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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1447624201354.jpg (852.77 KB,1024x768,4:3,OP.jpg)

c0a2dc No.14388 [Last50 Posts]

I think we know the Raouls by now.

Post civ+turn.

____________________________
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c0a2dc No.14389

Updates once nightly ~10pm EST. Expect early Saturday/Saturday nights instead of Friday night posts.

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c0a2dc No.14390

Name: British Imperial Exiles

Colour: Yellow

Race: Human

Racial Description:

http://pastebin.com/y5GYhcMe

https://www.youtube.com/watch?v=j-_k5sO2jqM

Dark Energy: 18 (+1 a turn)

[fuels everything from vile Arkana to plant life in the Underdark]

Population: 29 (+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

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

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c0a2dc No.14391

>>14390

http://archive.4plebs.org/tg/thread/43623905/#43630398

Rolled 58, 65 = 123 (2d100)

1. Build a barracks, to train and drill able bodied men into proper infantry.

2. And raise a unit of infantry.

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c0a2dc No.14392

https://boards.4chan.org/tg/thread/43623905/underdark-builder-simple-rules-thread-3#p43623905

Rolls: 98, 3

[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: 1 (+1 a turn)

Population: 86 (+6 a turn) [Breeding Pits][Brood Mothers]

Favour: 5 (+1/turn: Shadowrend)

Buildings: [Goblin Forges: +15]

Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Crude Cannons];

Goblins: [Warped Goblins]

Zagrom: [Magic-Resistant Steel Plating]

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 [Attack the mutants; develop better cannons]

1. "Begin an assault on the mutant holdings. I will lead the assault. The stupid creatures have territory I desire." [attack the mutants]

2. "Begin developing better cannons and ranged weapons. We must have some capacity to defeat heavy fortifications – these cannons are awful." [upgrade cannons][Goblin Forges?+15]

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c0a2dc No.14393

>>14388

http://archive.4plebs.org/tg/thread/43623905/#43630398

Rolled 98, 70 = 168 (2d100)

>>43623905

1. What with concrete researched last turn I might as well use it - build a mighty fortified gate on my boarder with Zagrom's territory, complete with lava moat and cannons

totes jealous of the bone gate

2. Dig along the south side of the river to the fork

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: +30 to craft metalworks

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

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

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; 24 (+1)

Population: 37 (+1)

Favour: 3

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c0a2dc No.14414

Dice rollRolled 84, 86 = 170 (2d100)

1. Steal the central crystal that powers the defenses.

2. Train our soldiers to become the best soldiers they can be. They have the strongest bodies magic can give and now its time to hone them.

http://pastebin.com/AGdMwt8u

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c0a2dc No.14434

Dice rollRolled 64, 13 = 77 (2d100)

Name: Underealm Fiendish Magocracy

Color: Light Blue

Race: Deep Humans

Racial Description: A society of white-haired Humans, Drow, Half-Drows and Demons. They worship Lolth and other Dark Gods and hold true power in the Underdark.

[Adv] Magical affinity means base +2 Dark Energy a turn

[Dis] Few gods of the Underdark Favour humans. You'll need to work harder to earn that.

Dark Energy: 7 (+2 a turn)

Population: [24/5/3] 32 (+1 a turn)

Favour: 2 - Hard

>Buildings

Ziggurat

Tower of Summoning

Scrying Tower (+12 to scry rolls)

Magic Dark Tower (+9 to Magic Rituals)

Dark Portal (can summon daemons)

Temple of the Dark Gods

Mushroom Farms to the North

Ziggurat city to the East

Shrine-city of Lolth to the West

>Technologies

Mineral and Metal Summoning.

>Artifacts

[9] Rings of Power

Artifact of Dagon's Watery Death

Relic of Amuun

>Allies

Battlemage Krzzt Balgaran

Our domains, albeit safe, are too small fro three different races. We need unity, common ground, but also space so we can breath.

1. the holds to the east and west are to be expanded. Pushing against the underdark has never been an easy task, nothing to it if not to keep trying. We should enforce the use of Demon and Drow units to push in darkest caves, for their perfect darkvision.

2. At the same time we have our best Transmuters and Alchemists devising a way to mix our blood together. Demon, Drow and Deep Human. Not only through crossbreeding, which is a slow and progressive affair, but also through magics. [Research Technology for Metamorphosis, +5 Dark Energy is used]

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c0a2dc No.14436

Dice rollRolled 40 (1d100)

>>14392

DM will roll on behalf of the mutants, who seem absent.

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c0a2dc No.14438

>>14436

[Combat Report]

[Epic Success, Zagrom]

Your blitz takes them totally by storm–flying at the helm of your army, the mutants run and flee in terror in the face of a dragon–and one at the head of such a mighty host!

[You gain most of the mutants remaining territory, and shatter their resolve–the Mutants faction is no more]

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c0a2dc No.14462

>>14391

You have gained a [Proper Barracks], and can now mint redcoats to face the horrors of this eldritch darkness.

You produce an able-bodied regiment of soldiers. You are no longer reliant upon a citizen militia and will sustain 1d5 casualties rather than 1d6 casualties upon defeat.

