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We are the Hallowed, elementals made up from dead wood and metallic substances. We live in a harsh barren wasteland with barely any life, we moved to a forest of dead trees to easily supply the summoning ritual. We encountered black skin goblins with iron armor and weapons, we fought them and destroyed them, losing one of our own in the process. We erected great stone walls around our new colony in the forest, some goblin scouts have spotted us, a siege is inevitable.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 49 Hallowers.

Architecture: Large crater, spiral mineshaft with various storage/dwelling rooms.

Defenses: Fuck huge stone wall.

Armaments: Large crude iron spears.

Magic: Terramancy (Adequate manipulation, Sturdy Hands technique.)

Technology: None.

Allies: None.
Enemies: None.

Armies: None.

Important People: None.

Known Gods: The Titan [God of Elementals]

Holidays: None.

Stockpile: Dead Wood (Plentiful).

March 20th

We are the rust, we are the rot.
>>
>>21953880

C

D - Cover the walls with a giant mound
>>
>>21954092

I mean the colony, not just the walls. To hide our colony.
>>
D Merge 5 elementals into a giant earthworm capable of digging underground collapsing the tunnels behind it.
>>
A mound? Could you elaborate a bit more?
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>>21954207
Like living inside a giant hill.
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>>21954228
Won't that be suspicious? I mean the environment isn't hilly, won't it stick out like a white guy in a KFC?
>>
Questions:
Can the elementals live buried underground?
Can the elementals move around underground like a fish in water?
>>
>>21954399
Yes they can.
No they can't, they would have to use magic to do so, and even then they probably wouldn't be as fast as a fish in water.
>>
>>21954423
Can two or more elementals merge into a single being? Such as a rock snake?

If so, could this rock snake move underground like a fish in water?
>>
WOuld it be possible to use Earth Magic to move the entire colony underground--sort of like the anthill idea, but minus the "hill".

As far as exiting and entering the village, we could set markers around the perimeter so our people know where to drop in.
>>
>>21954489
No need for markers, the elementals should be able to sense the colony with their earth affinity.
>>
Would it be possible to make the land around the walls quicksand like? It'd make it harder for the Goblins to move around in.
>>
>>21953880
I vote C for stronger earth magic.

Then D, to have some elementals channel the ground around the colony into quicksand.
>>
>>21954488
Only time will tell.

>>21954489
Plausible.

>>21954511
Key word here is 'should'.

>>21954515
Not sure if you could do it with magic alone, you'll need some other elements to create quick sand.

Waiting for a few more votes..
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>>21954576
If quicksand isn't currently an option, I'll vote for underground anthills.

If markers are needed, we can make certain dead trees into markers that are not obvious.
>>
I'll change my vote to C, then D(underground ant tunnels), then D(create caste system consisting of one golem creator, warriors, builders, and have the ability to add new castes to the colony)
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>>21954687
instead of just one golem creator, create a council of mystics, that train their magic daily through meditation inside the deepest tunnels. have the warriors train their combat skills in a special chamber. and have the builders fortify the tunnels into denser and harder walls of stone
>>
we also need to find metals and deadwood to replenish the colony.
>>
>>21953880
C
And D- Attempt to find some sort of quality metal
>>
Holy fuck I wrote a big post, incoming in a few seconds..
>>
[C]
The Hallowers increase their control over the earth, however much more time is required to advance it to the next stage.

[D]
A thick patch of dirt is created to keep the colony safe from prying eyes. Any creatures who try to find the colony will have to dig deep into the ground, unfortunately the interior of the colony is now pitch black, the Hallowed find it difficult to navigate their home without any form of light. To combat this they let the crystal toads loose in the colony, their glowing crystals provide a good amount of light in the dark, but they don't do so well underground, after one or two dies from unknown causes the crystal toads are put back on the surface. They need constant exposure to sunlight and moonlight.

[D]
The Hallowed try to combine five of their kind to create a segmented worm of some sorts, they find that even if they magically bond them together they don't reshape in any fashion. Some of the Hallowed believe it may be possible, but instead of combining pre-existing Hallowers they think they should add more raw material in the summoning process, perhaps during birth they can mold the Hallower into something new.
>>
[D]
Up until now the Hallowed have simply existed for each other, there had been no organization or planning involved, simply existence. A caste system is created, five of the most magically inclines Hallowers are chosen to be the leaders, they practice their magic in the deepest parts of the colony and make big decisions for the colony as a whole. Then there are the warriors who practice offensive and defensive magic, they act as soldiers, guards and sentries. Finally there are the builders, they do about as much as what you think, they build, they reinforce, they do all of the grunt work. Because the nature of elementals, there is no greed or corruption among the higher castes, while they are given more authority they aren't treated much different. Infact arguably the builder caste is respected the most on the grounds that they hold up the foundations of the colony, much like the element of earth itself, holding up all of the other elements.

