Sorry for no thread last night, but i'm here to make up for it. Last part at http://suptg.thisisnotatrueending.com/archive/20524386/ New comers welcome.We use a shade to posses the mind of one of the guards. He is a bowman, and is able to kill 3 of the other gate guards before piling them into a stolen cart and riding off to the chasm. He is dipossesed for questioning and held in a locked room. (GAINS: 3 blood archers, 1 prisoner, a cart, 1 skeletal steed.) Siege machines have become a topic of interest for tyrell, and he goes about designing battering rams from steel and wood from some of the looted carts. 2 battering rams are constructed. Our reavers report growing unrest in nazzi. A large group has begun an exodus out of the city. about 2000 civilians, carrying all their worldly possesions. A shade confronts the naga. When the shade tells of our dark master, the naga become frightful. They pledge all their dead to our cause if we would spare them from our wrath and offer our protection.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 180(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking.
Also, I spent roughly 3 minutes making a crude map of our explored surroundings... I think I neglected to mention that Nazzi was in a Savannah though, whoops.
G to explore the surrounding red wastes it would be good to know of any nearby resources,creatures, ruins ect1A
>>20549142What do you mean regarding A1? perform the ritual?
>>20549178ah i meant to investigate it a bit.
Our shades and reavers are sent out to further explore our homeland. Serveral oasis's are discovered, one of which has an abandoned camp surrounding it. Small patches of cactus grow around them, though few seem to be bearing fruit. The tome discovered in the shallow grave is studied, and the instructions are understood. The only question is where to use it. Our scouts have reported that the deserting group of hornman encountered an acid mine on the road, and our ghouls came to collect the bodies for additional undead. The band is expected to exit the wastes in 7 turns, and we have dispatched 6 archers on horseband to kill off stragglers.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 180(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking. 1E. Investigate the camp.
>>20549265Horse back*
G investigate the all the discovered oasis's1E
Our scouts investigate the unsettled oasis' and find one deserted. The other contains 6 small three headed turtles. They bite at our minions, but they slip into their shells when scooped up and but into moistened linen bags. They are returned to the chasm, though no one is sure what to do with them. The camp is desolate, with only a few tents still standing. This outpost was only recently deserted however, and tracks lead out in all directions. The freshest foot prints lead west, roughly 10 pairs of small feet made them. Most of their possesions left with them, though we do find a shiny green gem and a small pile of copper coins depicting a castle toweron both sides. The gemstone is deemed "emerald." It too is returned to our base.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 180(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (6 tunrs remain). 1E. Odd turtles.
updated map
E plague magicinvestigate turtles
Tyrell ponders on the effectiveness of the plague, and finds that he can summon it from his own plague immune body. Unleashing it in a wave of mighty energy. It's accuracy is unpredictable, but it is still a deadly threat to the living. The turtles are poked and prodded, though larely to no avail. One kobold gets hungry and decides to eat a small Turtle. It's skeleton is resurrected and added to the legions of undead. Charflesh is fond of it and keeps it next to him while he works the forge.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 181(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (6 tunrs remain). 1E. Odd turtles.
B let's dig tunnels to the road so we can get there faster1E let's get the turtles to mate
A massive project is undertaken. The kobolds begin to mine and build a tunnel to the Hornroad. The acid tearers are used to melt away the rough walls when the kobolds are resting. It will take 3 turns to complete. The turtles are givin a small damp room with fresh water being pumped in. They seem content with their new home and begin to mate.A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 181(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (6 turns remain). 1E. Turtle farming.
>>20550082Well should we deploy scouts to keep track of the wondering civilians? Would the ally with us if we offered protection? >>20550145Good idea, having a labyrinthine secret catacomb network makes travel much easier. Set the Kobolds to doing it?
D. let's get get some catapults to fling corpses with
B keep building the tunnel1E have the turtles hump all day, erry day(how big are the turtles?)