>>14392

You crush the mutants, but there's a problem at the cannonworks–your superior Goblin Forges prevent disaster thanks to built-in failsafes, but you narrowly avoid catastrophic explosion by dumping a section of the works into water. It's fine, but all work on the new guns was lost.

>>14393

You construct an EPIC FORTIFICATION to rival the Bone Gate

You dig well and much! But you've tapped that direction out as well, without crossing the water or leaving the tunnel system.

>>14414

You manage to steal the crystal!

You've gained a Relic, the [Duergar Lava Crystal]. If you spend 5 Dark Energy, you can reduce an enemy's attack roll by 10 wherever this has been properly installed (cannot cancel nat 95+).

Your soldiers grow stronger and more adept. They can Deep Strike through heavy caverns without the usual limitations on travel.

>>14434

Expansion goes well.

Your research into magickal racemixing is frowned upon by most of the experts you tap to do it. No progress is made, but you wonder if it isn't because those assigned are incapable, or unwilling…

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c0a2dc No.14463

File: 1447642463004.jpg (929.29 KB,1024x768,4:3,Map (40).jpg)

MUPDATE. Next update 10pm tmrw night.

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c0a2dc No.14474

Dice rollRolled 46, 31 = 77 (2d100)

1.2. We have trained. Our enemies defenses are weakened. Our siege engines stand at the ready. It is time. Attack!

http://pastebin.com/AGdMwt8u

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c0a2dc No.14477

Dice rollRolled 57, 93 = 150 (2d100)

>>14392

[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: 2 (+1 a turn)

Population: 92 (+6 a turn) [Breeding Pits][Brood Mothers]

Favour: 6 (+1/turn: Shadowrend)

Buildings: [Goblin Forges: +15]

Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Crude Cannons];

Goblins: [Warped Goblins]

Zagrom: [Magic-Resistant Steel Plating]

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 [portal to aboleths, attack aboleths]

1. "Goblins, stand ready. I am using shadowrend to prepare an assault on the Aboleths." [utilize shadowrend to make a portal on top of the Aboleth territories - close to their capital]

2. "Goblins, after I finish the portals, begin to flood through. I will lead the attack. Once we commit, I will maintain the portal to ferry in more reinforcements." [attack Aboleths]

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c0a2dc No.14539

File: 1447665020351.jpg (105.13 KB,640x465,128:93,Underdark_fungus.jpg)

Dice rollRolled 91, 66 = 157 (2d100)

>>14462

Name: Underealm Fiendish Magocracy

Color: Light Blue

Race: Deep Humans

Racial Description: A society of white-haired Humans, Drow, Half-Drows and Demons. They worship Lolth and other Dark Gods and hold true power in the Underdark.

[Adv] Magical affinity means base +2 Dark Energy a turn

[Dis] Few gods of the Underdark Favour humans. You'll need to work harder to earn that.

Dark Energy: 5 (+2 a turn)

Population: [24/5/4] 33 (+1 a turn)

Favour: 2 - Hard

>Buildings

Great Ziggurat

Tower of Summoning

Scrying Tower (+12 to scry rolls)

Magic Dark Tower (+9 to Magic Rituals)

Dark Portal (can summon daemons)

Temple of the Dark Gods

Mushroom Farms to the North

Ziggurat city to the East

Shrine-city of Lolth to the West

>Technologies

Mineral and Metal Summoning.

>Artifacts

[9] Rings of Power

Artifact of Dagon's Watery Death

Relic of Amuun

>Allies

Battlemage Krzzt Balgaran

Bah! Antiquated and arrogant sorcerers. Do they not see that a lineage must be formed if we aspire to lay down foundations for something greater? A campaign must be started.

1. First, this research failed because it had no patrons, no benefactor. We shall first acquire a sign of favor from our Dark Gods so that we can continue our progress. Our wish for blood must be presented with an equal gift. [Sacrifice a huge part of our lower strata to the Daemonic entities we revere as Gods in their Dark Altars. 9 population is used, almost all humans.]

2. With the major shavings of our population through ritual sacrifice we are not as tightly packed as we were. Still, we will need food and greater farms to feed an expanding empire. [Expand into the wild mushroom caverns of the southwestern reaches.]

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c0a2dc No.14540

Dice rollRolled 63, 30 = 93 (2d100)

>>14477

Send a diplomat to Zagrom (probably best to do in chat?)

>>14463

>>14462

1. Build a mighty Dam-Fort at the mouth to our branch of the river - obviously include locks and gates to allow the traversing of ships, but otherwise enable our branch of the river to be able to be locked down.

2. Expand to the rest of the rest of the unoccupied portion of the home cavern, and further mine the green stuff

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: +30 to craft metalworks

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

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

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; 25 (+1)

Population: 38 (+1)

Favour: 3

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c0a2dc No.14647

Dice rollRolled 64, 65 = 129 (2d100)

>>14462

Name: British Imperial Exiles

Colour: Yellow

Race: Human

Racial Description:

http://pastebin.com/y5GYhcMe

https://www.youtube.com/watch?v=j-_k5sO2jqM

Dark Energy: 18 (+1 a turn)

[fuels everything from vile Arkana to plant life in the Underdark]

Population: 29 (+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

[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. The time has come!