Not much metals were recovered due to all of the work being done, nor was the ritual circle completed, soon however the circle will be completed. There are signs that goblins are treading on the top of the colony, they must be quite confused as to how the colony disappeared. Hallowers are staying inside the colony until given orders to leave, it may be worth while to lay low for an extended period, perhaps try to fool the goblins into thinking the Hallowed left. Goblins are clever and shifty creatures, but they aren't exactly intelligent.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 49 Hallowers.

March 30th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: Underground/Hidden.
New Stockpile: None.

We are the rust, we are the rot.
>>
>>21954982
C

D: Find a way to grant new Hallowed an intrinsic ability to sense the layout of the earth around them.
>>
>>21954982
Work on Earth Magic, more specifically, an ability close that allows them to sense through the earth to detect the layout of the earth around them.
(and precious metals as well, hopefully)
>>
>>21954982
C

D gather copious amount of metals and search for veins of tree roots for upcoming bonding ritual
>>
>>21954982
I like that Terrain radar idea - C
And Elementals don't need to stay above ground permanently, underground is best - A
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>>21955133
also have sentries tunnel to the surface disguising their heads as rocks. At midnight, they will report back to the colony with any findings and return back to their posts before dawn.
>>
>>21955209
>>21955103
>>21955053
Agreed. Earthdar.
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>>21954982

Why the fuck did we build a mound? We would have easily outlasted any siege - hell we wouldn't have to outlast it, as terramancers, those walls were more weapon than defense! Were the Goblins to approach we could simply crush them in great numbers! After such a success, we would have asserted our supreme dominance in the area.
Instead, we hide in the Earth like filthy frightened worms - cowering in shadows from the Goblin scum. They already know where we are, we have only made defense more difficult for ourselves in the darkness.
Imbeciles.
>>
[C]
The Hallowed try to develop a new instinctual ability, one that works much like a radar. Using magic the Hallowers would try to sense the contents of the earth around them, however it seems exceedingly difficult to give off such faint magical pulses constantly, it would almost require the efficiency of a machine. Some of the Hallowed mumble about 'the eyes of the earth father', when asked what they were talking about they seem to be unable to recall themselves speaking. The Hallowed continue to try to find new ways of sensing the earth.

[D]
Ten Hallowers do as you order, they report that a camp has been made above ground, the goblins seem to have settled an outpost ontop of the colony. A few grumble about being sat on by a few lazy goblins.

A good amount of metal has been harvested and the ritual has been completed. We can now summon additional Hallowers. It takes ten Hallowers to spend a long period of time (1 turn) chanting and focusing their magic into the circle, eventually one new Hallower will be born, Hallowers will start being created next turn.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 49 Hallowers.

April 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: Summoning ritual circle.
New Defenses: None.
New Stockpile: Iron (Adequate), Copper (Adequate).

We are the rust, we are the rot.

>Sorry for the wait, next post will be faster.
>>
[C] Being able to see like Toph from avatar could come in handy
>>
>>21955365
Yes, now that they have absolutely no way of mounting an attack upon us, we are more vulnerable than ever!
>>
>>21955403
>D. Your suggestion.
attempt to artifice a machine that sends out the guidance pulses, and spread them around town.
>>
let's leave the goblins there, they will make a nice meatshield. If they start digging in, we will swallow their outpost into the dirt leaving no trace of anything ever being there.
>>
[D] build a machine to give off magical pulses. The Hallwed would only have to tune in to the signal to be able to see perfectly.
>>
>>21955365
As much as I agree with you, the goblins are kinda' fucked if they try to invade the colony, I mean, the Hallowed are literally SURROUNDED by their element, theoretically it'd be cake to anihilate any intruders. Let's say five thousand goblins are marching in the tunnels, the Hallowers need only collapse the tunnels with their earth magic, BLAM, entire army DED. Plus, with the colony being hidden like this no other entities will discover the Hallowed. Theoretically.


FUCK EVERYTHING

© 2012 Angrydorf
>>
>>21955457
we might awaken a deep one!!
>>
>>21955403
Continue refining the Earthdar - C
And I would begin going in deeper about this "earth father" -D
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>>21955482
ALL HAIL THE EARTH FATHER
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>>21955418

Have shovels not been invented where you live?
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>>21955498
What's a shovel?
>>
>>21955403
Those goblins arent the only enemy around. Their camp might lure stronger enemies to us. We need to take the fight to them.

B

Have the Hallowers try a new battle technique, One hallower throws a spear or ball of iron and keeps pushing it towards the enemy with earth magic. Another hallower splits the iron apart making Ferro Rain. Then we can recollect after the battle.

>Dis gon be good.
>>
>>21955498
even if they try to dig, i doubt that a goblin can breathe buried 30 feet underground.
>>
>>21955498
They have no idea where we are, and we are, "Deep" beneath the ground, so I'm going to say a few hundred feet, at least. Unless the suddenly gain an interest in digging giant holes around here, they are never going to find us.
>>
>>21955529
They could also group together and push a single large bolt of iron very fast. This way giants wont be a bother either.
>>
>>21955529
let them gather wood the for us while we grow our forces, once they fatten up, we swallow the entire settlement
>>
>>21955565
This is a great plan
>>
>>21955529

It would be better to perfect radar, then develop better digging techniques so that they would be able to just open a hole under an enemy and then close the hole encasing them in earth.
>>
>>21955618
Yeah, but that won't always work--what if they can fly? What if they can run faster than we can open the ground?