>>20550279Approximately 1 foot long and 8 inches long.
All of the carts we posses are dissasembled and rebuilt into large catapults. the entrance is unfit to move them outside, so a small detachment of kobolds is transfered to expand the entrance. 2 turns until the Hornroad tunnel is complete. The turtles have laid their first batch of eggs, and a guard is posted at the door to stop wandering kobolds who seem to be attracted by the turtles reptillian smell. Tyrell attempts to converse with the travellers on the road. They flee when they see his pale white appearence and blood stained robes. In an act of rage, he unleashed a wave of plague upon them. The column scatters. 4 men approach Tyrell after the chaos and ask for the pleasure of erving the dark lord. He accepts and they are lead back to the chasm to be held prisoner until something can be discerned about their intentions. The unpossed hornman we already hold attempts to escape when the other are led into his chamber. Charflesh is the one who catches him. The archer was a large man, and Char begins to forge fitted pieces of armor with which he plans to sear onto the captives flesh. (stop him or let him do as he pleases.)
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 181(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 12 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (x turns remain). 1E. Turtle farming.
Set about building a new type of horror. It must have:>turtle skull>wings(bat or bird)>steel claws(we can combine metal and corpses right?)>steel/bone spines>built-in holders for acid jars>saddle-like place for kobolds to sit inBoom we now have the greatest killers in our kingdom
E make the plague magic into a self propelling undead producing contagion spread vey bodily fluids, water, and food.once plague is upgraded unleash it on refugees
All of the carts we posses are dissasembled and rebuilt into large catapults. the entrance is unfit to move them outside, so a small detachment of kobolds is transfered to expand the entrance. 2 turns until the Hornroad tunnel is complete. The turtles have laid their first batch of eggs, and a guard is posted at the door to stop wandering kobolds who seem to be attracted by the turtles reptillian smell. Tyrell attempts to converse with the travellers on the road. They flee when they see his pale white appearence and blood stained robes. In an act of rage, he unleashed a wave of plague upon them. The column scatters. 4 men approach Tyrell after the chaos and ask for the pleasure of erving the dark lord. He accepts and they are lead back to the chasm to be held prisoner until something can be discerned about their intentions. The unpossed hornman we already hold attempts to escape when the other are led into his chamber. Charflesh is the one who catches him. The archer was a large man, and Char begins to forge fitted pieces of armor with which he plans to sear onto the captives flesh. (stop him or let him do as he pleases.)While Charflesh was waiting for some guantlets to cool, a wave of malice surged throough him. Cackling maniaclly, he grabbed his pet turtle and began to mold various metal and bone pieces onto him. the end result was a hulking monstrosity which had a 3 headed turtle skull and shell for a head, the shell is sealed and acid is poured inside. The wings of a newly killed reaver are melded on it's back. Leather and steel framing were put other the bones to extend and strengthen it. Various nooks and blades form an odd matrix over the beasts body. The kobolds readily sneak inside the safety of it's defenses. When the the body is brought to a preoccupied Varien, he raies it without a second glance. The refugees are scattered and disoriented and are being picked off and colected by our archers and the plague.
>>20550493A large pile is forming in a store room in the chasm. (What units do you want forged from these civilians?)
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 181(44 kobold zombies, 1 lich, 1 Vampire count, 16 skeletal horrors, 24 blood archers, 12 acid teared hornmen, 13 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (x turns remain). 1E. Turtle farming.
>>20550536Sorry is Nazzi the naga home city or human city? Expanding the settlement or advancing our technology seems the most logical step right now.
make the dead civilians into more arhcers and research some more tech
>>20550634Humanoid....They have horns because fuck reason
create abominations from combining and stitching together different refugees forming monstrous Frankenstein like monsters. use the stomachs to hold acid. the intestines wrapped around them gripping weapons, the lungs filled with plague at they can spew forth naturally out. brains will be mixed together allowing unusual intelligence. the muscle working in unison. Fats will be used as cushion reinforcing bone. organs will be removed an mashed into a foul undead animating mixture. Adjsust the jaws so they can swallow enemies alive and then spew them forth again as plagued undead.
well if we can keep improving our plague perhaps we can just infect Nazzi and let it destroy itself, then raise it from the ashes as more soldiers, and turn the savannah into an extension of the red waste.