To explore what mysteries lie in the ruins east of us.

Our battleship and mobile artillery will deploy in range of the ruins, while our infantry go in to see what is inside.

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c0a2dc No.14658

To Zagrom the Insular we send several carts of gold and improve his armour to be entirely flameproof and artistically glided to the point of being blinding to the unprepared, in return for the cession of the land up to the tunnel mouth

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c0a2dc No.14662

>>14658

[Zagrom]

"Zagrom has made a deal with our friends the dwarves: he will cede 4 territories recently seized from the mutants to the tunnel mouth in the easternmost cavern. Tell the goblins to pack up their feces and move."

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c0a2dc No.14706

File: 1447716763130.jpg (17.16 KB,320x480,2:3,400px-Goliath.jpg)

>>14388

Name: The Stone Tribunal

Color: Grey

Race: Goliath

Racial Description: The Goliaths are tall, standing at seven feet on average, and broad of stature. Their stony, grey skin is tough and thick, giving them a renown as sturdy and hard to kill. This physical excellency has made them ideal fighters, wardens and mercenaries in many realms, but they always stick to a strong code of honor and restraint. Their bodies also have natural tattoo-like markings, that vary between tribes and make it easy to tell what tribe a Goliath belongs to.

The Aukan tribe of Goliath, along with several smaller clans, long ago joined with the Rustbeard dwarves during their expeditions into the Underdark. The dwarves needed more muscle, and the Goliaths needed stability. Their alliance is primarily one of honor and mutual trust, and the Goliaths formed a great council, the Tribunal of Stone, to act as the leading force for the alliance, mediating measures between the clans and sending envoys to the other nations when needed, as well as being official emissaries to the dwarves themselves.

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c0a2dc No.14856

Really wishing we could get Arathan but iMean

the thread must go on.

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c0a2dc No.15161

Dice rollRolled 99, 65 = 164 (2d100)

>>14388

>Name:

Necromancer Lord Arathan of the Northern Drow

>Colour:

Blue

>Race:

Dark Elven, with undead constructs

>Racial Description:

The dark elves - or drow - have a high tolerance of what the ignorant surface folk may call "The Dark Arts." Once exiled by a matriarchal society that feared his ambition, Arathan returned at the head of an undead host and made his former home and its inhabitants bow.

>[Advantages]:

[The Bonegate] Guards a tunnel between the north and south

[Necromancer] +2 Population/turn

[Crossbows] Basic troops fire a volley before combat

[Subordinate Necromancers] Can lead bands of undead with ease

[Drow Docks] +15 to water travel - Regular ship-based patrols report troubles

[Sizable Fleet] Bombardment capabilities: 1D4 casualties to enemy navies/coast

[Necromancer's Tower]

[Nexus of Energies] The Heart of the Tower

[Dark Elf City] +1 Population/turn, +2 Dark Energy/turn

[Amulet of Mastery] Binds the undead Shadow-Dragon Mothrax

[Mothrax] Undead Shadow-Dragon: Intimidates forces not led by a dragon. Also Stealthy.

>[Disadvantage]:

[Drow Heretic] Drow Citystates will attack you, ignoring regular raiding range.

Dark Energy: 44 (+3/t)

Population: 85 (+3/t)

Favour: 0

1. The priestesses of Llolth clearly don't quite understand the situation. A magician of my caliber can't be expected to manage every little thing in my expansive domain. They can install their matriarchs, as long as they accept my authority. But after their scheming, they should expect to be watched closely.

2. With administration being delegated to the priestesses of Llolth, I can establish an academy for magicians at the base of my tower, taking in promising drow from across the northern realm.

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c0a2dc No.15168

I'd like to apologize for the delays.

We will renew nightly updates tonight by 11pm.

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c0a2dc No.15305

File: 1447949360505.gif (44.39 KB,500x320,25:16,tumblr_lqe951gVzb1qzxegjo1….gif)

Dice rollRolled 86, 89 = 175 (2d100)

>>14388

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.

Dark Energy: 2 (+1 a turn)

Population: 13 (+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.

[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.

1. Such variable and possibly horrible creatures, we must pray to the Uttershroom to deliver unto us Large robust warrior to defend our homes! (Attempt to evolve a large, brutish Warrior Class)

2. This dark energy is odd stuff, let's play around with it and see what happens

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c0a2dc No.15322

File: 1447964672826.jpg (931.32 KB,1024x768,4:3,Map (41).jpg)

Dice rollRolled 2 (1d3)

>>14474

You batter your way in, but it costs you. Take this d3 population damage.

>>14477

You pop out through the portal with a huge host of Goblins!

The assault is heated. They will roll to defend themselves…

>>14539

You receive 5 Favour, and feel the Gods watching over you in rapt anticipation for the coming research.

Your expansion goes smoothly, buy scrying indicates watch towers and some sort of border further to the west.

>>14540

Your significant infrastructure allows you to complete the project swiftly.

You sweep into the rest of the cavern with little resistance from the scattered mutant tribelings.