It's still a good idea, but STEEL RAIN is a bit more flexible in application.

We also should work on nonmagical means of fighting--if we go up against an antimagic force, we're fucked otherwise.
>>
we should get these goblins to worship us as gods

then we would have control over an entire race!!

these goblins respect only strength

we must complete the binding ritual
>>
>>21955403
[C] and possibly [B]
>>
>>21955530
>>21955539

This nauseates me. Have we no pride? No principle? We are scuttling through tunnels deep underground, hiding from GOBLINS! Our walls would have been sufficient.
No use complaining now... I am just disappointed in our conduct.
>>
>>21955652
Exactly. You cant just bury a thousand foot dragon or a water based creature. We need variation.
>>
Suppose that any enemy faction, near us, gathers resources like wood and metal ores.

Suppose that, rather than wiping them out, we just raid them for those resources periodically.

Better yet, enslave them, or find a way to take a tithe.
>>
C and D gather more metals for the binding ritual

>>21955652
im pretty sure goblins can't fly
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>>21955722
What about the enemies that can. Think of the future.
>>
>>21955750
We'll make more specialized elementals to take them on.
>>
>>21955403

Can we try building that giant wurm thing? I'm not sure what that would fall under.

>D. Use summoning circle to create new type of Hallower -- Wurm.

And if we can't do that, >C. Try to improve earth magic [until we can build this terror (terra?) wurm]
>>
>>21955722
I'm pretty sure goblins aren't the only other race on the continent.

>>21955699
Hiding?

No. We are waiting. They goblins would merely be a continued nuisance. Constantly battering upon our walls, becoming tempered by the continued effort. They would grow strong as we stagnated, trapped within our own walls.

Instead, it is we who grow strong, as they stagnate. They will, in time, forget that we had ever existed. Little by little. They will become completely vulnerable.

And then, with the fury of the Titan, we strike.
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>>21955768
a new subcaste of ranged elementals that expel concentrated rock pellets from their bodies
>>
Back from making DINNER.
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>>21955808

The Rotwurm
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MAH BOI, ___ IS WHAT ALL TRUE WARRIORS STRIVE FOR.
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>>21955832
This is kinda sounding like we're turning into the Golgari, but elemental
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>>21955842
Pussy? Rust/Rot pussy?

What is the mystery?
>>
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>>21955832

Genius.
>>
>>21955813
>>21955768
Then we should also prepare specialized -non-magical- combat hallowed--along with keeping a fair force of balanced warriors that know both methods of war.

However, as of right now, we should be increasing our general combat effectiveness.
>>
>>21955842
Dinner. All true warriors strive for dinner.
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>>21955674

This defiantly this.

We refine the tunneling and radar so that we can start making some of them disappear and leave behind weird markings. Make them terrified of us then show up and demand they worship us.
>>
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>>21955889
Who needs dinner when you can have a rotting rusting pussy to eat? That shit is filled with carbs and protein.

>NURGLE BE PRAISED
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>>21955895
We can't speak their language yet

also
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>>21955982
Rocket dicks? This changes everything. New fighting style each Hallower carries spikes of stone or iron in their pelvic region. If attacked the hallower can propel these spikes at high speed to slow the enemy while the hallower concentrates on more earth attacks.

>MFW elemental dick rockets.
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>>21955842
peace
>>
>>21955403
Let us capture one of them.
Maybe if we catch it...we can learn it's language. If not...MEH. MORE MAGICS PLEASE?

I wouldn't mind magic to make Golems.
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Rolled 48

Decressor est nomen eius.
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>>21956103
the goblin won't be able to survive underground, they need to breathe.
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>>21956143
...Well...we make a tiny hole for it? Besides, nothing can be truely airtight.
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>>21956137
I don't know what it is, but it's middle name is Decressor.
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>>21956137
OH LAWD!
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>>21956137
C
D we use this new rotwurm caste to gather metals more effieciently and make more wurms in the future

new goal should be to create a Wastetitan
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>>21956177
>Decressor est nomen eius.

Decressor, the Rotwurm.
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>>21955403
-C- Magic for the magic god
>>
[C]
The Hallowed try to further perfect their terradar (CLEVERASFUCK), they find it is easier to sense their surroundings if they block off any visual stimulation, they must remain absolutely still and calm for the technique to work at all, they find the longer they remain still the clearer the 'image' becomes. It still isn't practical to use, but at least progress is being made.

[D]
The Hallowed try to create a machine, but they find it to be impossible at their level of earth manipulation, they cannot create the proper gears and mechanisms to make a functional machine, neither do they actually know how to create such a device.

[D]
The Hallowed try to learn more about the 'earth father', but no matter what they do they fail to learn anything useful. The Hallowed sometimes hear a loud ringing noise in their head, they don't understand how or why.


