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File: 1358634614681.jpg-(86 KB, 700x437, Great Cave Quest 1.jpg)
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This quest follows the adventures of a rising clan of kobolds. It is run like a civ game with mini-quests, and is inspired by KoDP and Dwarf Fortress as well as Kobold Sorcerer Quest, among other things. New players welcome.

>Archived threads can be viewed here: http://suptg.thisisnotatrueending.com/archive.html?tags=Great%20Cave%20Quest Upvoting appreciated.
>Alternate link: http://archive.foolz.us/tg/search/subject/Great%20Cave%20Quest/
>New twitter is here: twitter.com/@GreatCaveQuest
>For those interested, I can be found on IRC in #quest on the sup/tg/ server at irc.thisisnotatrueending.com
>>
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---
DRAGONFALL CLAN SAGA
---

Though we now dwell in the great cave, our people's story is long and varied, stretching back into the past far beyond memory. The most distant legend is of our joining with the Gods. One was revered above others by our people, and we carry that reverence even today - our tribe's ancestral deity is Aasterinian, the dragon god of invention, from whom our ancestors drew cleverness.

Our ancestors' struggle to survive was not all we remember. In time, they prospered, and their legends grew many as hatchlings from a rich clutch. Our people's earliest legend was when Astilabor went to the hidden hoard and returned to us with a treasure.

Our ancestors prospered well with the gifts of the gods, and in the First Time they gained enough strength and percieved enough mysteries that others came to join their tribe. Our ancestors greeted those that joined their tribe as adopted clutch-mates.

The foes of our ancestors were many, and our people fought hard against them. Our greatest enemies are the aboleth-kings, cold in their hatred, many in their arms.

The First Time ended when the earth itself was sundered and broke apart, and the world was shadowed and strange. The sky was all around us, and the winds tore at us, and so we retreated beneath the world into what remained of the sheltering caves. The Gods were silent, and we knew the world to be in the Sundered Age.

When we re-established ourselves after the many black years of the sundering taught us new ways, we yearned to hear the voices of our gods. Our priests first renewed our bond with Aasterinian, the dragon god of invention.
>>
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Things changed greatly since the Sundered Age began, and the Retreat was not the weightiest difference. The Gods no longer walked among us, appearing only in dreams. The affairs of our people were much diminished, and we became fewer in number, though stronger in wit and cunning.

One day, we were approached by a dragon that sought to offer us and many other tribes its knowledge, patronage, and guardianship if we were to serve it and add to its hoard. It was not the first such offer, but it was the most important in our history. Though some chose to simply go with it, most opted for a tribal decision.

Our tribe showed the dragons outright hostility. Many were injured, and some died, but all heard of our battles against them.

Those of our tribe that went with the dragon disappeared from our lore for generations, as did many tribes given similar offers by other such beasts. In time, we heard that they established a number of villages, but when things became difficult for the dragons this did not end well. Today we still come across the occasional skull marked with their great claws in bonding ceremonies, but the dragons and their tribes are nowhere found except as old bones.

Over time, the old hunting grounds were not enough to hold us, and we could not find the food or the spears to keep the enemies at bay. We marched for many weeks until one day the tribal elders felt the call of the Gods, and that day we came to the Great Cave, where many things dwell. Its walls are high and its caverns many, and the central chambers are so large that no light has ever pierced them all, but there is water and food and much besides. We claimed these places for our people, and none could take them from us and no trouble has shadowed over us yet. Some came to us, and we gave them refuge and a place at our hearths; now we are of the Great Cave Tribes, and so face the future.
>>
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We have lived in the Great Cave for three seasons now, and have fought and built and studied and learned much.

After much searching, gold and iron are both within our grasp. We can have a proper hoard, and guard it well.

We are becoming likelier to war with the goblins to the east. We have raided the spiders to the south in retaliation for capturing our craftsmen.

We have brought a colony of Muls into our village, and built a roost for Urd scouts and a barracks for Kreen warriors. We have built much besides.

Other clans in the Great Cave seem to look to us more and more for leadership, and for strength.

At the end of last season, we broke the goblin siege that threatened the Redtooth clan village, and thus reconciled our rivalry with the Redteeth. Our champion's raid to rescue the craftsmen captured by spiders on the south shore of the river lead to cold relations with the beasts, as would be expected.
>>
File: 1358635142655.jpg-(120 KB, 600x664, Great Cave Quest 4.jpg)
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---
RECORDS OF THE DRAGONFALL CLAN
---
FIRST WEEK OF BRIGHT SEASON
---

SETTLEMENTS: Dragonfall, clan village.

POPULATION: 1419 Kobolds, 394 Muls, ~100 Thri-Kreen, ~200 urds
-We initiated 101 children as adults at the beginning of this season, bringing the number of adults in the clan to 867
-Our scribes recorded 86 new births and fosterings at season's start, bringing the number of children to 552
-Of the adults, 363 can currently be fielded as hunters in a raid or war, and 22 were promoted into the veterans' ranks at last season's end, bringing veteran numbers up to 116.
-Your clan has 64 nobles, elders, master craftsmen, scribes, shamans, mages, and priests, who are said to have DETERMINED minds.

Significant persons:
Fírnen, leader of the Dragonfall clan, who is said to have STUBBORN willpower.
Glaedr, master craftsman, said to be of STEADY mind.
Falkor, a fast kobold runner, who ably swam past aboleths to reach the lake-isle and found our first stock of ioun, STEADY in his will.
Katla, winner of the games, a sprightly kobold and a good speaker, STUBBORN in her mind.
Olumek, winner of the games, a good warrior with an OBSTINATE mindset, eager for battle.

Treasures:
Blades of mystic sharpness (6), firey gem, human warrior's armor (Red Marshal's vestments), Kreen healing scroll, Kreen healing scroll [copy], chest full of books on military history and strategy (tomes of the Red Fellowship), lanceboard and tokens (chess set), missal of the Red Knight, mold-eaten mathematical treatise on geometry, pulsing Goblin gem, rings of fertility (50), rules of Xorvintaal, true-shot bow, warforged trophy, warforged commander's head.
>>
File: 1358635254020.jpg-(53 KB, 597x640, Great Cave Quest 5.jpg)
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Values:
CLEVERNESS, INVENTION, TRIBES, artisanship, assault, concealment, critical thought, defense, entertainment, fate, fear, freedom, healing, history, hoards, humor, independence, justice, lawfulness, manipulation, mercy, mining, night, originality, psionics, raiding, paranoia, peace, property, protection, retribution, sanctity of death, sanctity of life, secrecy, security, sorcery, spycraft, stealth, storytelling, tolerance, trade, trapmaking, trickery, Xorvintaal