>>14647

You witness horrors from beyond the abyss and find strange humans wielding unknown arcana. They create light and lift objects without fire or power, and their sheer force of will bends metal.

Your soldiers attempt to avoid contact, and succeed. You discover a strange purple chest, and the redcoats bring it back to the ships insisting it's an amazing find and should be returned to the capital at once.

>>15161

You manage to find wholly amenable Matriarchs who fully accept your authority. Llolth is worshiped in a new fashion, without quite so much gender inequality.

You begin to find some Drow not only from your own realm but refugees from the south. They tell stories of a human attempting to lure them in with a grand complex venerating Llolth his Drow subjects live within.

You gain a [Magikcal Academy]: Easier to produce powerful spell-casters. +2 Population for the students you attract.

>>15305

You gain [Warmorph Shrooms] for your efforts! +2 to combat rolls, take only d4 casualties when losing. -1 Dark Energy

Some of the Myceilia begin to warp and morph as the engage with the Dark Energy. They begin to hunger for it! -1 Dark Energy as it is consumed. Slowly, they start to show powers unknown to your people–they can turn water to ice and shatter rock with their minds! [Gain PsychoShrooms!] These shrooms have become magickally active.

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c0a2dc No.15323

File: 1447964751796.jpg (932.91 KB,1024x768,4:3,Map (42).jpg)

Dice rollRolled 30 (1d100)

MUPDATE that's more accurate

+

Combat Roll against red on behalf of Aboleths

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c0a2dc No.15324

File: 1447964834032.jpg (933.19 KB,1024x768,4:3,Map (43).jpg)

Dice rollRolled 1 (1d6)

>>15323

Aboleths suffer this d6 casualties as Zagrom plows through their land holdings, of which they lose about half in the initial assault.

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c0a2dc No.15327

File: 1447966584736.jpeg (103.86 KB,1024x348,256:87,Ziggurat of Power.jpeg)

Dice rollRolled 86, 83 = 169 (2d100)

>>15322

Name: Underealm Fiendish Magocracy

Color: Light Blue

Race: Deep Humans

Racial Description: A society of white-haired Humans, Drow, Half-Drows and Demons. They worship Lolth and other Dark Gods and hold true power in the Underdark.

[Adv] Magical affinity means base +2 Dark Energy a turn

[Dis] Few gods of the Underdark Favour humans. You'll need to work harder to earn that.

Dark Energy: 7 (+2 a turn)

Population: [15/5/5] 25 (+1 a turn)

Favor: 7 - Hard

>Buildings

Ziggurat

Tower of Summoning

Scrying Tower (+12 to scry rolls)

Magic Dark Tower (+9 to Magic Rituals)

Dark Portal (can summon daemons)

Temple of the Dark Gods

Mushroom Farms to the North

Ziggurat city to the East

Shrine-city of Lolth to the West

>Technologies

Mineral and Metal Summoning.

>Artifacts

[9] Rings of Power

Artifact of Dagon's Watery Death

Relic of Amuun

>Allies

Battlemage Krzzt Balgaran

AH! We have the favor of the Dark Ones. Now the ritual is somewhat impeded and well funded. It is somewhat consequential that most dissidents among the magocracy were given as sacrifice to the Dark Gods.

1. The ritual begins again. This time our researchers are well funded. Daemons are used as experimentation material, humans and drow are given lee-way of which characteristics the new race will have and are given control over the project. Krzzt Balgaran himself oversees all the defenses with a group of other warwizards and battlemages. [Start again the blood-merging ritual. Drow blood and Deep Human blood, with Daemon blood as catalyst. Use 2 Favor and 5 Dark Energy.]

2. Our reserves of food are stable for now. We shall attend other needs yet. We shall rebuild our main Ziggurat into a powerful nexus by combining it with the Dark Tower in which the Ghost of the Nine Rings reside. We shall use it to harness Dark Energy. [Expand the ziggurat to include a Dark Energy farm.]

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c0a2dc No.15329

File: 1447967776438.jpg (400.9 KB,1600x913,1600:913,dwarven caverns.jpg)

Dice rollRolled 77, 20 = 97 (2d100)

>>15322

[note: as of the trade with Zagrom (>>14658 >>14662) dwarven territory extends to the broad tunnel at the eastern end of the cavern

1. Build another big fortification at our end of said tunnel - big guns and lava moat, the works!

2. We may have a mighty forge, but high-quality British-style steel is something we currently lack - add steelworks to our increasingly massive forge-complex. And, if there's time, build/expand a shipyard for bigger vessels

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: +30 to craft metalworks

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

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; 26 (+1)

Population: 39 (+1)

Favour: 3

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c0a2dc No.15370

>>15327

"Hullo! Hullo!"

A British vessel approaches the borders of the Magocracy, carefully giving distance from the tempestuous waves of its southern bank.

"Are the Wizard's there?"

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c0a2dc No.15386

>>15370

The mists coalesced and parted ways to reveal a tall and pale man wearing a hood and holding a staff. "Aye. This is our land. You can find the Drow to the southwest, at the river's mouth. Daemons are more within the land."