We are the rust, we are the rot.
>>
[D]
The Hallowed create a new creature, it is the same as any other Hallowed, it holds the same components, has the same level of intelligence, the only difference is that this creature is a giant work, able to both use magic and locomotion to tunnel through dirt and sand easily. These creatures are named the 'Decressor's' which means something similar to decaying messenger in the earth elemental language. This new creature is put to use as a scout, they can only tunnel through soft soil so they tend to be unable to search deep in the earth for valuable minerals. They make quite a bit of noise when moving around underground so it's best to keep them away from those who you donot want to alert. The Decressor has a hard shell of metal on it's back, it's underbelly is soft and made of dead wood, if it catches an enemy off guard it will most likely decimate them, they work best as hit-and-run units.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 49 Hallowers, 1 Decressors.

April 20th

New Technology: None.
New Armaments: None.
New Magic: Terramancy (Rudimentary terradar.)
New Architecture: None.
New Defenses: None.
New Stockpile: None.
>>
>>21956388

"NOTHING OF VALUE WAS ACCOMPLISHED: The Turn"
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>>21956407
AWWW YEAHHHHHHHH
>>
>>21956407
If no one is in favour of fucking up the goblins then it is our Hallowed duty to improve our Hallowed settlement for when the time comes.

A: Improve existing facilities in order to have an easier time getting resources or maybe even worshiping Teh Titan
>>
>>21956407
D. Spy on the goblins, Cant hurt to learn more about our enemy

also more research into the Earth Father
>>
>>21956435
Well now you can't expect Rome to be built in a day.
>>
>>21956407
A. Try to improve settlement.

In the meantime, try to find a sustainable light source.
>>
>>21956407
im honestly just reading this to see the badass stuff that comes out of dorf's head....this quest is too cool.

is there a way to posibly make creatures specfic to their jobs in pruduction?
like birth new units only for fighting so they have bonuses and such? or maybe not since the way its going they are doing good.

id have to say im voting for a. maybe a posible mages light for the underground
>>
>>21956407
D. Create a new caste of Hallowed with smaller, more dexterous appendages. They shall be our Tinker Caste. Have them work on new methods of metal working for both weaponry and machinery.

A. Improve both our facilities and the durability of our tunnels. Create decoy tunnels for when we are inevitably invaded.
>>
>>21956407

>A. Improve settlement

Perhaps build a worship room or some dedicated place for the Titan.

Also, barracks. A dedicated area for training and honing fighting and defensive skills for those in the warrior caste. Later, we can probably store weapons there (or in an armory, should we make one of those too.)
>>
>>21956407
[D] Capture a goblin
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>>21956407
D. A good way to have to goblins worship us is by saving them from a threat. When the time comes, we will swallow the goblins enemies.
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>>21956524

I feel like in order to do that, we need to actually start making more Hallowed. Maybe we could dedicate a turn to just pumping out more dudes in each cast, complete with the specialized bodies and such.
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>>21956600
we need more wood for our bodies
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>>21956388
WE DON'T NEED NO MACHINES

WE ARE ELEMENTALS!!

TECHNOLOGY IS BENEATH US!!
>>
>>21956665
Blind fool. WE are the masters of all that lies before us.
>>
Yo OP. I'm not understanding the system. Are we voting and deciding by majority or will everything posted be done?
>>
>>21956407
D. Entrap the goblin leader, make him tell us his secrets. Kill the rest.

We need to make some water flow near our hill so we can start making trees. We also need a place where the solar toads can come in and out as the y please.
>>
>>21956716
First option to five votes is chosen, D actions are relative to what you actually want to happen. If they're too big they'll fail, and if there are too many D actions some will fail.
>>
C Improve Magic
D Expand our sentry rock network to find out what other creatures lie above our domain.
>>
>>21956531
A for Home Improvement by Timber Allen.
>>
A Fortify Settlement for Improved defense against possible dwarven incursion
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>>21956407
[A] improve the settlement
>>
ALL HAIL THE EARTH FATHER
>>
build something in case of flooding
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>>21956928
>Playing DF
>Aquifer
>Fuck
>>
A IMPROVE THE SETTLEMENT!
>>
Rolled 35

Hope you guys like cannibalism
>>
civ game: hard mode: no OP
>>
>>21957033
I dont like the sound of this
>>
>>21957033
Us or the goblins?
>>
[A]
The Hallowed strengthen the walls of the colony with terramancy, they carve out new tunnels to act as decoys, they stretch on for hundreds of meters only to lead to a dead end. A new chamber is created deep within the colony, it is a chamber made exclusively for worshipping The Titan, it is addorned with shapened metal and planks of dead wood. Work efficiency is cut down dramatically due to the lack of light, earth elementals can only use earth magic, so it is impossible to use magic to create light. Perhaps if the goblin threat is eliminated a skylight could be created?