>>20550703the organ mash is to then be placed back into the adomen of the monsters. Have the ribs be jutting out making a hole where the organ mash is held intestines are to be as a animated rope grappling enemies and dragging them in. Mouth is to be used for biting and spewing forth the acid when not spewing they naturally exude the foul noxious plague. Inside the enemies are killed then animated where they can be spewed from the mouth or climb out of the chest cavity joining in battle but on our side.
>>20550742>>20550703best part is we can make them however big we want it will just take more corpses. They will can many smaller arms or a few massive ones. Legs are big and massive in order to support their weight. Steel can be grafted on them during the construction process creating natural weapons and armor as well as reinforcing bone. their heads will contain one single massive jaw meant for swallowing enemies hole and spewing forth acid and plagues as well as past now animated meals. Their heads are then covered with a ring of eyes giving 360 vision and many smaller mouths allowing the to speak or cast while they feed or spew. Basicly they come in two varieties one a massive hulking seige engine that can hold a squads of undead, take walls, towers, and gates. and their smaller hulking cousins who while still masive are unable to tear apart walls and spew forth entire squads of undead but still big enough to devour enemies hold and spew them forth but they take a bit less bodies.
14 skeletal horrors and 50 blood archers are made ffrom the casualties along the hornroad, aswell as 30 ghouls. The tunnel to the hornroad is complete, aswell as the expanded hatch entrance. The winter winds are rising yet again, though they are just a breeze for the moment. Charflesh has suited our captive, and he is but a tortured shell of his former self. His whimpering was cut short though, as Varien corrupted his soul in an act of indifferent cruelty. The former prisoner is obedient now. He has been dubbed our first "death knight." Charflesh has also set about making armor for our steeds. We are able to scavenge an odd device made of bronze tubing and curved glass. Our servants quickly dissasemble it and write out a schematic. (telescope discovered.) Inspired by the various acts of cruelty going on in the chasm, Tyrell Sets into designing his very own abomination. Variens ashes are carefully removed from the ogre bones in the stne vault, and the large skeleton is fitted with organs and other bits and pieces from a fresh pile of dead refugees. The resulting creature is an undead plague factory, filled to the brim with acid and disease. A large open rib cage is connecteto various intesstines which lash out and drag in prey. A group of corrupted brain stems are hap-hazardly connected to it's nervous system, and it is able to summon enough dark magic to reanimate the dead. These grotesque beasts are costly to construct however, so few can be built at a time.
>>20550803God damn it copy pasta.... the fuck is with these lines?
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 1 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 43 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (x turns remain). 1E. Turtle farming.
B get to work on the tunnel1E let's try to only let the big turtles mate, smaller ones will be made into gargoyles(?)
after all if we gonna make some seige engines lets make them big, nasty and undead. Then create a great deal smaller version for a hell of alot less expense but still able to tear apart massive amounts of enemies just unable to spew forth entire squads or being capable of tearing downs wall, towers. or gates with their bare hands.
F investigate the red wastes to see what resources they contain and we can do with it.1d unleash the undead we can spare we need fresh meat to develop new varities of abominations as previously mentioned.