CULTURAL ANIMOSITIES & HATREDS:
Slavers, Dragons, Aboleths

REPUTATION:
FIERCE - you are seen capable of ferocity in battle.
SCHOLARLY - needs defining

---
Military
---
UNITS:
[ELITES] - The Dragonfall clan has some dozens of veterans armed with poor quality iron spears, good quality wood bows with spider-silk strings, and poor quality leather armor.
[REGULARS] - The clan has some hundreds of unarmored hunters armed with poor quality obsidian spears and organized in squads lead by veterans.
[AUXILIARIES] - The clan has hired on a force of mercenary thri-Kreen, of which about a hundred are available at any time for one battle per season. This force also harasses one enemy of the clan per month.
BONUSES:
[CONCEALMENT] - The clan's forces are far more difficult to ambush, ambushing is easier, and scouting is more effective.
[DRILLED] - Dragonfall's warriors are well trained and do not often make rookie mistakes. Reduction in critical failure effects, faster training.
[FURIOUS CHARGE] - The clan is likely to gain advantage when first entering combat against a foe unless a charge is attempted on a strong defensive position.
[TRIED BY CONTEST] - Dragonfall's warriors go through competitions of might, speed, brawn, and wit in the village arena, and are better fighters for it. Bonus to personal combat.
>>
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---
FURTHER RECORDS
---

Buildings, improvements, and goods:
EXCELLENT:
SUPERIOR: Clan Hall, forge (+2 WEALTH, +1 bronzeware), Temple to Aasterinian
GOOD: dwellings, farms (fruit-tree orchard, mushrooms, fungi) [+3 food], resource production (logging camp [+3 wood], quarry [+3 stone]), school, smelter (+1 bronze, +1 tin, +1 copper), village defenses [stone wall, spike pit, watchtower(two), wooden gate(single)]| Bows
SUFFICIENT: Arena, armory, fish-farm [+0 fish], hospital, Kreen barracks, mines (+0 coal, +1 copper ore, +1 tin ore), scriptorium (+2 parchment), warrior-lodges, hall of shrines
POOR: Arena, brewery (+1 ale), coal-mine outpost, embassy, roads (Blackrocks, Smokescales), roosting tower, tavern (+1 goodwill)
INFERIOR:
WORTHLESS:

Resources & stockpiles:
ABUNDANT:
PLENTIFUL: mushroom tree wood, peat bricks, sand, water
IN SURPLUS: coal
SUFFICIENT: FOOD (fruit bats, fish, mushrooms & fungi), GOODWILL, HEALTH, MILITARY STRENGTH, TERRITORY, TOOLS, WEALTH, fish, fungus, leather, mushrooms (medicinal, useful for toxins or alchemy, etc)
WANING: WEAPONS, clay, homing bats, refined metal (copper), spider silk
SCARCE: ARMOR, WEAPONS (Bronze), bronzeware, obsidian, parchment, psychedelic mushrooms (ritual use), refined metal (bronze, tin)
RARE: bone (goblin), gems, giant cave spider eggs, iron, ore (copper, tin), stone, venom
UNAVAILABLE: IOUN

Arts, crafts, and other learning:
SUPREME: literacy (dark dwarf, draconic, drow), medicine
SUPERIOR: ARTIFICE, CRAFTSMANSHIP (obsidian-crafting, woodworking), chymistry, hunting, METALWORKING, mining, smelting, war production (weaponcraft) | SCHOLARSHIP
GOOD: Animal husbandry (bats), cooking, fishing, leathermaking, war production (armorsmithing), toolmaking
FAIR: ARCHITECTURE, MECHANICS, personal defense, recordkeeping | AGRICULTURE, mathematics, shipbuilding,
POOR:
INFERIOR:
WORTHLESS:
>>
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Relations, trade, & diplomacy:
EXEMPLARY: Blackrocks (trade route), Smokescales [Bonded] (trade route)
EXCELLENT: MULS, TOHR-KREEN
GOOD: Blueleaf Clan, Grey Bat clan, KOBOLDS
AVERAGE: Redtooth Clan, THRI-KREEN, URDS, Wind Brothers clan
FAIR: Blueleaf clan, Cold Hearth clan, Earthshaker clan, Firewing clan, Frogleap clan, Glowberry clan, Greenspear clan, Rootnose clan, Tall Tree clan, Thunderheart clan, Turtle clan, Water Quartz clan, Wide Ear clan
POOR: DEEP DWARVES, GOBLINS, LIZARDMEN, SPIDER-MEN, TROGLODYTES
COLD: BUGBEARS, DRAGONS (Hostile), DROW, SPIDERS, WARFORGED
HATRED: ABOLETHS (Ancestral Enemy)

RUMORS:
-There are roving bands of warforged barbarians on the surface.
-There is a DEMAND in the market for Lanceboard sets.

[ACTIONS PER WEEK: 6]

Over a period of a few days, the Great Cave fills with a bright light as the glow in its ceiling reaches its zenith. There are gems overhead that suddenly begin to shine and pulse in time with the goblin crystal in your treasure-hoard, and the entirety of the place is lit like day.

The spiders and aboleths are weakened by the brightness, and retreat into the depths of the lake or take shelter in their caves.

The goblins are used to this, and the other clans warn you they will be likelier to raid. Other creatures more suited to bright light like this will also show their hostility, hoping to catch you in a time of weakness, though traders from as far as the surface will be in more evidence as well. The clans call this the Bright Season.

A kobold from a neighboring clan, the last trader of the season, is showing off some sort of metal weapon that makes loud blasts and causes grievous wounds at range.

>It is a new season!
Hold a feast?
Invite nearby neighbors?
>>
[Holy crap, did that take a while to update and check. Working on the map now.]
>>
>>22682587
Hold a feast, and invite all the neighbors.
Investigate the strange weapon.
Increase our knowledge of mathematics.
Upgrade the brewery and tavern.
Get the Muls to teach us spider husbandry with the caveat that they don't actually have to deal with the spiders.
Make some more lanceboard sets
See if we can integrate some spellcasters into the military, as battlecasters.
>>
I support >>22682832
but invite the tohr-kreen and cap feast attendance at a level that doesn't require us to feed 18 kobold clans

unless we can hunt for all of them, that'd be cool
>>
>>22682832
Actually, instead of better mathamatics, we should study the missal of the Red Knight and the rules of Xorvintaal more, possibly cross-referencing when we can.
>>
>>22682975
I agree with this
>>
>>22682994
Holy crap, it's a member of the Fabrique Generale crowd! I'm glad you're following this.
>>
>>22683096
How could I not follow this. It King of Dragon Pass with kobolds.
>>
>>22682994
>>22682975
>>22682928
>>22682832
[Back now, writing update.]