[D]
One of the Hallowers acts as a sentry, popping his head up in the middle of the encampment, it appears to be a rotten stump to the goblins. The Hallower learns much about the goblin societey, the mysteries of how they live in such a harsh environment has been revealed, and it is grim. The goblins seem to be eating the old and the sick, aswell as the young. Their daily lives are savage, males constantly rape the females to make sure a constant supply of new goblins are being born, just so they can be eaten once they grow to a good age. Goblins seem to age quickly and are extremely fertile, so this would explain their existence. Water, though, is a whole different matter. It would seem they are getting shipments from caravans (they have carts made out of metal) carrying large barrels of water. FRESH WATER.
>>
The goblins seem to be rather advanced as far as technology goes, they have decent wooden houses, each house is relatively large and contains around 30 - 100 goblins, it varries greatly. Their societey is a mix between despotism and feudalism. Various tough looking goblins lead bands of soldiers, they fight almost constantly in the encampment in small skirmishes, fighting for territory, women, goods, or maybe for fun. Nonetheless their societey is brutal, they have iron tools and weapons, a steady supply of food (no matter how dark it is) and water, and decent living conditions. However it would appear that some of the goblins are leaving the encampment, the reason(s) is unknown.

[D]
Some of the Hallowed seem to recognize the name 'Earth Father', some of them mutter the name, "Eildonnas". Some of the more magically gifted Hallowed explain that the Earth Father might be a metaphor for something, perhaps it was carved into the Hallower's instinct at their creation. They make it a point to keep in mind that this is all speculation.

[D]
Small versions of Hallowers are created, they have four arms, are about the size of a loaf of bread, and have a metallic outer shells, making them extremely durable. They are named the Duruul, which means tool in the Hallowed language.
>>
[D]
One of the Hallowers springs up on the outskirts of the camp, he manages to capture one of the goblins, but is quickly spotted and chased after. He dives into the ground, the goblins chasing him watching him do so. He returns with the badly injured and unconcious goblin. The goblin is locked up in one of the chambers and interrogated, but the goblin speaks only in goblin, communication is useless.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 49 Hallowers, 1 Decressors, 1 Duruul.

April 30th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: Worshipping chamber.
New Defenses: Reinforced interior, decoy tunnels.
New Stockpile: None.

We are the rust, we are the rot.

>>21957035
>Quick posts, no detail, high chance for errors and mess-ups.
>Slow posts, detail, low chance for errors and mess-ups.
>>
>>21957086
>impossible to use magic to create light
>a skylight

WHY DON'T WE JUST FUCKING USE TORCHES?
>>
>>21957121
Because then you'd be burning precious resources.
>>
>>21957131
Would it be possible to create a Fire Subtype of the Hallowed that can use fire magic instead of earth?
>>
>>21957112
It's time to reap the harvest!

D. Swallow the settlement and use the wood to increase the rate of Hallow creature generation
>>
>>21957147
The four elements don't get along with each other, so no, unless of course you find some crazy ass magic artifact, then you can do whatever the fuck you want.
>>
>>21957131
In that case we'll vote on it.

Whats more useful, being able to see, and thus become more productive, or having more resources, and thus being able to produce more?

I vote for being able to see.

--
However, we could also figure out some way to keep the crystal toads alive underground.
>>
>>21957112
D. continue spying on the goblins specifically try to learn the language otherwise the prisoner is worthless. Perhaps we could also steal supplies/take out a few goblins by sucking them underground during the night?
>>
Would it be possible to use Earth Magic to grow the light crystals in the walls?

If so, i'd like to do that.
>>
>>21957112
Spy on the goblins more to learn about their technology. Create a workshop and more duruul Duruul to copy the goblin tech.
>>
>>21957209
This is a good plan

>>21957191
This is a dumb plan. We are MADE of wood and we need wood to create the next generation of Hallowed
>>
D. Find out how to keep the crystal toads alive underground or how to create our own light crystals
>>
>>21957209
The light crystals need constant exposure to moon or sunlight. that's why we had to give up on the toads when we first went underground.

>>21957232
Sure, yeah, made of wood, what the fuck ever, it's not like there's no more wood anywhere on the planet, the goblins clearly found a source, and there's no way we're actually going to burn through all of the wood available, a well made fire lasts a long-ass time.
>>
>>21957209
Ya he mentioned glowing frogs earlier. They could:
A) find away to keep the frogs alive underground.
B) find out what makes them glow and replicate it, hell if they can make a giant worm and worker elves, why not make a sub species of glowing Hallowed
>>
>>21957270
http://suptg.thisisnotatrueending.com/archive/21940907/

Part 1
>>
>>21957172
I vote this
>>
>>21957191
>>21957232
We need to figure out glass.
>>
Side note: It's more efficient to explain how you want things to be accomplished instead of saying "Find a way"
>>
SWALLOW THEM!!!
>>
>>21957355
Use the beast to pick off any stragglers
>>
>>21957363
We can analyze their tech once we've swallowed the settlement, plus we can put in skylights solving our light issues
>>
>>21957346
Okay then. For lights, Take samples of crystal toads and their crystals and try focusing magic into them to see if they glow. If that fails, watch them to see what they eat, and see if overfeeding them works.