Our turtle eggs have hatched! All but the largest are taken ad stripped down for use in our minions. A seperate wing is created strictly to the production of new undead, and large holes are dug on either wall. These pits are deemed "death vats." A larger besion of the abomination is being constructed, but it will take 3 turns before conpletion. A gargoyle is sent to fly over the city of Nazzi along with our reavers for protection. A cloud of plague rests over the lower buildings of the city when their work is done. Dead are piled in the streets, all they need is a necromancer to raise them and our invasion can begin. It would appear that the majority of the citizens have left the city. The road to the southeast is gouged with foot prints. Our mines are nearly exhuasted, so our shades head to the naga in the north. We collect many ingots in the form of taxes. Varien arrives later, in the dead of night. Raising the meager graveyard of the sperpent men. It yields 24 rotting naga.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 1 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 43 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Poor wandering civilians who aren't quite dead enough for our liking (x turns remain).
E upgrade plague to automatically animate the victims upon death adjust it so depending on how they were during live effects what they turn into.1b dispatch some nonplagued skeletons to establish a nearby garrison to overlook/protect the naga and a place to collect the dead and tributes.
G find the scorpions and make them our minionsC what happened to that scroll of life stealing?
E, improve the plague1d lets collect more dead from the new refugees
Varien toiled over the spoils of war, collected in the store rooms. Suddenly he came upon something, an old scroll. It had been taken during the battle in the underdark and forgotten among more imprtant matters. The lich studied it, and learned how to master it. Soon, hhe had begun to enchant our armories with life stealing magic. The process was tiring, but not unbearable. One of our prisoners pledged his alliegence to the dark lord and was given a seperate cell and a small pile of swords to work on aswell. This new acolyte called himself Krontan. The refugees are becoming few and far between, but they are still being found throughout the wastes. Many have died from starvation, or thirst. A shade is sent up river to find the source of the giant corpion which once fell into the chasm, he has not yet returned. A small contingent of skeletal horrors is sent up to the naga village, where they are offered meat from hunts and a hut to dwell in. 5 Naga have died since a necromancer last summoned them, and the naga settlement is growing at a fairly rapid rate now that they no longer have to post guards of their own.EVENT: A large army of Minotaur has descended from the westerpeaks. They are 1500 strong, though they wear only leather armor and seem to be only melee combatants. They are led by a large Alpha male, whose fur is white as the moon.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 1 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 43 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. The minotaur clan is approaching!
F enchant and buff the deathknight and vampire count have them duel to see who is stronger.1D use winner of duel to challenge the champion minatour to a duel over the leader of his people make sure the winner is properly rested and buffed up before the fight.
C/E let's get magic swords that always hit an arteryF let's make more knights1d minotaurs will make fine additions to our ranks
D: Research improved metallurgy.
Varien and char get into a fierce arguement over the effectiveness of the gargoyles. Just as Varien is about to sear the flesh off of his servant, an idea dawns on him. He challenges the geomancer to find a champion, and pledges Tyrell to fight for himself. Char quickly finds the deathknight. The sentient warrior stands near the mushroom farms. His horns jut out from holes in his Helm. Char informs him of the match, and sets out to ready him. A fine mass and shield are created, and all of his armor is blackened by the geomancers foul magics. Both are given lifestealing enchantments and set out in a large empty room. The fight is bloody and long lasting, due to the sustaining power of their weapons. Eventually, the vampire slips on a small pool of the deathknights blood, and he falls. The black knight spares no time in bringing down his mace, crushing the vampires arms as they attempt to block. Tyrell is delirious from the pain, and flits off down the corridor. He has dissapeared by the next morning, all that remains is a slaughtered room of prisoners. Two of them are alive, unscathed. They have a sickness though, and they were found licking up the blood of their comrades. The vampire left a morbid oarting gift, it would seem. The knight is dubbed "Blackblood," for his victory. He rests to regain his strength. The minotaur army continues their march beyond the horizon, but they are fast approaching. The kobolds work on expanding our forge, so that we can better craft amor and weapons. Char is given permission to make more knights to those who pledge themselves to us.
>>20551286This glitch is not amusing........
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 1 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 43 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. excellent Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. The minotaur clan is approaching!
Is the vampire guy still with us or has he left?E try to make living into undead in the shortest amount of time lichly possible.