[I'll have to think about what cross-referencing the rules with the missal will get you.]

[Welcome to our new players, and feel free to invite friends.]
>>
>>22682975
Seconding for great justice
>>
>>22683329
Actually, I was here for the first thread, but lost track of it after the second thread 404'd. Losing track of such an awesome game sent me into a sulk and I didn't go on /tg/ for the rest of the week. Which resulted in me missing the other threads. Gah.
>>
>>22683618
you do realize that there is an archive, right?
http://suptg.thisisnotatrueending.com/archive.html
>>
>>22683654
Well, I know that ~now~ that I have found this thread, but I didn't know that then. Stupid linear view of time.
>>
You decide to invite all your nearby neighbors and the Kreen. As before, you have insufficient food.

>Host a hunt?
>Have a cooking contest?
>Purchase food?
>Tell the guests to bring their own food?
>Other? Some combination of these?

The Tohr-Kreen accept your invitation, as do the Blackrocks, Smokescales, Blueleaves, Grey Bats, Redteeth, and Wind Brothers. The Muls, Urds, and Thri-Kreen in your village also attend.

>The Wide Ears come bearing a gift of food, and ask to attend.
>The Glowberries come bearing a gift of food, and ask to attend.

Continues.

>>22683618
[Sorry to hear that, we have a twitter and things now. First post is your friend. Welcome back.]

>>22683691
[Heh. You're pretty alright, even if you have a woefully linear view of time.]
>>
>>22683747
Another hunt seems like a good idea, it worked great last time.
>>
>>22683747
Allow everyone one to come
organize a hunt, if it fails buy some food
>>
>>22683792
[Roll me some 1d100s, folks.]

>>22682832
>Investigate the strange weapon.

You send word to the Grey Bats asking them if they'd like to show their new treasure at the feast, and send them wealth as collateral. They agree.

>Get the Muls to teach us spider husbandry with the caveat that they don't actually have to deal with the spiders.

Your elders give the half-dwarves the relevant assurances, and your herders are soon greater in their learning. Though the clan has never had spider-herders before.

>You have gained knowledge of animal husbandry (spiders), though it is POOR as of yet. Further work with the Muls will be needed.

You currently lack a spider den to serve you as a silk farm.

>Make some more lanceboard sets

The clan tells its woodcrafters that they're in want of lanceboard sets. The craftsmen had practically been chomping at the bit, and now have their opportunity.

>You have created Lanceboard sets! They're available, though currently in SCARCE quantity.
>Wood is more scarce.

The craftsmen tell you that they'd be capable of making far more at once if you built them a woodwright's shop or carpenter's guild. Perhaps the new boards would be good gifts at the feast?

>See if we can integrate some spellcasters into the military, as battlecasters.

After a week of effort mostly spent figuring out how to keep the rank and file out of the way when the fireballs start flying, you manage to integrate some mages into your military.

>Your military gains the [BATTLE MAGIC] bonus.

>Upgrade the brewery and tavern.
[Choose one per action, and bear resource constraints in mind.]

>Study the Missal or the Great Game.
[Again, one per action. You should study both before you'll have a chance to cross-reference them.]

[You have two actions remaining this week.]
>>
Rolled 40

>>22683874
Uprade Brewery
Study the Great Game
roll for great honor
>>
Rolled 84

>>22683874
Upgrade the brewery first.
Study great game first.
>>
>>22683897
Great game=politicians
Missal=Military tacticians right OP?
>>
>>22683874
Brewery and the Missal
>>
>>22683922
The Great Game will change your societal values and produce politicians; it is good for managing goodwill and creating a national identity, but too much focus may turn your clan into a police state.

The Missal and the faith of the Red Knight opens the door to understanding a lot of the lore and knowledge of the fallen empires, and while the Red Knight's faith will create national strategists, strategians, and commanders, the histories you've uncovered are a whole different beast.

>>22683897
>>22683910
You undertake efforts to improve the tavern, and in time manage to impress the Muls - it is now SUFFICIENT to entertain a great many of your clan and no end of the half-dwarves, as well as scores of visitors.
>The tavern now provides +2 GOODWILL per month so long as it is stocked with enough ale. As of now, you only have enough ale production to get a bonus of +1 GOODWILL, and no ale in the stockpile.
>Each month, the tavern will randomly improve relations with one kobold clan.
>Wood is now stockpiled in SUFFICIENT quantity for the clan's needs.
>Stone is unavailable.

The clan's scholars focus their efforts on the Rules of the Great Game.
>You have gained dominance as a clan value!
>You learn politics! Your knowledge is quite POOR due to its rudimentary nature.

>>22683910
>84
Your hunt proves successful, and you have the food required to feed everyone at the feast.

>>22683874
FEAST ACTIONS:
[These won't use up your weekly action points.]

>Seek trade agreements, alliances, or advantageous marriages?

Obvious benefits. Feel free to go for as many as you like. Roll a 1d100 for each such action.

>Show your new treasures?

This can improve your reputation and may elicit useful commentary.

>Exchange knowledge, ask for rumors, and compare maps?

[And are you letting in the newcomers from the Wide Ear and Glowberry clans?]
>>
>>22684156
Apologies, missed your post. I can put you down as a vote for the missal for the week after this.
>>
Rolled 76, 69, 4, 66, 77 = 292

>>22684248
Attempt Alliance with Smokescales
Seek Alliance with Blackrock
Seek Alliance with RedTooth
Seek marriages with Wide Ear and Glowberry (assuming they are Kobold)
Show your treasures, but keep they carefully protected by a section of our army
>>
Rolled 43

>>22684289
Rolling to see if you'll get theft attempts this time.
>>
Rolled 8, 1, 17, 21, 1 = 48

>>22684289
Seconding these, share knowledge, ask for rumors, compare maps, and I vote in the future we focus on the missal. I also vote we allow in the wideear and glowberry clans.
>>
>>22684328
Holy shit those rolls sucked. Someone else roll, quick!
>>
rolling
>>
>>22684373
Whoops, missed by a line
>>
>>22684385
its dice+5d100
Close though
>>
Rolled 38, 71, 1, 60, 88 = 258

>>22684385
>>
Rolled 78, 28, 3, 57, 71 = 237

>>22684373
>>
Rolled 18

>>22684248
Rollan for advantageous marriages with all present clans (eight of them, so that's 8d100), alliances with the Blackrocks and Smokescales, and trade agreements with the Blueleaves, Grey Bats, Redteeth, and Wind Brothers (which takes it to 14d100) as well as an improvement in relations with the other species if possible.
>>
Rolled 34, 64, 42, 67, 17, 80, 35, 47, 65, 61, 11, 68, 49 = 640

>>22684464
Let's try that again, here's 13 more rolls.
>>
>>22684313
>43
Someone tries to steal a treasure!
The thief is quickly caught and handed over to his clan (the Blackrocks), who proceed to beat the shit out of him. They offer to give you the thief as a prisoner or servant, since you don't keep slaves. They'll probably outlaw, kill, or eat him otherwise depending on their values.
>>
>>22684549
Take him into the tribe as a low level worker. If he proves himself let him advance
>>
>>22684619
Force him to do shit work or something
>>
Indentured worker, let him work off his crime. Nothing too harsh, but it should still be a punishment.
>>
>>22684686
Basically this
>>
>>22684289
>>22684328
>>22684401
>>22684410
>>22684464
>>22684472

As the Redteeth aren't ready to ally with you yet, the relevant rolls will be treated as attempts to improve relations.

