. Post it every posthat it still applies for you, because obviously things can change. Otherwise,
>to the strongest.
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c0a2dc No.18037
>>18036
>forgot to add mupdate like a derp
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c0a2dc No.18044
| Rolled 2, 39 = 41 (2d100) |
>Amenable Scenario
1.2. Attack the recently fallen capital in an attempt to rescue as many of the Magocracy we can. Since they need a place to live.
Offer to turn them into Curse Spiders so that they may benefit from our increased strength and a place amongst our elite for the Arcanists and Spellcasters.
http://pastebin.com/AGdMwt8u
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c0a2dc No.18045
>>18044
Throw 25 dark energy at the Drider Titan to make things go better. Because my dice obviously want me to fail.
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c0a2dc No.18063
| Rolled 3 (1d4) |
Muh Deths
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c0a2dc No.18064
| Rolled 23, 79 = 102 (2d100) |
[Realm of Zagrom]
[Amenable Scenario: Current holdings, Magocracy consolidation]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 11 (+2 a turn)
Population: 116 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 4 (+1/turn: Shadowrend: Active)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Bombards: +10 to Siege Rolls];[Faezon Rifles: Ignore enchantments; +1 casualities lost to magical attacks]
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Bloodbrood Armour Plating: If Mortal Wounds: Rolld20; +5]
[Cannon Harness]
[Assault Pass: Enemy Defense -5]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.
–
Actions [Expand to the riverbank to link up with the main host, interrogate]
-
1. "Seize the riverbank so that we can bring reinforcements to this stupid hovel we've captured. What a total mes." [Seize the riverbank to reinforce our territories][Spend 5 Dark Energy]
2. "Prepare the city to be defended. Pour more goblins into this..festering..squadlid…hole..AND GET THIS STUPID SHIELD THING ONLINE. YOU MORONS, LOOK YOU WRECKED IT!" [Interrogate the prisoners, Spend 6 Dark Energy]
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c0a2dc No.18088
| Rolled 100, 75 = 175 (2d100) |
>>18036
>>18037
1. Marshal a defence! The dwarf fleet hope to pin the rogue battleship between their guns and those of the forts, while the militia takes arms against the invading foe in the tunnels.
2. Call for reinforcements! We HAD been hoping to attract immigrants from the Holds above now that our camp was big enough and enclosed, that it might be called a hold of its own, but the Deep Dwarves have put paid to that idea. We hope that we'll be considered worth saving, and that any commander seeking glory in the depths will bring with them the proscribed weapons of wrath we maintain for fighting our dark kin.
Colour: Orange
Race: Dwarf
Racial Description: [omitted for length]
[Adv] Industrious: Build things quickly! You may create 2 things in 1 action.
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once, may re-direct the flow of lava\build magma dams
Boats: +5 Traversing River
Dwarf Darkmagma Forge: +35 to craft metalworks
Steelworks
Powersphere and Grid: +5 to all rolls dependent upon machinery using the grid
Alliance with the British: mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Research Institute: +6 to all research rolls
Arsenal: Increased siege engine production
Huge Shipyard: +10 stackable bonus to any ship engineering\construction roll.
Full Combined Arms Force
Dwarf Ironclads (with big guns): Enemy Fleet 3d8 casualties
Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
Cannons: 40 to take Drow and 60 to take Deep Dwarf cities
Field Guns: -10 to-hit when besieging a fortification.
Dwarven Defences: No siege roll of less than 75 after bonuses will crack these defences, stationary positions with guns get +15 to any combat roll - Epic Fortification on main cavern
Mobile Artillery Unit: lowers the to-hit number of a siege entity by 15.
Mining Boat
Dark Energy Technology.
Small Daggerdawn Collision Rifles: +1 enemy casualties
[Dis] Fairer Cousin: the Deep Dwarves around here don't appreciate mountainfolk muscling in on their turf, and will seek to subvert you in the most Dwarfish way possible.
Dark Energy; 33 (+1)
Population: 46 (+1) [2 casualties]
Favour: 3
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c0a2dc No.18092
| Rolled 61, 59 = 120 (2d100) |
>>18036
Name: Myceilia
Colour: Magenta
Race: Sentient Fungus
Racial Description: In a dark cavern such as the underdark, all manner of things can arise in the squalid pallor and in its umber crevices. The Myceilia are such a thing. From the humble fungus that grew plentiful on the cavern's walls, floors and even the roof, they arose slowly from the earth itself, the dark energy that inhabits the cavern infusing them with sentience. They are a new race, directionless and having no motive other then the will to survive. They worship the Great Uttershroom, a giant mushroom from which the original spores of life are said to have spawned, and new mushroom creatures arise from everyday, and will do anything to defend it. Naive creatures, having just sampled the ichor of life, they know not the intricacies of modern rhetoric, and their culture can be said to be lacking, but make no mistake, these creatures are not stupid, and many a stray creature has learned that the hard way from a spear to the throat.