>>20551346The crippled count has left the building, but i'm sure we'll meet him again one day... muhahaha, muhhahaha, MUHAHAHBLARGLBLARGL.
B improve the smith turning it into a massive industrial complex the Ironsworks must be made. It should hopefully be able to churn out massive amounts of armaments. After all we got undead who need no sleep. d1 time to challenge the minotaur champion
>>20551371damn we lost our ability to produce vampires then shit i just wanted the duel to determine who will challenge the minotaur chieften lame
>>20551413He might have infected two of our prisoners before he left.
>>20551413He blooded two prisoners making his escape, so we can still produce vampires.
Variens practice for raising the dead grows more honed. He may now raise small groups at once, though it is still tiring.the kobolds break into new caves blow the chasm, and iron and silver are found their. The Siege grotesque has been constructed. It stands 30 feet tall, and has 5 arms. Each is fitted with a different weapon: axe, sword, mace, scythe, and a metal gauntlet for grabbing foes. Blackblood is sent out with a guard of ghouls to go confront the Minotaur leader. They will reach them next turn. Only a few refugees remain wandering the red wastes, and Nazzi lies nearly in ruins. Two strongholds remain however. The city Keep and a cathedral devoted to the woship of the moon. The streets lie full of rotting dead, and we could use reinforcements. Though moving troops to the east while the minotaur threat looms in the west could be dangerous should they press the attack.
E make it so Varien doesn't get tired from turning living to undeadG still waiting on the scorpions
E for mass resurrection1C, could we try to steal some of the dead for ourselves?
The shade returns. it tells storries of a harsh, white peak from where the river origionates. This land is cold and bleak, and the black animals must surviive by living in vlocanic caves generated by melteing ice due to the heat. The scorpions dwelled there for many years, it would seem. This land is far south of the mushroom village, following the flow of the river. (i forgot t draw it on the map, i'll get to it while you guys write your responses to this, sorry) The undead have reached the minotaur camp, and are awaiting to be allowed inside by the various tribes that hoist their banners in the mbile camp. Varien begins to mess around with the various crops available to us. He finds that powder made form dried naga blood combined with the juice of the catus fruit produces a invigorating liquid. It helps him to continue production of the damned and he has full energy throughout the day so long as he has a steady supply of it.
B make the industrial complex1b send the count off to the naga offering them the chance to serve and the oppertunity to become a vampire if they so choose.
>>20551550didnt see this until i posted. i'll add it to the next post.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 1 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 43 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 skull turtle, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. excellent Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Black beasties with vemon galore.
b create the awesome industrial complex 1b send off a vampire as a recruiter to the naga offering the chance to join and the potential of being a vampire if they so choose. Pretty nice chaps after all its good to be \nice and polite.
Our two new counts have recovered for their illness. They are promised their new immortal lives so long as they perform the will of the dark lord. They are given a basic leason in necromancy, which is easy now that they posses theblood magics of the vampires. They soon find that they can boil the blood of an enemy when they become enraged. A ghoul suffered these effects during their training. They shall arrive at the Naga camp soon enough, and Varien is not concerned about desertion when he shows the two recruits our gargoyles. Speaking of which... Another gargoyle has been contructed during Charfleshs leasure time, and the frustration between him and Varien has died down considerably. The death knight alone is permitted into the minotaur camp, and he cannot bring his guards with him. (accept or decline?) On the home front, a massive system of forges and metal works are contructed to craft all manner of nasty weapons and armaments. The kobolds are yet again starting to run low on ore veins though, and we require a steady supply to produce our tools. The winds begin to rise with a flurry, and the minotuars seem to be entrenching themselves in an attempt to overcome it.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 2 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 42 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. excellent Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Black beasties with vemon galore.>The funny thing is that I archived this when it was just starting and it was really slow. It's called Spriggans undead chasm civ part 3.5 and the description says "we did some exploring and then the thread died." It's getting updated with these posst but i can't change the description... oh well.