>Alliance with smokescales
>78
The Smokescales reduce their requirements to a portion of your wealth to seal the bargain. They will give you a reciprocal gift.

[This is a pretty good deal, I'd take it.]


>Alliance with the Blackrocks
>69

Negotiations don't go quite as well, and the Blackrocks will require both wealth and a gift of crafts or luxuries to accept your pledge of commitment. They will give you lesser reciprocal gifts.

>Improved relations with the Redteeth, Wide Ears, and Glowberries

>Redteeth
>67
You improve your standing in the eyes of the Redteeth sufficiently to make relations [Favorable].

>Wide Ears
>80
The Wide Ears feel they have benefited significantly in their matchmaking, and hold you in AVERAGE standing, a step up from the FAIR treatment they were willing to give you before; you have also managed to leave them in a [Favorable] mindset.

>Glowberries
>88
Your clan so impresses the Glowberries that they instantly feel you are friends worth having. Relations between your clans become GOOD.

Continues.
>>
>>22684464
>>22684472
Marriages:

>Blackrocks
>18
The Blackrocks find your offers exceptionally poor this season.
>The Blackrocks do not increase the price of their alliance, but the gifts they grant you should you accept it will now be less than what they might have been.

Smokescales
>34
Your offers are middling to low, and the Smokescale clan gives the matter a collective shrug.
>No effect on ongoing negotiations, but you're totally pitching them the least marriageable candidates.

Blueleaves
>64
You manage to leave the Blueleaf clann feeling [Favorable] towards you.

Grey Bats
>42
You manage to avoid upsetting the Grey Bat clan, but get no further.

Wind Brothers
>67

Trade:

Blueleaves:
>61
The Blueleaves warm to the idea of a trade route and accept.

Grey Bats:
>11
The Gray Bat crafters get into a quarrel with your own. You cannot establish a route, and demand for your goods is lower this season due to their souring against you.

Redteeth:
>68
The Redteeth happily accept the opportunity to trade with you.

Wind Brothers:
>49
You will have to invest some wealth for the Wind Brothers clan to consider a trade route.
>>
>>22684735
Take deal with smokescales.
I think we might want to take the deal with the Blackrocks, but I'm not sure.

What do the Wind Brothers have to offer for the trade route?
>>
>>22684874
Seconded
>>
>>22684619
>>22684632
>>22684686
>>22684692

The thief, given the name Resov by his former clan to mark him as an outcast, is given the task of splitting lumber in the logging camp. There is some rude and rough treatment of the tribe's new indentured servant.

>Curb such behavior, and ensure he is treated with restraiht.
>Don't interfere.
>Encourage such behavior.

>>22684874
>What do the Wind Brothers have to offer for the trade route?

Trade routes mature after one season. Thereafter, they generate certain goods each month and consume other goods, creating an exchange.

[Which reminds me...]

The Blackrocks and the Smokescales ask what you'd like to trade.

The Blackrocks offer obsidian, food, and stone.
The Smokescales offer ink, venom, and food.

Each clan is interested in the lanceboard sets, the bronzeware, and bronze weapons.
>>
>>22684874
Thirded
>>
>>22684950
Curb it, but no violently, and tell the others that he has the right to earn back his worth
>>
>>22684950
Trade lanceboard sets and bronzeware for obsidian and ink.

>>22684979
Seconding this
>>
>>22684950
>Curb such behavior, and ensure he is treated with restraint.
>>
>>22684985
Seconding this trade
>>
>>22685013
>>22684990
>>22684985
>>22684979
>>22684973

The servant's caretakers are clearly told what the clan's expectations of them are, and Resov is largely left unmolested. His opinion of the clan slowly rises, as do his fellows' opinions of him.

The Blackrocks will bring you obsidian once a month, and will gladly take payment in lanceboard game-sets.

The Smokescales will bring you ink once a month, and will gladly take payment in bronzeware.

[Treasures and maybe knowledge in next post.]
>>
>>22685125
You bring out your new treasures.

>Kreen healing scroll [copy]

The settled Kreen note that it is no longer flawed and congratulate you.

The Wind Brothers are interested in trading for a copy of the scroll, as are the other clans present though to a lesser degree. It seems the Wind Brothers are the closest to understanding the scroll completely.

>rings of fertility (50)

Various clans express significant interest in the rings, and the Muls wear them with some satisfaction. You are given offers on several of the rings not currently in use.

>true-shot bow

The Redteeth express interest, as do those tribes living closest to the goblins. You could probably trade such bows to the other clans.

>The visiting clans have their own treasures to show off.

The Grey Bats have their aforementioned weapon. A Grey Bat points one end of it at an archery target and makes a small motion. With a click and a puff, the kobold is shoved back and the center and end of the weapon erupt with some sort of cloud. The archery target makes a loud banging noise and breaks into pieces.

The Blackrocks show off some domesticated snapping turtles in a pen, saying that these have adapted to hunt for all sorts of vermin underground and have kept their stocks free of scorpions, mice, lizards, and all manner of undesirable creatures.

The Redteeth display a set of strange, round containers, like stumps of iron. The kobolds say these were found in the Windy Plain while trading.

The Smokescales show off a fine axe inscribed with runes of biting and fire. You recognize it as the axe the goblins offered you - apparently this clan took it as loot from a raiding party.

The Ulms show everyone some sort of carved skull, and the barbarian Kreen have a necklace of goblin claws. Neither holds your attention long.

>Trade treasures?
>Offer a treasure for a treasure, luxuries, or wealth?
>>
>>22685476
Offer to trade the Grey bats Gun for something. I really want to study it
>>
>>22685476
Ask the Grey Bats where they got this strange and fantastical device.