>Tech:
[Warmorph Shrooms] - +2 to combat rolls, take only d4 casualties when losing
[Gain PsychoShrooms!] - Magic mushrooms duuuuude
[Seamorphs] - Water fungus, can claim water tiles.
Dark Energy: 2 (+1 a turn)
Population: 37 (+2 a turn)
Favour: 0
/Adv/ the Incredible Uttershroom: Reduce the to-hit of siege targets by 15 when attacking personally, +/-1 to foes/Allies casualties when leading an assault or defense. If it's destroyed, it's game OVER man, game over!
[+5 to expansion rolls]
[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.
1. The barrier will not stand against us, the lake shall be ours! Have the Psycho-Shrooms pour their dark arts into it.
2. The gardens work? Good, invest our dark energy into them to help speed along there growth (Invest 2 dark energy)
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c0a2dc No.18160
>>18063
We're at that point in the game where the highest possible number you could've rolled before you bonuses are applied is the pop you're guaranteed per turn.
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c0a2dc No.18457
>>18044
>>18045
1. Your Titan decides to nomnomnom!
-3 Population from you
-3 Population from Magocracy
2. All better and suped up with Dark Energy, it proceeds further into Magocracy lands, making a beeline towards the capital.
>>18064
You manage to get a nearby beach head, but the Daemon city across from the Human settlement is going to present a problem for any naval venture.
2. Your Duergar figure out how to switch the field back on. It's not at full operational capacity, however, because you don't have the blessing of the appropriate Dark Gods.
(80+ to-hit rather than 95+)
>>18088
You smash the initial force so well the command structure reals and the treacherous deep dwarves take what is clearly a failure as an opportunity to finish off some old rivalries.
The battleship is recovered and you regain it.
You retake your new borders and install a series of forts to make sure you do NOT have a repeat of this incident.
2. +12 Population answer the call in the hopes of valor and glory, as well as old scores to settle over other colonies lost to your Deep cousins and desire to avert that same fate for the ventures of others.
Gain Ally:
>Gwynir "Thunderbolt" Gouchsnatcher, and old campaigner who reduces to to-hit on Duergar settlements to 50
>>18092
You batter the defenses of your foes. The field shrinks and begins to waver, but does not yet break…
2. You gain +1 Population\turn!
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c0a2dc No.18458
>>18457
>GM Addendum:
>Zagrom rules a .5 hex strip of landish towards the river straight from his current holdings around the capital and the capital's shields are back up, if flickering, but that isn't represented on map b/c 7AM
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c0a2dc No.18460
| Rolled 91, 41 = 132 (2d100) |
[Realm of Zagrom]
[Amenable Scenario: Current holdings, Magocracy consolidation]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 2 (+2 a turn)
Population: 122 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 3 (+1/turn: Shadowrend: Active)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Bombards: +10 to Siege Rolls];[Faezon Rifles: Ignore enchantments; +1 casualities lost to magical attacks]
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Bloodbrood Armour Plating: If Mortal Wounds: Rolld20; +5]
[Cannon Harness]
[Assault Pass: Enemy Defense -5]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.
–
Actions [Upgrade defenses, Magocracy capital; Upgrade Weapons]
-
1. "Reinforce the captured city with better defenses. Exploit our new Faezon rifles to fire through the shield or something." [Forges: +15] [Reinforce Former Magocracy Capital]
2. The goblins are trying to upgrade their weapons again. If they meet Zagrom's fancy requirements, who know. [Upgrade weapons][Forges:+15]
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c0a2dc No.18464
| Rolled 91, 96 = 187 (2d100) |
>>18457
Name: Myceilia
Colour: Magenta
Race: Sentient Fungus
Racial Description: In a dark cavern such as the underdark, all manner of things can arise in the squalid pallor and in its umber crevices. The Myceilia are such a thing. From the humble fungus that grew plentiful on the cavern's walls, floors and even the roof, they arose slowly from the earth itself, the dark energy that inhabits the cavern infusing them with sentience. They are a new race, directionless and having no motive other then the will to survive. They worship the Great Uttershroom, a giant mushroom from which the original spores of life are said to have spawned, and new mushroom creatures arise from everyday, and will do anything to defend it. Naive creatures, having just sampled the ichor of life, they know not the intricacies of modern rhetoric, and their culture can be said to be lacking, but make no mistake, these creatures are not stupid, and many a stray creature has learned that the hard way from a spear to the throat.