Also, check to see if a passed-out toad continues to glow even after its brought underground. If we can breed a longer-lasting light, ew can just switch out toads for lights.
>>
>>21957346
Have the builders create a giant cavern under the settlement, then collapse it. use mystics to enclose them in dirt and then have the warriors go to the surface to kill anything that remains. use the beast to scout the perimeter and kill any witnesses
>>
>>21957414
then without the goblin interference, we begin the process of creating a mountain

this will serve as the base of our operations

Create another ritual circle to increase hallowed creation rate
>>
>>21957414
Seconding this.

No need to actually fight them head on.
>>
>>21957409
have the mystics analyze their tech
>>
[A]
A new ritual circle is being created, soon our production of Hallowers will double.

[D]
It would seem the crystals themselves are part of the toad's body, if they are remove forcefully it kills the toad. The toad's glow even after they are knocked unconcious, but the crystals seem to trap energy given off by light, and that energy feeds the toad. If they are magically charged they glow quite brightly. Crystals that are removed from toads no longer glow, even when magically charged, perhaps the toads have some sort of chemical that helps the crystals capture energy.

[D]
A giant cavern is created below the goblin settlement, just in time aswell, scouts report that the goblins are digging down, they must've found out the location of the colony. In the end the goblins destroyed themselves, digging down into a giant cavern, removing the last thin layer of dirt that supported their wretched settlement. The whole damn thing fell into the giant pit that the Hallowed created. From the rubble very little is scavenged, only scraps of metallic bits and dead splintered wood. Unfortunately there is now a giant fucking hole in the ceilling of the colony, from the surface one can peer down all the way to the bottom of the colony. Toads are moved in, they can now live in the colonies main chamber, which is by far the largest.

A strange pulse of magic energy is felt by the Hallowed, it comes from the south, and it's quite powerful.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 50 Hallowers, 1 Decressors, 1 Duruul.

May 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: Open ceiling/skylight.
New Defenses: None.
New Stockpile: None.

We are the rust, we are the rot.
>>
>>21957609
Send a few of our scout Hallowers to check for the magic. Stay in the ground and be careful.
>>
>>21957609
Have a few scouts, not the Decressor because we dont know whats out there, to investigate the magical disturbance (this has FUCK EVERYTHING written all over it). I think we should also put some more research towards earth magic, terradar, and knowledge of the Earth Father
>>
>>21957609
D

Lie in wait in case the water caravan returns, if it does, follow it back to the source.
>>
>>21957609
A
Have builders erect a wall surrounding a large area area on the surface with the giant hole in the middle.
Have the Decressor carve out a wide and deep trench around the wall.
Send the Duruul to the south and report his findings.
>>
>>21957609
Can we improve our earth magic so that we can manipulate sand into glass? l also i second scouting the magic.
>>
>>21957743
Sending the Duruul because he is small and can spy easily, also isn't that much of a loss if he dies.
>>
>>21957785
I second this, glass seems like an earth magic thing.
>>
>>21957806
seconding this, the Duruul was made to copy the goblin tech which apparently didn't survive the pitfall. Using them as a tiny scouting unit seems like a good secondary function.
>>
>>21957743
I second these actions
>>
>>21957743
this
>>
>>21957609
[C]
Try to develop a rust worm that would be capable of digging through harder rock, so that we may explore the area below us, and locate valuable resources.

If we play it right, we can get an exponential growth going.
>>
>>21958174
build a third ritual circle as well
>>
>>21958201
also, we need 10 hallowed to channel a ritual circle
>>
>>21957609
Send Hallowed to ambush the carts that would've gone to the old settlement.

Procure fresh water and new amounts of iron.

I don't know what water will do for us, but it might be worth storing.
>>
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[A]
Another wall is built, it's just as big as the last, encompasses the great hole and some space around it to allow for surface buildings to be built. The Decressor carves a wide and deep trench on the outside of the wall. The Duruul scouts to the south, it comes back with reports of a yellow skinned drake of some sort, the creature is quite large, about twice the size of a Hallower. It believes that the magical pulse came from this creature, to it's horror the beast is travelling towards the forest, perhaps it felt the pressence of the Hallower's through their magic. On a more positive note, the second summoning ritual circle is complete! (Unless told to create specific elementals it will be random.)

[D]
The water caravan returns, they seem shocked and terrified that the entire encampment is gone, they flee back to their camp, one of our own following them. We now know the whereabouts of the main goblin town. They seem to be getting their water from a deep underwater spring, they also have access to oil, although how they're getting it is unknown, they seem to be using it to keep their torches ablaze. They have a standing army of about three hundred goblins. The town itself is quite massive, it's rudimentary though, it lacks walls or defenses of any kind.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 51 Hallowers, 2 Decressors, 1 Duruul.

May 20th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: Large stone walls, deep trench.
New Stockpile: None.

We are the rust, we are the rot.
>>
>>21958281
How many heads does it have?
>>
>>21958300
More than one and less than ten.
>>
>>21958281
So, here's our chance to take care of multiple things. Gentlemen, we need to lead the drake to the goblin town.