Make a note that we should get our mages enchanting more items, it will really pay off in the long run.
>>
>>22685549
Also give the Redteeth our True Shot bow for their weird containers. We can always make more bows
>>
>>22685606
And I also want to raise relations with them
>>
[Knowledge.]

The Tohr-Kreen repeat their offer regarding aid in translating the books on military history and strategy - they'll need paper, ink, leather, and food as well as some scholars to aid you in this, and you will at the very least gain a dictionary.

The tribes offer the following knowledge:

The clan's ARCHITECTURE could be improved by the Blueleaves in exchange for our hunting knowledge.
Our warrior's personal defense could be improved by the Redteeth if we tutor them recordkeeping.
Our AGRICULTURE could be improved by the Smokescales for the price of our skill in armorsmithing.
We could learn shipbuilding from the Wind Brothers if we teach them better metalworking.
There's an offer to learn animal husbandry from the Blackrocks if we teach them about chymistry.
Our cooking would be improved upon by the Glowberries' tutelage if we let them in on the secrets of obsidian-crafting.
Our fishing could be improved by the Grey Bats, in exchange for teaching them of smelting.
Our leathermaking could be improved by the Wide Ears if we taught them more of mining.
>>
File: 1358647279073.jpg-(70 KB, 587x689, thunderthroatpreview.jpg)
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[Rumors, maps, etc.]

There are strange creatures on the planes. Not tengu, but feathered. Not squid or aboleths, but perhaps beaked. Not dwarf, drow, or kobold, but makers of arms and armor. They are sailing and swimming up the river, and will arrive sometime this month if they keep going at their current pace.

There are hobgoblins and other new beasts coming from the direction of the waterfall.

There are rumors on the plains of strange figures in dark armor in lands far from this one.
>>
>>22685565
They Grey Bats respond that they traded much Ioun for the gun in their travels downriver last season. They traded for it with the Tengu, who were pleased enough to see it go in exchange for Ioun.

>>22685625
Raising relations with the Redteeth will require an action unless you mean at the feast.

>>22685606
>>22685549
I'll need seconding for treasure trading, but the Redteeth will sell you their weapon for a treasure and some wealth, a luxury and some wealth, or a whole lot of wealth.

The Redteeth seem to think your bow is a lot for their treasure, though they make an effort to conceal this. You can only tell because you're offered wealth in addition to their metal things.

Or it could mean they really want the bow.
>>
>>22685889
I mean via trade. Trading together creates friends
>>
>>22684874
>>22684895
>>22684973
You accept the Blackrocks' terms for an alliance.
>Your wealth diminishes.
The Blackrocks give you a gift of Obsidian.
>Your stock of obsidian is now WANING.

You accept the Smokescales' offer of alliance.
>Your wealth diminishes.
>Your stock of bronzeware diminishes.
The Smokescales give you a gift of ink.
>Ink is now rare.

>>22685565
>Make a note that we should get our mages enchanting more items, it will really pay off in the long run.
[This requires expending actions, basically. Either that or creating a production building and having the right materials to give to your artificers.]
>>
>>22685936
[Gotcha. Trading will in fact usually be good for long-term relations.]
>>
>>22686038
>>22686062
Is it time to pick actions now or what?
>>
So, can I just jump in and start playing and helping?
>>
>>22686557
Let me round up outstanding decisions here.
>>
>>22686603
Yeah, we will be able to pick some actionsin a little bit
>>22686605
Alright
>>
>>22686619


Sounds cool. Just wanted to make sure the game was at an action and deciding portion at this stage.
>>
>>22686603
Please do.
>>22686685
The game basically always is, you can make posts whenever to say whatever.

>>22684855
>Wind Brothers
This clan offers a trade route if you give them wealth. You can accept or pass on their offer; you may make a later attempt to get them to reduce their requirement.

>>22685476
The Wind Brother tribe seems interested in trading for a copy of the Kreen healing scroll, and most appreciate of its value.

The other treasures detailed in this post might be interesting things to trade for, as their benefits are hinted at or made clear.

More pointedly:

>>22685889

>The Grey Bats want wealth, luxuries, or a treasure for their weapon. They'll be wanting two items, as they can tell it is desireable - either two abundance levels of wealth, or a good and some wealth, or two goods, or a treasure and wealth, etc.

>The Redteeth seem to think your bow is a lot for their treasure, though they make an effort to conceal this. You can only tell because you're offered wealth in addition to their metal things.
>>
>>22686834
Accept the Redteeth's trade, and acknowledged that we are giving them a good deal
Accept the Grey Bats giving them 2 wealth
Construct an Artificer's shop
Trade the Architecture for Hunting Knowledge
Trade warriors defense for recordkeeping
Learn Animal Husbandry for chymistry
>>
>>22686834

I'd say, if we want the Grey bat weapon that badly. we trade and get as much as we can with the redtooth for our bow, then use what we got from them to trade for the weapon with the bats.
>>
>>22686834
Trade the Grey Bats bronzeware and lanceboards for the gun. Fill in any caps in this with wealth.

Trade the Redteeth the bow for their treasure, accept their gift of wealth.

Offer the Blackrocks twenty rings of fertility for their snapping turtles, just enough to set up a herd. We're increasing our farming systems plenty, and will probably need to kill us some vermin.

We can pass on the magic axe for now.

Give the Wind Brothers the wealth we get from the Grey Bats to start the trade route.

Yes to all the tech trades, and yes to the kreen offer.
>>
>>22686924

I agree with pretty much all of this. though I still think we should take the Redteeth to the house for the bow. or at the least tell them we can make more but the rest will be steep prices compared to this one or something.
>>
>>22686966
Yeah, Im trying to say we trade for a diplomatic gain, basically telling them we are being nice because we want to improve relations
>>
>>22686998

Ok, you want to use it to gain relations with them. works for me. I do think we can use this low ball offer the first time (and gain relations) and tell them we will be making more and we will sell them or trade with them again. Unless they plan to reverse engineer them of course.
>>
>>22686924
>>22686933
>>22686953
>>22686966

You accept the round metal things from the Redteeth. They seem rather mysterious, and your elders put them away for safekeeping while they ponder the mysteries of the new treasure.
>You have lost the Trueshot Bow!
>You have lost wealth!
>You have acquired the Metal Containers.

You approach the Grey Bats. You indicate an interest in buying the weapon.

>Trade wealth or goods?
>If wealth falls too low, you will lose GOODWILL.
>Wealth is currently found WANING, and will be RARE if you go through with the trade.
>Desireable goods include spidersilk, gems, lanceboards, bronze weapons, and bronzeware, which are all at rare or scarce status. Save for the gems, nearly all are something you're capable of manufacturing.
>>
>>22687050
Give them Lanceboards and Bronze weapons
>>
>>22687050

My vote is to Lanceboards and spidersilk (and bronzeware if they want three things)
>>
>>22687025
>>22686998
>Underselling a treasure to improve relations

You're struck by the fact that the Redteeth seem relieved that you accepted a fair portion of their wealth, as if they were running some kind of risk if you had oversold them.