G investigate the red wastes for any and all potential resources 1daccept were gonna want the minotaurs on ourside for the taking of the city.
C Develop some crossbows.1d, accept.
The wastes are scoured by our reavers, a cave is found in one location, and some shiny yellow metal is found along the banks of a section of the river. A small forrest is also found by the naga near their village, and they begin upgrading their houses. The vampires reach the settlement just in time to see construction being. They tell the naga of vampirism and ask if any would like to join them. All but 1 shy away from the proposition of servitude for the dark lord. The naga who approaches them is a tall female. She announces herself as Sh'ala, and bows her head in servitude. She is being led back to our underground fortress to be blooded. In the mean time, our death knight decides to enter the camp, where he is told he must defeat the minotaur kings 4 sons before he is allowed to face him. When the first battle commences, he will not be able to leave until all are dead, our he is claimed by a sleeping death. At home, we begin testing out various adjustments for our bone bows. Eventually a new design is achieved. The device has a locking mechanism which can be loaded and fired at leisure. Both of our shades are sent back to the scopion lair, and our unpossed arachnid is locked in a cell until we decide what to do with his body. Now that they know the way, it should only take a short while to return with more.
F explore a way to dip our skeletons in molten metal safely so they can metal skeletons also figure out a way to naturally bolt metal onto our dead creating a sort of perma armor as well reinforcing joints ect. Basicly really allowing us to beef our troops up notches.1D
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 2 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, 42 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 gargoyle.) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. excellent Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Black beasties with vemon galore.
When Varien tells Charflesh about his proposition to bolt armor onto the skins of our ghouls, the geomancer is ecstatic. Metal pours from the forges as never before, and we control heavy shock troops in our frint lines. The youngest son of the minotaurs challenges blackblood, and is quickly felled by a blow to the cranium. The other sons look much fiercer tha that one though, and it would seem that the minotaurs were trying to glean some knowledge about the knights fighting style. A self animating plague is developed through magical practice, courtesy of Varien. This new substance is poured over the city by reaver and gargoyle alike, and soon a thousand undead march back to the chasm. They are weak, and could be converted into other forms given time and effort, but for now they only swell the legions ranks. The shades return, and 2 more scorpions are held in prison, though no use has come up for them as of yet.
A. Scavenge for food.B. Try to improve settlement.C. Try to improve weapons&armor.D. Try to improve technology.E. Practice magic (insert muffled cackling)F. Your SuggestionG. Explore! (name direction or area.)_________________________population: 1277(44 kobold zombies, 1 abomination, 1 deathknight, 1 lich, 2 Vampire count, 30 skeletal horrors, 74 blood archers, 12 acid teared hornmen, armored42 ghouls, 11 sky reavers, 9 skeletal horses, 37 pale zombies, 1 shaman, 1 shade, 2 hunches, 1 gargoyle, 1000 rotting zombies) (I always forget to modify this, so yell at me if I do.)Food: good (stable)Architecture: fine stone dwellings, Stone balconies, glass windows, large store rooms, wool furnishings, linen furnishings, Death vats.Weapons&Armor: steel swords, steel armor, stingerstaff, black scale chestpiece, bone bows, bone arrows, steel spears, steel shields, battering rams,Tech: acid traps, bone traps. Siphoning crystal. Bags. excellent Metallurgy. bottles. Pick axes, mallets, chisels. forge. pipes. Battering ram. Telescopes.Defenses: spiked trident barrierNotable Individuals: Varien, Tyrell, Charflesh.ISSUES: . 1A. Weird name and signal instructions. 1B. Our scaly neighbours in the north. 1C. How to go about taking the city of Nazzi . 1D. Black beasties with vemon galore.
Whelp, i'm gonna go to bed now. stuff to do in the morning. If you guys could up vote the thread here that's be fantabulous http://suptg.thisisnotatrueending.com/archive/20549064/