He raises his staff to signal someone your party can't see. "What is it you sunny folk want? Talk to the Mage Lords?"

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c0a2dc No.15392

>>15386

"Yes, ah, well, there was an incident of geography. . .I believe we accidentally found one of your property somewhere, so we're returning it to you!"

Action: Hand over the Purple Chest to Wizards

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c0a2dc No.15394

Dice rollRolled 44, 15 = 59 (2d100)

>>15322

Name: British Imperial Exiles

Colour: Yellow

Race: Human

Racial Description:

http://pastebin.com/y5GYhcMe

https://www.youtube.com/watch?v=j-_k5sO2jqM

Dark Energy: 20 (+1 a turn)

[fuels everything from vile Arkana to plant life in the Underdark]

Population: 31 (+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

[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. WEST! Boys! WEST!

We want to take and hold the ruins to the LEFT of the map!

CHARGE!

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c0a2dc No.15398

>>15392

The man says nothing for a while. "We were not aware. That is forthcoming of you. The Mage Lords shall hear of this."

He takes the chest and wanders off. Mists and begin to form and once again the way is closed.

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c0a2dc No.15409

Dice rollRolled 3, 44 = 47 (2d100)

12. Continue the assault! While the army marches forward, step by step, with machines of war rumbling behind them the Stealth Spiders take to infiltrating the rear lines, sabotaging supplies and assassinating leaders to demoralize the enemy.

http://pastebin.com/AGdMwt8u

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c0a2dc No.15412

File: 1447987768735.jpg (37.37 KB,450x338,225:169,35895-bigthumbnail.jpg)

Dice rollRolled 41, 64 = 105 (2d100)

>>15322

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: 1 (+1 a turn)

Population: 16 (+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.

[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.

1/2. Use the new powerful Warshrooms and Psychoshrooms to make our realm bigger through strength and the magics of the UtterShroom!

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c0a2dc No.15446

Dice rollRolled 98, 4 = 102 (2d100)

>>15322

[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 (+1 a turn)

Population: 98 (+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];[Crude Cannons];

Goblins: [Warped Goblins]

Zagrom: [Magic-Resistant Steel Plating]

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 attack; develop underwater breathing]

1: Zagrom continues his assault on the Aboleths. His fury is considerable as he acts as a living battering ram and plows through the feeble defenses erected to fight lesser enemies. The tidalwave of goblins floods the cavern and attempt to compel the aboleth to surrender rather than to risk an assault on their underwater lair. [continue attack]

2. Zagrom hurriedly tries to improvise underwater breathing techniques for the goblins using the duegar under his command in case the aboleths continue resistance. "YOU DAMN DWARVES DIDN'T TELL ME THESE THINGS LIVED UNDER WATER!" [develop improvised aquatic breathing]

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c0a2dc No.15500

File: 1448043634611.jpg (380.81 KB,1346x1900,673:950,drow necromancer 02.jpg)

Dice rollRolled 65, 3 = 68 (2d100)

>>15322

>Name:

Necromancer Lord Arathan of the Northern Drow

>Colour:

Blue

>Race:

Dark Elven, with undead constructs

>Racial Description:

The dark elves - or drow - have a high tolerance of what the ignorant surface folk may call "The Dark Arts." Once exiled by a matriarchal society that feared his ambition, Arathan returned at the head of an undead host and made his former home and its inhabitants bow.

>[Advantages]:

[The Bonegate] Guards a tunnel between the north and south

[Necromancer] +2 Population/turn

[Crossbows] Basic troops fire a volley before combat

[Subordinate Necromancers] Can lead bands of undead with ease

[Drow Docks] +15 to water travel - Regular ship-based patrols report troubles

[Sizable Fleet] Bombardment capabilities: 1D4 casualties to enemy navies/coast

[Necromancer's Tower]

[Nexus of Energies] The Heart of the Tower

[Magickal Academy] Makes it easier to produce powerful spell-casters

[Dark Elf City] +1 Population/turn, +2 Dark Energy/turn

[Amulet of Mastery] Binds the undead Shadow-Dragon Mothrax

[Mothrax] Undead Shadow-Dragon: Intimidates forces not led by a dragon. Also Stealthy.

>[Disadvantage]:

[Drow Heretic] Drow Citystates will attack you, ignoring regular raiding range.

Dark Energy: 47 (+3/t)

Population: 90 (+3/t)

Favour: 0

1. There are still some small pockets of unsecured territory along the cavern walls near the realm of the northern drow. Our most experienced necromancers can lead forces of constructs to ensure no lingering threats remain behind the border of the boneway or the darkwater river.

2. My magickal academy is a great sight to see, drow both male and female coming to know magic under the tutelage of my former apprentices, some now undoubtedly masters of the arcane in their own right.

But this is not the only reason I founded this establishment. I want to select the most promising individuals for personal tutoring. Like my acolytes before them, they will be among my most loyal servants - but these ought to be trained in stealth and espionage. The great undead shadow-dragon Mothrax could be a valuable tool in teaching them how to be effective spies, using shadow-magic and illusions to infiltrate practically any target.