Your elders take note of the fact that you previously tried to sell an undervalued treasure to the goblins and nearly caused a war; it is likely that the Redteeth were trying to ensure that you wouldn't have an opportunity to attack them.
>>
>>22687080
>>22687071
Er ya Silk, not bronze weapons
>>
>>22687094
>>22687086
Lanceboards and silk are given to the Grey Bats, and we gain their thunder-tube. Our sages are quite interested in the artifact.

>Give the Wind Brothers tribe wealth to establish a trade route?
[This will not put you in danger of lower goodwill, for the moment.]
>>
>>22687134
We should do it, guys. It'll pay off in the long run and we can create some wealth next turn.
>>
Yeah, might as well get the trade route.
>>
I agree with the trade
>>
>>22687134
Do it
>>
>>22687134

agreed trade route.

also. did I misread the redteeth update, but did us underselling our stuff hurt us?
>>
They basically didn't want to offend us by trying to buy something with less then its worht
>>
Rolled 10

>>22687160
>>22687158
>>22687156
>>22687144
>>22687179

You spend some wealth to bring the Wind Brothers back to the negotiating table. Or rock, as it were. You should probably build some furniture.

>You have lost wealth!
>You have gained a trade route with the Wind Brother clan.

The week is over. Let's see what kind of event you incur next week.

>>22687179
No, it didn't hurt you. It might have hurt their relations with you if you'd undersold it, as they might have become suspicious that you only did it to give yourself a viable cause for grievances later.

It appears that anything less than on-the-level trade when it comes to treasures is very risky and full of diplomatic consequences.

[As treasures are posessions of the whole clan, being sold a lemon is often cause for outspread rage and an outlet for that rage is to go beat up on the seller - like how much you might hate cheating, slimy used car salesmen. Except that often nobody's going to stop you from beating the shit out of a swindling merchant out here in the Underdark - so the honest merchants look out for themselves by making sure they're percieved to be fair.]
>>
>>22687229
Cool, OP. Anyone else want to buy those vermin-eating snapping turtles?
>>
>>22687253
not really.
>>
>>22687266
>>22687253
Kind of, it would help to make sure that our food storage goes bad less
>>
>>22687229

Sweet. just misread it because of the whole "almost started a war" part.

>>22687253

Also, yeah. I like the idea of the turtles. Depends what they want I think though
>>
>>22687253
I like turtles.


Idiocy aside, it would make a good pest-control system.
>>
Hmm we did have some vermin problems earlier. I say we do it.
>>
>>22687277
They want wealth or a good or a treasure for them. Just one item/level of abundance for a starter colony.

[As for the almost started a war bit, that was a reference to a previous interaction.]

>>22687293
>Idiocy aside
[Sorry, didn't know what else would be small and easily domesticated. There might be cats closer to the surface, but I'm not gonna just rip off alynxes like I did ducks. Though watch the ducks carefully.]

The Blackrocks give you their turtles. What do you give them in return?
>Wealth [risks social instability]
>Gems
>Spider-silk
>Lanceboard sets
>Bronzeware
>Bronze weapons
>Other? [A different good or treasure?]
>>
>>22687333
Finally, the last decision before we can move onto next week.
>>
>>22687333
No he means its because of the "I like turtles" meme, he wasnt insulting you
Give them some bronzeware
>>
How about bronze weapons. One we (finally) secure that iron mine we'll have access to better weapons for sure.
>>
>>22687374

I'm with this either bronzeware or more lanceboards. I'm down for either.
>>
>>22687374
[Not at all insulted.]
>>22687390
You give them bronzeware, gaining a supply of snapping turtles!
>>
It is the second week of Bright Season.

>Send the books and translators to the Tohr-Kreen?
>Collect on some of your exchanges of knowledge?
>Build an artificer's workshop?
>Study the Missal of the Red Knight?
>Improve the Brewery?
>Other?

Your Urd scouts have spotted a large force of goblins marching on you! They will be here by week's end!

>Shut the gates and prepare the defenses!
>We meet them head on! Ready a force!
>Send the Kreen to harass and weaken them!

[You have six actions remaining this turn.]
>Action?
>>
>>22687403


How long before we have a festival, get wasted, and someone gets bit on the ass like in Jackass?
>>
>>22687438

Build a workshop
Improve Brewery

Send Kreen then follow with our own force. Keep the fighting out of our cave.
>>
>Study the Missal of the Red Knight
>Create a spidercave for silk
>Improve the Brewery
>Build an artificer's workshop
>Send the books and translators to the Tohr-Kreen
>improve mathematics

For the goblins
>Shut the gates and prepare the defenses
>>
>>22687438
Construct an Artificer's shop
Trade the Architecture for Hunting Knowledge
Trade warriors defense for recordkeeping
Learn Animal Husbandry for chymistry
Capture Spiders for domestication
Improve Brewery
>>
>>22687484
I think we can combine the knowledge trade in a single command (it was allowed last time)
>>
>>22687484

Pretty much this one. but at the least we need to slow the Goblins down.
>>
>>22687501
If so, then combine them.
In return ask for assistance force from our Smokescale allies
Make more bows and arm ourselves
Ask for assistance from Black rock, but be nice and understand if they refuse
>>
>>22687438
Actions:
-Prepare traps along the goblin route
-Study Missal of the Red Knight
-Send the Kreen to harass Goblins with veteran support
-Study the Thunderstick
- Build Artificer's workshop
-Craft better weapons
>>
>>22687501
The knowledge exchange in the timeskip was just to save me writing out the actions. Each trade still requires you to send out people to make the exchange and they need to stay there long enough to learn a skill or compare notes and etc. As such, every trade requires one action.

>>22687541
I was wondering when someone would be kobold enough to suggest traps! You have mechanics knowledge for a reason.
>>
I think Ill second building traps
>>
>>22687484
Send Kreen to Harass Goblin army, keeping them at bay for awhile
Trade the Architecture for Hunting Knowledge
Trade warriors defense for recordkeeping
Learn Animal Husbandry for chymistry
Send word to Smokescale for help
Creat Traps
Changing actions
>>
>>22687541
>>22687538

I like both of these.