>Tech:
[Warmorph Shrooms] - +2 to combat rolls, take only d4 casualties when losing
[Gain PsychoShrooms!] - Magic mushrooms duuuuude
[Seamorphs] - Water fungus, can claim water tiles.
Dark Energy: 3 (+1 a turn)
Population: 40 (+3 a turn)
Favour: 0
/Adv/ the Incredible Uttershroom: Reduce the to-hit of siege targets by 15 when attacking personally, +/-1 to foes/Allies casualties when leading an assault or defense. If it's destroyed, it's game OVER man, game over!
[+5 to expansion rolls]
[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.
1.Continue the Assult, we must spread!
2. That being said, set up a series of forts around the lake in case the aboleths launch a counter attack
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c0a2dc No.18466
| Rolled 84, 54 = 138 (2d100) |
1.2. Attack the recently fallen capital in an attempt to rescue as many of the Magocracy we can. Since they need a place to live.
Offer to turn them into Curse Spiders so that they may benefit from our increased strength and a place amongst our elite for the Arcanists and Spellcasters.
http://pastebin.com/AGdMwt8u
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c0a2dc No.18558
| Rolled 52, 2 = 54 (2d100) |
>>18457
Fuck the phone wiping my post each time
1.Shore up our southern defences and construct barracks and accommodation for both the dwarves that came in our hour of need and for those that may follow in future.
2. Though it wasn't a problem (and indeed probably made it easier in capturing it when it went rogue) the engineers misread the instructions in constructing the battleship - this time the instructions are clear: using the Dark Steam Engine and the locomotive systems we've developed, build a battleship that can traverse caves on mighty wheels/treads. The motive systems may need to be improved, but better that slow us down now than be a problem later.
Colour: Orange
Race: Dwarf
Racial Description: [omitted for length]
[Adv] Industrious: Build things quickly! You may create 2 things in 1 action.
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once, may re-direct the flow of lava\build magma dams
Boats: +5 Traversing River
Dwarf Darkmagma Forge: +35 to craft metalworks
Steelworks
Powersphere and Grid: +5 to all rolls dependent upon machinery using the grid
Alliance with the British: mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Research Institute: +6 to all research rolls
Arsenal: Increased siege engine production
Huge Shipyard: +10 stackable bonus to any ship engineering\construction roll.
Full Combined Arms Force
Dwarf Ironclads (with big guns): Enemy Fleet 3d8 casualties
Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
Battleship: ??? Flagship of the Dwarven Fleet
Cannons: 40 to take Drow and 60 to take Deep Dwarf cities
Field Guns: -10 to-hit when besieging a fortification.
Dwarven Defences: No siege roll of less than 75 after bonuses will crack these defences, stationary positions with guns get +15 to any combat roll - Epic Fortification on main cavern
Mobile Artillery Unit: lowers the to-hit number of a siege entity by 15.
Mining Boat
Dark Energy Technology.
Small Daggerdawn Collision Rifles: +1 enemy casualties
Gwynir "Thunderbolt" Gouchsnatcher, and old campaigner who reduces to to-hit on Duergar settlements to 50
[Dis] Fairer Cousin: the Deep Dwarves around here don't appreciate mountainfolk muscling in on their turf, and will seek to subvert you in the most Dwarfish way possible.
Dark Energy; 34 (+1)
Population: 59 (+1) [+12 ]
Favour
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c0a2dc No.18691
>>18036
Name: British Imperial Exiles
Colour: Yellow
Race: Human
Racial Description:
http://pastebin.com/y5GYhcMe
https://www.youtube.com/watch?v=j-_k5sO2jqM
Dark Energy: 25 (+1 a turn)
[fuels everything from vile Arkana to plant life in the Underdark]
Population: 34 (+1 a turn)
[run out of this, you end]
Favour: 0
[spend this for the aide of the Dark Gods, but be wary of their punishments]
[Adv] Great Library: you brought some of the greatest minds' of history with you in prose, and gain +15 to discovering or inventing anything–so long as nothing happens to those books…
[Dis] Sneering Imperialist: you've shown these monsters what-for! Those dwarfs are upright chaps and the other humans, if that's what they are, really aren't so bad–but the more foreign lifeforms are difficult for you to interact with, and you'll need to make a roll exceeding 25+ to peacefully occupy any of their settlements.