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c0a2dc No.15785

File: 1448165004133.jpg (934.01 KB,1024x768,4:3,Map (44).jpg)

Dice rollRolled 2 (1d2)

>>15327

Out of it comes something… new, and unforgiving. This race can breed only sparingly, but has immense innate Wild Magick that draws upon the Dark Energy radiation of the Underdark. Their gestation period is short and they are born with the knowledge and instincts of full adults. There are other experiments, but none are replicable with any reliability, nor can they naturally reproduce.

1. The Dark Gods mark these as their childer, their Chosen.[Chosen increase the casualties for take by +1 sides on the die rolled–they also inflict 1 casualty even if defeated. However, you must spend 1 Dark Energy anytime they participate in combat]

2. +2 Dark Energy, if you continue work on this farm you can obtain a permanent +1 Dark Energy/turn boost.

>>15329

1. You install the whole 9 yards. The pass is prepared.

2. The steelworks doesn't quite pan out due to differences in systems of measurement not accounted for in time. Looks like it's back to the drawing board.

>>15394

1&2: You encircle the ruins, but command breaks down on the outskirts of the city on disagreements over who should lead the assault. Order is restored in time to set up a perimeter around the city, which seems to house some fell lizard-like beasts.

They have make brief soirees against the perimeter. Take this 1d2 casualties from raiders.

>>15409

1. Your army's line of attack is broken as the celing of the cavern collapses! The Duergar would sooner sabotage their own holdings than let you in.

2. After the rocks fall you manage to make some progress, but you're cut off from the advance now.

>>15412

1&2: You march outward, emboldened by your new brethren, and spread your myelium across the land. You acquire a forest where much Dark Energy laden fungus grows, and you near the edge of the lake…

>>15446

1. Your goblins acquit themselves well on the field of battle and sweep the remaining Aboleth slaves off the shores.

2. Regrettably you take -1 Population in ill-fated attempts to graft gills onto your goblins.

>>15500

1. Your seasoned campaigners secure your hegemony with ease.

2. Sexism and drop outs are rampant in the academy in this semester, sadly.>>15500

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c0a2dc No.15790

Dice rollRolled 14, 69 = 83 (2d100)

1. Tunnel around the collapse of the ceiling to continue the assault. Devote 5 Dark Energy to empower the workers to get this done quickly.

2. Build several tunneling machines in the forges so this will not slow the assault in the future.

http://pastebin.com/AGdMwt8u

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c0a2dc No.15828

Dice rollRolled 65, 68 = 133 (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: 4 (+1 a turn)

Population: 104 (+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];[Crude Cannons];

Goblins: [Warped Goblins]

Zagrom: [Magic-Resistant Steel Plating]

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 [develop armor; larger cannons]

1. Zagrom returns to his lair and works on the next upgrade to his armor. "MORE ARMOR YOU STUPID CREATURES. I AM NOT DYING IN HIS GOD-AWFUL RATHOLE. [Use 4 dark energy, sacrifice 10 goblin population to amplify the magic][+15]

2. "LARGER CANNONS! I MUST HAVE LARGER CANNONS!" [larger cannons!][+15]

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c0a2dc No.15903

Dice rollRolled 97, 32 = 129 (2d100)

1. Try again! Build a steelworks, so that we may build yet finer machines.

2. Mine Time - harvest more of the green ore from the main cavern, and dig south from our recently acquired territory

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: +30 to craft metalworks

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

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; 27 (+1)

Population: 40 (+1)

Favour: 3

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c0a2dc No.15925

File: 1448207335586.gif (447.39 KB,453x258,151:86,d85.gif)

Dice rollRolled 30, 35 = 65 (2d100)

>>15785

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: 2 (+1 a turn)

Population: 19 (+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.

[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.

1. More of the sacred energy! Praise the Uttershroom! We must try to harvest this resource. Farm the dark fungus, no doubt spores of our Great Father!

2. As we expand, so to must our defenses and infrastructure! Raise mighty Fungal roads and forts in the style of the horrible beast around us so that we may better protect ourselves!

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c0a2dc No.16041

File: 1448240189926.jpg (936.71 KB,1024x768,4:3,Map (45).jpg)

>>15790

1. Tunneling goes poorly, but some progress is made.

2. Your forges produce great tunnel bores prepared to drive home the final blow.

>>15828

You craft Bloodbrood Armour, capable of Saving from Death. If ever Zagrom were mortally wounded (by a crit success by an enemy) in battle, roll d20. 5 and up will save Zagrom's life, although he will be wounded and need to quit the field.

2. You have some [Bombards] now, you feel could really blow a hole in something sturdy. They fly mostly towards where you point them in terms of aiming.[+10 to siege fortifications]

>>15903

1. You produce an excellent steelworks! You have enough flux to set about producing steel immediately. Your Dwarf Darkmagma Forge gains +35, cancelling any fail that isn't a nat1.

2. You begin to dig deeper and find more Dark Energy Radiation, veins of ore infected by it lying under the moss.

>>15925

1. You gain +1 Dark Energy. If you sustain your efforts again next turn you may gain a permanent boost in Dark Energy income.

2. [Fungal Fortifications, weak] subtract -2 from enemy expansion rolls into your presently held territories. They may be expanded and improved with other actions.