I think

Traps along the route.
Missal
Kreen and veterans to harass
Artificer shop
Arm ourselves with more bows/thunder stick study (either/or both)
Upgrade our brewery
>>
>>22687665
Seconding.
>>
>>22687665
>>22687704
Also if we can, Send word to our allies for help. LETS SHOW THESE FUCKING GOBLINS AN UNTIED FRONT OF KOBOLD FURY
>>
>>22687746
At least the smokescales. we have an alliance with them
>>
My posting is gonna slow down for a while, DMing a D&D game.

Send kreen to harass army.
>>22687484
Seconding this.
>>
>>22687753

I agree. if we must, replace telling the smokescales (or multiple allies if possible at once) with upgrading the brewery for now. but preferably do it all of course (though I don't think we can)
>>
>>22687872
>>22687824
>>22687753
>>22687746
>>22687704
>>22687665
>>22687612
>>22687611

Apologies, being distracted a bit here. Going to assess votes and post updates now, probably going to have a few more hours of game time tonight the way things are going.
>>
>>22688016
Sweet.
>>
>>22688016

Yaaaay. I'll be up all night (its not even 10:30 yet) and I'm drinking a good whiskey. no reason for me to stop.
>>
>>22687872
>>22687824
>>22687753
>>22687746
>>22687704
>>22687665
>>22687612
>>22687611
>>22687541
>>22687512
>>22687484
>>22687477
>>22687470

>Contact allies [FREE ACTION]
You're not extremely glad you exchanged homing bats with the Blackrocks and Smokescales. You invoke your alliance! The bats fly off toward the other villages.

>Build artificer's workshop

Your clan decides that it is high time to set aside a place for the artificers to do their work.

>Wood and stone are less abundant, with stone stock dwindling to the point where they're unavailable!
>You have created a SUFFICIENT artificer's workshop.

>Improve brewery
>No stone!

The clan sends out its laborers and gathers stone in order to fulfill its desires of making more intoxicants. Ale is important.
>Stone is now WANING.

>Improve brewery

With wood and stone, the brewery is expanded. Soon it is SUFFICIENT to meet the clan's needs.

>Send Thri-Kreen to harass the enemy.

A hundred kreen march out the village gates. Well, shamble, really.

Roll 1d100 to determine their effectiveness!

[You have two actions remaining. Here are the most popular choices:]
>Create traps
>Make bows
>Study the missal
>Create a spidersilk farm
>Study the gun
>Trade knowledge:
-Architecture for hunting
-Personal defense for recordkeeping
-Animal Husbandry for chymistry
-One of the other available trades.
>>
Rolled 73

>>22688340
Traps and bows. We'll have to study things later.
>>
>>22688340
-Traps
-Missal
>>
>>22688340
Create Traps
Personal Defense for Recordkeeping
>>
Rolled 94

>>22688371
and roll
>>
Rolled 72

Idoubt Ill get much better then that hah
>>
Rolled 18

>>22688363
>>22688365
>>22688371
>>22688381
>>22688392
>94

Your Kreen auxiliaries harry the goblins at every turn, giving the trapsmiths opportunities to create rock-falls, covered pits, trip-lines, unstable piles of logs, obstacles, and snares. Areas are strewn with poison-coated caltrops if nothing else. The area is soon full of the screams of wounded goblins.

>make bows
>missal
>knowledge trade
[Consensus needed here.]
>>
>>22688482
Ill cede to make bows, as we will need em for defending the wall
>>
Rolled 64, 12 = 76

>>22688482
That was me. Incidentally, 180 goblins are now dead. Rolling for the number wounded.

>>22688501
Bows it is.
>>
Create traps and go for bows.

I won't roll unless need cause doubt I can do more than screw this up haha
>>
>>22688515
Jesus christ how many goblins are we fighting?
>>
Rolled 385, 319 = 704

>>22688515
640 lightly wounded, 120 heavily wounded. The Kreen press them hard.

>>22688531
The Kreen are preparing a report for you...
>>
>>22688548
Make bows
Missal
>>
>>22688672
Wait, bows and traps is a better idea
>>
>>22688548

Yeah. Bows and traps for now (until we hear the report)
>>
File: 1358657593980.jpg-(65 KB, 625x625, 359mpw.jpg)
65 KB
You create bows!
>Spider-silk is less abundant
>Wood is less abundant
>All veterans and roughly half your regular fighters now have bows.

>>22688548
The Kreen report and the Urd scouts both state estimates of nearly fifteen hundred goblins, but the village elders are still taken aback when about fourteen hundred and sixty come over the next hill. They are armored in wood and leather, their spears are tipped with obsidian, slings and bows over their shoulders and wooden shields on their backs.

A vile force of darkness has arrived!

The goblins are lead by fifteen to twenty hobgoblins armored in leather and iron with crossbows, swords, maces, and iron-bound shields.

They have mages with them, but so far your elders have suppressed their attempts to alter the field to their benefit.

The enemy is upon us!

The Muls offer to brace the gate, being the hardiest of the camp's inhabitants.
>>
File: 1358657677004.jpg-(209 KB, 1280x800, Spowc mahrin.jpg)
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>>22688710
BRACE THE GATES.
PREPARE FOR WAR
>>
>>22688710
The Kreen barely make it back inside before the enemy cuts them off.

>Let the Muls hold the gate.
>Let someone else hold the gate.

>Sally out and attack them on the open field!
>Wait for our allies.

What is your plan? Who leads the defense? Are there any other actions taken?
>>
>>22688732
Let the Muls hold the gate
Wait for our allies, fill them with arrows as they advance on our wall.
If allies come, ride out and crush them in an Anvil and hammer tactic
>>
>>22688710

I vote we take our archers with our new bows to aim at the hobgoblins and mages especially. from there. its whatever I think.
>>
>>22688769
Seconding the focus of mages and hobgoblins
>>
Rolled 85

Take out their leaders if possible. Pity we sold the true shot. Have our mages guide the arrows maybe?
>>
>>22688781
>>22688791

Idea.... have our archers focus on the mages. and our mages focus on the hobgoblins possibly. Or at least, any mages we can spare to keep them neutralized for now.
>>
Rolled 65

>>22688805

Here's a roll if needed
>>
>>22688805
>>22688791
>>22688781
>>22688769
>>22688750

The elders agree to let the Muls hold the gate, and the half-dwarves take up positions in the gatehouse and begin to brace the doors with logs.

The Kreen, lacking better orders, decide to take the battlements,

The archers prepare to fire on the mages, and your mages work against the hobgoblins.