Buildings:
Earthen Fortifications
Trade Route to Digmaster Dwarves
Laboratory +5 to Research
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Steel Mill - [Flux]
ARTIFICIAL SUN +10 to expansion within 2 hexes of the city
Dwarf Magmaforge: +20 to craft metalworks
Power-sphere reactor - Energy Grid
Star Fort New London
Big Ben +10 Defense
Railroad
[Proper Barracks]
Technology:
Steam Power
Steel Production
Guns & Lamps: +4 to expansion
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once
Gatling Guns
Cannons
Concrete
Battleship Blueprints
Large Artillery Pieces - Ironclads deliver 3d8 casualties to enemy fleets. Stationary positions with these guns get +15 to any combat roll.
Your capacity for arms is hardly matched. -10 to-hit when besieging a fortification. This bonus is stack-able.
AA - Defense - Aerial units making a pass on your fortified locations are attacked by purpose-built guns
Vehicles:
Steam Drill
Military Units:
1 Mobile Artillery - Lowers to-hit of siege unit by 15
1 Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
1 Infantry Regiment
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c0a2dc No.18711
| Rolled 18, 54, 71, 7 = 150 (4d100) |
>>18691
>>18558
1-2. The Dwarves are working on some kind of Land Ship!
We should build a parts factory, so we can build that and other vehicles with much greater speed.
3-4. Build a Dwarven Battleship of our Own!
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c0a2dc No.18839
>>18460
1. You establish firing batteries and take up strategic positions along the edge of the city.
2. Your warped goblins are able to wield some of the strange ore to soulstrike foes–incorporeals take damage like the weapon was enchanted, corporeal foes' souls are damaged even if the weapons bounce off their armor.
>>18464
1. You crush down upon the Aboleths lake. By the time you arrive the portal is sealed shut. Likely for the best.
2. Your realm is fortified with fungal emplacements. They are formidable, to say the least.
>>18466
1. You manage to evacuate Magocracy citizens–Drow, deep humans, and daemons alike.
2. You gain +2 Population from those willing to go over.
>>18558
1. The southern tunnels fill up with camp towns and barracks digs. The tunnels become more like roads, and your holding more like a city, if one at war.
2. The prototype explodes! Thankfully your Dwarves are used to this and med-evac the wounded with no casualties.
>>18691
1&2. You construct a parts factory, you think creating mass-producable weaponry and vehicles will be easier in the future.
3&4. You gain a landship of Dwarven influence, in terms of design.
~~~
A final coalition of Drow from the unmolested temple and Battlemage Krzzt Balgaran enter the fray as the hulking Curse Spider Titan assaults the defenses.
His plan is to portal into the city's towers and pour out into the streets around the Ziggurat, then lower the defenses for the Titan to wreak massive damage. This requires a roll of 80 or more taking all factors into account.
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c0a2dc No.18840
| Rolled 19 (1d100) |
>>18839
Krzzt Balgaran makes his play to retake the capital. He is attempting to portal his men in and lower the barrier…
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c0a2dc No.18841
>>18460
>>18466
Zagrom personally sallies forth to fight the Titan. While a traditional monstrosity of might and magick and formidable in its own right, the Black Dragon Zagrom has mastered the wicked resources of the Underdark and his troops acquit themselves with great valor. The Curse Spider forces are beaten back after retrieving many Magocracy survivors fleeing or holding out against invaders, but ultimately cannot stand to the Goblin horde and flee Westward.
Meanwhile the titan, un-phased by the battle below, locks into a deadly game of cat-and-birth with Zagrom. Bombardment pass after pass is made, blowing carapace clear across the lake in a hail of blood and cacophony of terrible screeching. But the Titan keeps plowing forward, although it is rebuffed by the magickal barrier initially it manages to bash its way through–although the forces behind it have long since fallen.
The battle rages for hours until Zagrom descends from behind a tower and rips out two of its eyes, unleashing his cannons to cut a searing white series of scars across its pupils as well. Struck in the brain and reeling, the Titan smashes its way out of the city and retreats.
Many are dead, and half the city lies in ruins, but Zagrom's host has won the day.
>>18460 (by Red)
With his glorious victory assured over his STUPID and WORTHLESS enemies, Zagrom retired to a relatively quiet time of luxury and opulence that will go down as one of the great tales of decadence in history. His hoard, burgeoning with legions of idiotic but effective goblin minions, would continue to grow in size until Zagrom himself took to the habit of eating entire herds of cattle due to boredom at (now) quiet life. Indeed, despite periodic assaults from STUPID and WEAK opponents, Zagrom would maintain his holdings and expand them slightly. His reputation assurred and his intellect proven, henceforth Zagrom was known as Zagrom the Corpulent. This pleased him, as he did not have typical draconian beauty standards.