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c0a2dc No.16052

Dice rollRolled 73, 88 = 161 (2d100)

>>16041

1.We have steam, we have Dark Energy power, and our engineers think they have a way of combining them to produce great engines for Motive Power.

2. Construction time - talks with the british (and looking at their swanky dreadnought) have suggested that a large shipyard would be to our mutual benefit.

Additionally, the boffins at the Research Institute have suggested that a research facility be constructed, for working with Dark Energy weaponry away from the major population - the Los Aboleths test site

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

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; 28 (+1)

Population: 41 (+1)

Favour: 3

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c0a2dc No.16080

Dice rollRolled 6, 10 = 16 (2d100)

1.2. Press the assault, empower our tunnelers with 20 Dark Energy to drive straight through rock, steel, magic and flesh alike and let nothing stop us in taking this final bastion!

http://pastebin.com/AGdMwt8u

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c0a2dc No.16088

Dice rollRolled 19, 52 = 71 (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: 1 (+1 a turn)

Population: 100 (+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];

Goblins: [Warped Goblins]

Zagrom: [Magic-Resistant Bloodbrood Armour Plating][If Mortal Wounds: Rolld20; +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 [look for anything of value, dragon rig]

1. "Strip the entire territory of anything of value. If we can use it, I want it. Leave nothing unturned." [items of value, all territories]

2. "Prepare a rigging for my back. We can put cannons on top of it. Large cannons. The bombards. YOU STUPID GOBLINS! THIS IDEA IS BRILLIANT! STOP LAUGHING!" [develop Zagrom Dragon Rigging][Forges?+15]

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c0a2dc No.16094

File: 1448249455759.jpg (272.12 KB,1280x960,4:3,810005-939799_20070712_006.jpg)

Dice rollRolled 88, 23 = 111 (2d100)

>>16041

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: 3 (+1 a turn)

Population: 22 (+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.

[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.

1. Yes, continue work on the dark energy fungal farms. Infact, if we return some of the dark energy the Uttershroom has blessed us with, maybe the sacred Earth will give more back. (Invest 3 dark energy into the dark fungal forest farming)

2. Scouts report of another forest to the north, go forth heralds of the Uttershroom and bring our borthers back to the fold!

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c0a2dc No.16121

>>14706

Name: The Stone Tribunal

Colour: ?TBD?

Race:

Racial Description:

Dark Energy: 2 (+1 a turn)

Population: 6 (+1 a turn)

Favour: 0

/Adv/

Die Hard: -1 to any incoming casualty roll, +2 to casualties delivered to foes you defeat.

[Dis]

Tribalism: Critical failures may cause schisms. Consecutive crits may spawn NPC tribes that schism off completely and need to be conquered, taking a hex or so of territory from you in the process.

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c0a2dc No.16125

File: 1448255022787.jpg (947.57 KB,1024x768,4:3,Map (46).jpg)

>>16121

MUPDATE showing the location of the Stone Tribunal

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c0a2dc No.16279

>>16041

Name: British Imperial Exiles

Colour: Yellow

Race: Human

Racial Description:

http://pastebin.com/y5GYhcMe

https://www.youtube.com/watch?v=j-_k5sO2jqM

Dark Energy: 22 (+1 a turn)

[fuels everything from vile Arkana to plant life in the Underdark]

Population: 31 (+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

[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

stats

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c0a2dc No.16287

Dice rollRolled 48, 61, 87, 80 = 276 (4d100)

>>16279

1-2. Have our Dreadnought and Mobile Artillery shell those raiders in their fortress to oblivion! Then move in the troops.

3. Construct a national monument and inspiration of hope in the capital.

A clocktower, just as above, so below. So that our people can tell the time.

4. Construct a railroad, from the Capitol to the outskirts of the western ruins, as well as a drawbridge from the capital.

This will allow the quick and fast movement of troops, materials, and supplies to and fro our western and eastern borders.

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c0a2dc No.16303

File: 1448328552805.jpg (945.69 KB,1024x768,4:3,Map (47).jpg)

Dice rollRolled 3 (1d3)

>>16052

1. Giant engines are placed on naval vessels capable of synthesizing Dark Energy and steam. For 1 Dark Energy your boats can reach any point along a connected waterway, for any purpose.

2. Huge shipworks go up. You gain +10 stackable bonus to any ship engineering\construction roll.

>>16080

1. At some cost you breach the final cavern. You cannot break their walls, however.

2. Take this 1d3 casualties.

>>16088

1. Rape-the-underearth stratagems are stalled by palpitations in the Dark Energy radiation making mining nearly impossible in the bulk of your territories.

2. You build a cannon harness. You require goblin engineers to ride atop you in seats to operate, fire, and reload them however.

>>16094

1. +1 Dark Energy/turn, and +2 up front–the farms turn out very well! You earn back the investment almost immediately.

2. Progress is stalled the the last minute. Shrooms are just a wee bit too slow today.

>>16287

1&2: Your foes take heavy losses. They rue the day they crossed you as the fortress falls.

>Superior coordination and firepower along with naval bombardment prevent your taking losses.