D
Use Rust worm to bore a large hole from the forest to 5 miles outside of the Goblin city.
>>
>>21958320
Also on that note
[C]
Try to empower rust worm to go deeper and scout for nearby minerals.
>>
>>21957609

The plans you imbeciles have continue to prove more and more foolish.
First, rather than settle for impregnable walls that would serve as shield AND sword to a colony of terramancers - you decided we ought to bury ourselves like insects and stumble around in the pitch blackness.
Then, your plan to deal with the Goblins who had decided to settle on top of our cowardly prison, was to simply let them dig themselves in and cause a collapse - thus the mound you vouched for in the first place is now entirely compromised and we were able to scavenge hardly anything from the wreckage.
What next? Shall we begin igniting ourselves for warmth?
>>
>>21958314
Ah, so I see. Step 8 already.

IT HAS HOW MANY HEADS?! FUCK! FUCK! FUCK!
>>
B
Attempt to use earth magic to improve quality of spears in preparation of drake attack.
>>
>>21958350
We're cold. Let's light ourselves for warmth.
>>
>>21958281

I've never seen a thread of yours make it past mid-game.
>lizardmen
>machine men
>drow

All abandoned.
>>
>>21958390
Oh, that reminds me.

Look up in the sky for a big robot thing that wants to eat us.
>>
>>21958281
I knew it, FUCK EVERYTHING incoming.

Anyway, We should develop some strategy to pit the goblins and the drake against one another.
1. If we had the time to spy on the goblins and learn their language, we may be able to warn them of the incoming drake and get them to fight it for us.
2. Since the drake seems to drawn by our magic, we could conceive some form of magic trail to lead the drake around us and to the goblins.
3. Have the Decressors get close enough to the Drake to get its attention with their loud borrowing and draw it towards the goblins.

Also I again vote for more earth magic, terradar, and Earth Father research
>>
>>21958413

We only have a single Decressor.
>>
>>21958413
drake seems like it's coming RIGHT NOW, so i don't think we have time for 1 or 2. 3 seems like a good idea though.
>>
>>21958320
A Create a second colony of 5 hallowed under the goblin town
D Use the Duruul to learn where the goblins get their oils from..
>>21958335
C Strengthen the Decressors carapace.
>>
>>21958429
His last post says we have 2
>>
>>21958429
>We only have a single Decressor.
>>21958281
>Population: 51 Hallowers, 2 Decressors, 1 Duruul
learn maths
>>
HELP US EARTH FATHER!!!
>>
>>21958350

):
>>
[C]
By mixing in more iron than is required the Hallowers can create Decressors that have sturdier shells, they can now burrow right into stone, granted it does slow them down to a crawl, but at least now they can probe deeper into the earth and report back valuable information on geological occurences.

[D]
Two Decressors are sent to lure the yellow drake to the goblin encampment, it works better than was expected. The drake tries to kill the Decressors but it is futile, for they are burrowed deep into the soil. They lead the drake over to the goblin city, the dragon decimates the goblins with it's lightning breath. Nothing is left but rubble, but what will happen now?
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 51 Hallowers, 2 Decressors, 1 Duruul.

May 30th

New Technology: None.
New Armaments: None.
New Magic: Tougher Decressor carapace.
New Architecture: None.
New Defenses: None.
New Stockpile: None.

We are the rust, we are the rot.
>>
>>21958607

HAHAHAHAHAHA great, now we can't salvage anything from the main Goblin city either, meaning we get NOTHING from our victory over the Goblins.
LOL
The only followup strategy that matches the cunning evidenced thus far, is to lop off all of our own heads and offer our rears to the wyvern for raping!
>>
D - Pray to the Earth Father
>>
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>>21958607
Goblins were a lot weaker than expected. How wounded is the Drake?

Also, C, try to upgrade Decressor speed in deep earth.

D. Use rubble from last goblin encampment to produce a shrine to the Earth Father.
>>
>>21958681
A few deep cuts and bruises, but generally unaffected.
>>
>>21958607
D. magic, terradar, and Earth Father research. Eventually it will happen dammit.

We can only hope the Drake wasnt drawn here by our magic and thus has no reason to turn around and come looking for us. But we know thats crap so we should start reinforcing our settlement and arming ourselves.
>>
A
Drake seems really strong if it destroyed a 300 population village of savages. Seal hole in ceiling, will give us a chance to develop a defense while it digs through.
>>
>>21958739

The army was 300 - the actual population could have been well into the 1000's considering houses in the outpost alone could hold up to 100 each.
>>
>>21958710
we really should have had an ambush waiting to pull it into the earth while it was distracted by the goblins
>>
>>21958804
shit nigga
>>
Maybe we could try digging out pit traps filled with metal spikes in the path from the goblin town to our colony? with luck the spikes would pierce the drake's soft underbelly and kill it.
>>
>>21958681
>>21958717
D produce shrine to Earth Father
C Improve Decressor Head to go through deep rock normally and ability to chip metals
>>
>>21958828
why pit traps? all we need is a large enough group of terramancers to pull it down into the earth with magic and suffocate it
>>
>>21958873
we need to drag it into the magma with the EarthFather's help
>>
[A]
The top of the colony is sealed once again, however the walls still remain on the surface. It takes considerable effort to cover the top once again, tons of soil is pulled from deep within the ground. Hopefully this will stop the drake from invading the colony.