Eventually, he would have a small clutch of little dragons, and he would regale them of the time where “… father conquered the stupid dwarves, elves, and other STUPID creatures with only GOBLINS.” The small hatchlings gasp audibly. “YES! We didn't have fancy minions like these days….WE JUST HAD GOBLINS. Awful creatures. Did you know the average goblin reproduces 272 times in a single year if properly fed? …”
Needless to say, the hatchlings suffered another lecture from VENERABLE ZAGROM about goblin reproductive methods, but this ends Zagrom's tale for today.
>>18466
You have forged a civilization for those upon whom civilization turned their back once they were done with them. You stand as a testament to the capacity of your kind, and few will soon forget what you have wrought. The Titan, though wounded, is far from done–with the power of the Cities of the Web it grows stronger and more powerful, and with times, it shall know peers to rival its prowess and terror. The Curse Spiders' day has just begun to dawn, and that glorious rise shall be ever attributed to your noble efforts.
>>18558
Winning recognition and glory from the holds, your settlement is elevated to a Duchy and receives royal ambassadors and envoys from the wealthiest and noblest of the Merchant Houses. Your legacy shall be etched upon the rocks commemorating glorious ancestors for the rest of the age, and perhaps, beyond.
With technological and military advancements, you grow ever more formidable. The threat of Duergar invasion to the east has abated for now, but you know holds stolen by your deep cousins in an epoch long past lay there awaiting their true heirs…
>>18691
You fought hard, persevered, and adapted beyond all reasonable expectation. With unexpected allies, magnificent weapons, and a fire in in their hearts no oppressor can put out, your peoples' collective conscious turns back to the surface they abandoned and a plan they unwittingly fled.
They have rebuilt.
Now, they yearn to reclaim.
>>in light of this game having, in my opinion, run its course I would ask for everyone to post what they would like to see their civs do as the future comes–thank you all for playing in this, my very first builder! It's been a wild ride and really gave me lots of valuable experience.
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c0a2dc No.18846
>>18841
First, I'd like to thank you for what has been my first builder as a player, it was great fun.
While there might have been a few more turns left in it, I'd agree with your conclusion that it was pretty much done (particularly with the drop-off of players and various constraints of academia)
Never ones to rush in haste, the expedition is content to have been a success and to add another heavily-fortified chunk to the dwarven kingdoms - the desire to delve has been sated, and with only a couple of minor disasters.
Had the expedition's concept for a landship come about we would have mined the 3 hexes North West from our most northerly tunnels and launched an assault against his capital
Had the Drow stayed in the game we might have dug a canal and warred with them.
Our peaceful endevours would probably have been to dig deeper - what is beneath the Underdark, we wonder?
Whether this is something we'd do by hand, or if we'd build a great drill powered by dark steam energy, we do not know, but if there's one thing we'd do, it's dig, dig, dig deeper
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c0a2dc No.18852
>>18841
https://youtu.be/ZHSoyCuFWQY?t=278
For as long as we would have contact with them, and we would keep contact with them, the Dwarves would forever be our allies, and we would help them in our capacity, as a link to the underdark and the surface world above.
This underworld has been our prison and refuge, Hades and Elysium as one, but it is not our home.
The liberation of the surface from the alien invader, our home, would begin.
Drills, the same machines that was our ark would now be the vessel of our freedom, and indeed, the surface world. Scouts and spies would be brought up, to watch our enemy in their strange new world, giving us information, and then, when the time was right, we would strike.
Rather than repeat the mistake of before, we would focus on capturing and stealing the alien technology, and with the knowledge and skill of Dwarven Craftwork, British Science, and just a hint of Magic, learn how to make them ourselves. Our own heat rays, our own fighting machines, and combined with our army of tanks, drills, and cannons bring the fight back to the enemy until our resources are exhausted and we must retreat below once more.
I pray it does not come to that, for the Martians may not make the same mistake of leaving us be twice.
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c0a2dc No.18872
All willing could approach the center of a City of the Web and become more then they were, for the curse was a curse no longer. The Curse Spiders renamed themselves to Seekers of Freedom and began an aeon long campaign to liberate all those who would be called lesser.
Throughout their long and lurid history they would continue to seek out those races who would enslave or conquer and rescue their victims, and among their ranks those rescued found equality and strength. There were no lesser beings in their lands, only the strength of the Drider.
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