3. It goes over well! +10 to rolls to bolster your home defenses with people.

4, Your infrastructure is up in no time!

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c0a2dc No.16336

Dice rollRolled 64, 29 = 93 (2d100)

1.2. Press the assault, with the final cavern and the final fortress we can finally end this.

http://pastebin.com/AGdMwt8u

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c0a2dc No.16369

Dice rollRolled 69, 20 = 89 (2d100)

>>16303

[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: 2 (+1 a turn)

Population: 106 (+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];

Goblins: [Warped Goblins]

Zagrom: [Magic-Resistant Bloodbrood Armour Plating][If Mortal Wounds: Rolld20; +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 [look for anything of value, dragon rig 2]

1. "WHAT? TRY AGAIN! PULL EVERYTHING OUT OF THE GROUND! If it can be melted into metal, made into a sword, or explodes, I want it! It's not hard, really, IT'S NOT HARD." [he grabs a goblin] "DOES THIS SEEM HARD? You're shaking your head, because it's NOT." [search for anything of value]

2. "This rigging you all have prepared it really pretty bad. It doesn't even fit on my back squarely. Look at it. Terrible. Keep working on it you ..awful little creatures." [develop Zagrom Dragon Rigging more][Forges?+15]

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c0a2dc No.16384

File: 1448342662708.jpg (75.35 KB,620x468,155:117,mushroom_men_post07.jpg)

Dice rollRolled 29, 62 = 91 (2d100)

>>16303

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: 5 (+2 a turn)

Population: 25 (+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.

[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.

1. Grow necessitates change, grant the Uttershroom some dark energy and see what gifts it gives of brother-spores (Mutate)

2. Push north again to acquire the other fungal forest

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c0a2dc No.16424

Dice rollRolled 10, 6 = 16 (2d100)

>>16303

1. Using designs adapted for dwarf-use from the British, Commence Dreadnought production - we too shall have these steel floating fortresses that bristle with large artillery pieces

2. Siege guns and infantry weapons are all well and good, but what if we need to shoot large but mobile targets - the new steel we can produce should be great for some high-precision rifled 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; 29 (+1)

Population: 42 (+1)

Favour: 3

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c0a2dc No.16712

File: 1448574983221.jpg (944.65 KB,1024x768,4:3,Map (48).jpg)

>>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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1448590707828.jpg (435.8 KB,1920x1080,16:9,grass.jpg)

Dice rollRolled 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

File: 1448599501357.jpg (40.81 KB,564x410,282:205,9c703be3f5092c2ed4d9542ebe….jpg)

Dice rollRolled 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

File: 1448692073009-0.jpg (945.24 KB,1024x768,4:3,Map (49).jpg)

File: 1448692073010-1.jpg (945.24 KB,1024x768,4:3,Map (49).jpg)

>>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

File: 1448692577149.jpg (1.99 MB,1200x1581,400:527,1663315-myconid.jpg)

Dice rollRolled 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

Dice rollRolled 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

File: 1448693298835.jpeg (74.95 KB,900x704,225:176,zagrom.jpeg)

Dice rollRolled 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

File: 1449045492110.jpg (948.43 KB,1024x768,4:3,Map (50).jpg)

>>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

Dice rollRolled 4 (1d4)

Zagrom Casualties

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c0a2dc No.17864

File: 1449048134171.jpeg (74.95 KB,900x704,225:176,zagrom.jpeg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1449112025797.jpg (957.83 KB,1024x768,4:3,Map (51).jpg)

>>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

Dice rollRolled 4 (1d100)

["Magocracy Capital Battle"]

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c0a2dc No.17962

Dice rollRolled 4 (1d4)

[Casualities]

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c0a2dc No.17964

File: 1449112460284.jpeg (74.95 KB,900x704,225:176,zagrom.jpeg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1449182813906.jpg (962.35 KB,1024x768,4:3,Map (52).jpg)

>>18036

>forgot to add mupdate like a derp

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c0a2dc No.18044

Dice rollRolled 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

Dice rollRolled 3 (1d4)

Muh Deths

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c0a2dc No.18064

File: 1449193553442.jpeg (74.95 KB,900x704,225:176,zagrom.jpeg)

Dice rollRolled 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

Dice rollRolled 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

File: 1449202986514.jpg (483.61 KB,800x600,4:3,mushroom_men_amanitas_atta….jpg)

Dice rollRolled 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

File: 1449403019212.jpg (962.75 KB,1024x768,4:3,Map (54).jpg)

>>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

File: 1449418420681.jpeg (74.95 KB,900x704,225:176,zagrom.jpeg)

Dice rollRolled 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

File: 1449422580387.jpg (111.58 KB,474x600,79:100,mushroom_men_conceptart_Va….jpg)

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

Dice rollRolled 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

File: 1449564663148.jpg (963.11 KB,1024x768,4:3,Map (55).jpg)

>>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

File: 1449583559093-0.jpg (123.72 KB,500x587,500:587,digger (1).jpg)

File: 1449583559105-1.png (480.98 KB,1032x774,4:3,steampunk_fighting_machine….png)

>>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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