[D]
A shrine to the Earth Father is created, the Hallowers give worship in the shrine, hoping that the Earth Father will listen and protect them. Silence.

The drake is ontop of the colony, it is digging down in an attempt to reach the colony, it won't be long at all until the beast breaks through.
_____________
The Dead Forest (Hallowers)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve earth magic. (Major Bonus)
D. Your suggestion.

Population: 53 Hallowers, 2 Decressors, 1 Duruul.

June 10th

New Technology: None.
New Armaments: None.
New Magic: None.
New Architecture: None.
New Defenses: Underground/hidden.
New Stockpile: None.

We are the rust, we are the rot.
>>
D
I wonder what the intelligence of the beast is. Dorf said it may be drawn to our magic, perhaps we can use this to control it? Have terramancers create magical "baits" on the surface, see if drake follows them.
>>
>>21958906
have Decressors lead it away and keep it occupied while a covered shaft leading to lava is dug then it is lead to the shaft and pulled down by terramancers to its doom
>>
>>21958906

Is it possible to somehow get the drake into a super deep chamber and pull the earth down over it? As something that flies, I feel like it probably won't do so well when covered by a hundred feet of soil.

I'm at a loss as to where the drake is digging, is it over the former cavern that was excavated to drop the goblins into? Because then it might work, if we can terramance the soil from the sides of the cavern/walls down onto the drake. Like knocking over a sandcastle.
>>
>>21958906
Okay NOW we should use the pit trap, just position fuck huge metal spikes underneath the drake and let it do to itself what the goblins did. Though we should keep a bunch of terramancers/spear wielders nearby should we need to finish it off before its lightning breath fucks our whole colony up.
>>
>>21957414
If we have magic to move our own settlement underground couldn't we do the same with the goblins, capture them in the confusion and gain access to their resources without damaging them as much?
>>
We must sacrifice the drake to the earth father!!

C Have the mystics discover where magma is. Once found, have a Decressor make the drake follow it by harrassing with their now incredible in soft dirt. Now have the other decressor burrow itself inside the drakeand find the heart. It has been lured just above a vein of magma. If the drake still lives, sacrifice the other decressor by burrowing open the magma vein, killing the decressor and the drake along with them. Have the durrull and 9 of the fastest hallowed evacuate while the mysticshold back the magma
>>
>>21959006
>incredibble speed in soft dirt
>>
>>21959006
also have the warriors pray to the earth father for strength at the shrine to help the mystics
>>
>>21959006
>>21959104
DO THIS
>>
[D]
Large metal spikes are placed at the bottom of the colony, so that when the drake digs through the top it'll fall onto the spikes. Two Decressors will try to harass the beast luring it away. Mystics will try to lure the beast away via magical signals. However everything is for naught, as the beast simply continues to dig. Eventually the beast breaks through, falling onto the spikes. Two spikes impale the beast through it's belly. The drake is agile enough to evade falling onto the other spikes. The creature stands to it's feet, the Hallowed rushing out to battle the creature. "CEASE!!" The drake roared in the earth elemental language. "STOP THIS FOOLISHNESS!!" The Hallowed stopped attacking, shocked to hear the creature talk. The drake was bleed out, but somehow it's wounds seemed to seal up within a matter of moments, as if it had healing properties.

"I come to seek an audience with your leader."
____________
Gonna' leave you guys with that, a cliff hanger to keep you thinking.

http://suptg.thisisnotatrueending.com/archive.html?searchall=Angrydorf

All of my threads, upvotes are appreciated.

https://twitter.com/Angrydorf

My twitter, check it often to be warned when the next thread will be created.

Hope you guys enjoyed that, cya dudes.

Full statistics incoming.
>>
_____________
The Dead Forest (Hallowers)

Population: 51 Hallowers, 2 Decressors, 1 Duruul.

Architecture: Large central chamber, spiral mineshaft with various storage/dwelling rooms, two summoning ritual circle, worshipping chamber.

Defenses: Reinforced interior, decoy tunnels, large stone walls, deep trench, underground/hidden.

Armaments: Large crude iron spears.

Magic: Terramancy (Adequate manipulation, Sturdy Hands technique, rudimentary terradar.)

Technology: None.

Allies: None.
Enemies: ??? [Black-Skinned Goblins],

Armies: None.

Important People: None.

Known Gods: The Titan [God of Elementals]

Holidays: None.

Stockpile: Dead Wood (Plentiful), Iron (Adequate), Copper (Adequate).

June 10th

We are the rust, we are the rot.
>>
File: 1355043036605.jpg-(16 KB, 299x200, bwahh.jpg)
16 KB
>>21959212
OH LAWD!!!



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