Who leads your defenders?
>Fírnen, leader of the Dragonfall clan, who is said to have STUBBORN willpower.
>Glaedr, master craftsman, said to be of STEADY mind.
>Falkor, a fast kobold runner, who ably swam past aboleths to reach the lake-isle and found our first stock of ioun, STEADY in his will.
>Katla, winner of the games, a sprightly kobold and a good speaker, STUBBORN in her mind.
>Olumek, winner of the games, a good warrior with an OBSTINATE mindset, eager for battle.
>>
Olumek. He seems to be well suited in power. Also what do these mindsets mean exactly.
>>
Rolled 45

>>22688897

My vote goes to either Olumek for being eager for battle
Katla, for being a good speaker (and being able to rally troops)
or
Firnen. because FUCK YEAH DRAGONFALL LEADER
>>
>>22688934

sorry. didn't mean to roll there.

also

>>22688928

second'd what do mindsets do? or are we supposed to know
>>
Rolled 29

Olumek will lead the archers and aid them should the mages retaliate against them.

Firmen should cast fear on the horde once their leaders start to die.

Katla should rally our troops should they reach the walls
>>
>>22688946
[Willpower determines a leader's capacity when it comes to magic. They're on an adjective ladder to avoid letting players have too much of an urge to leverage numbers when it comes to raw power.]
>>
>>22688981

Can we have leaders lead different sections? as redaeth suggests above?

if so

Olumek on the front lines.

Katla on the archers

Firmen with our mages to help them
>>
Rolled 85

>>22688954
Seconding
>>
Rolled 53, 100, 56 + 100 = 309

You can in fact task different significant members of the clan with different matters.

You could lay out a fifteen-point strategy here, for all I care. I'll take it all into account. Cleverness and practicality will only help matters.
>>
Rolled 12, 8 + 100 = 120

Five more minutes to strategize and then it's clobberin' time!
>>
>>22689123


This is what I want then

Fírnen, leader of the Dragonfall clan, who is said to have STUBBORN willpower.

with the mages. focusing on hobgoblins then others
>Glaedr, master craftsman, said to be of STEADY mind.

with the dwarves helping them defend our interior.
>Falkor, a fast kobold runner, who ably swam past aboleths to reach the lake-isle and found our first stock of ioun, STEADY in his will.

With our people to keep them happy, waiting on our allies to go with them (he snuck passed many so)
>Katla, winner of the games, a sprightly kobold and a good speaker, STUBBORN in her mind.

With our archers or front lines to give speeches

>Olumek, winner of the games, a good warrior with an OBSTINATE mindset, eager for battle.

with the other group archers/front lines


with rolls for each in order
>>
Rolled 33, 62 + 100 = 195

>>22689123
Re-rolling that shit, the results are too pathetic.
>>
Rolled 70, 89, 62, 42, 8 = 271

>>22689180

heres rolls
>>
>>22689188
No need to roll yet.

Anyone have a problem with this? Anyone want to second it?
>>
Rolled 60, 74, 83, 28, 75 = 320

>>22689180
Seconding
>>
>>22689220

I sure hope he combines our rolls in order. to make up for my 8 at the end <_<
>>
>>22689180
>>22689180
Seconding with the specifications that Katla is with our archers in the back, and that Olumek is in the frontlines
>>
>>22689180
I'm okay with that dot jpg

Put Olumek in overall command. Give everybody magic knives.

Put Katla in charge of the Kreen, she can run around the battlements and give orders or speak as needed but mainly I want her to be able to be there in case Olumek needs an order given to someone halfway across the village.

Give the Kreen silk ropes or lines so they can go over the walls and repel besiegers if necessary or whatever.
>>
>>22689233

I agree with this then. I was hoping someone would be specific with my katla/olumek conundrum.
>>
>>22689310
Words may help archers, but in the thick of combat you want a strong warrior by your side
>>
>>22689330

I mostly didn't want to make the decision all by myself. so I left some up to debate. I think the craftsman with the dwarves and the mage with the mages makes 100% sense personally. The craftsman shouldn't see battle, if he does we've lost. otherwise the rest is debatable.
>>
>>22689386
Ya it's understandable, I wouldnt feel to bad though. A good idea is a good idea whether its from one person or not
>>
Rolled 8, 10 = 18

>>22689220
>>22689231
[Seriously, folks, I'll let you know when I need random numbers generated. I'd calm down with the dice-tossing lest some unintended consequence gets thrown your way like it almost did a thread or two ago.]

>>22689246
[That's not bad.]

>>22689386
[Think of the master craftsman as you would a legendary dwarf from dwarf fortress - he created an artifact and can hold his own pretty well in most things now.]

Champion Olumek is entrusted with overall command by the chief, and told he will be warleader if he succeeds in the defense. He responds that he need not have the motivation, as the clan may be beyond need for a warleader should they fail. The warrior takes his place at the battlements, with many of the tribe's veteran sharpshooters at his side.

The chief himself goes to join the clan's sixty-odd nobles and priests, standing with the will-workers to boost their collective willpower from a RESOLUTE state to a truly STAUNCH demeanor.

Katla is given command of the Kreen and the rest of the archers, and stands ready to ferry messages or patch up morale. She visits each group of warriors and tells them to have courage, as all will be needed in the fight ahead.

The clan's Mul friends brace the gate, and Glaedr watches their ministrations with a careful eye, mending a rope here, hammering in a treenail there. A force of regulars is assigned to him to maintain interior lines and defenses.

Falkor is entrusted with the care of those not participating in the battle. He checks the stocks of food and water, and takes the people into the hospital and the surrounding stone buildings.
>>
>>22689461

Never played dwarf fortress sadly <_< but I'll think of it that way if I can.
>>
As the green horde advances, they let their arrows fly - and most clatter harmlessly against the stone walls of the village. The kobolds respond, filling the air with missiles of their own and striking down plenty of the enemy.

The goblins advance, but as soon as they've moved two-thirds of the way from the line of hills and boulders that defines the edge of the battlefield your scouts alert you to the presence of two other forces - both flying your clan's banner of a dragon lying dead beneath a kobold champion.

From the southwest, 309 blackrocks pull their bows taut and release arrows into the foe's back, and the tactic is the same for the 195 smokescales coming from the east.

Your allies have come after all. In typical kobold fashion, they waited for the enemy to be fully committed so they could hit them in the side.

>Allied forces have flanked the enemy!
>You are now AT PARITY!

The greenskins and their hobgoblin leaders send up a wail under the onslaught, frustrated at being caught under this hail of arrows. A short argument breaks out about whether some of them should turn around and eliminate the newcomers, but quickly ends when an arrow kills one of the dissenters. The force continues to advance.

Dragonfall clan mages attempt to sicken or otherwise eliminate the enemy leaders, but the enemy's mages nullify the attempt!
Our archers begin targeting enemy mages, but are likewise stymied - though our mages in turn ensure that any arrows turned aside by the gust of wind the enemy conjures land squarely in the sides of their rank and file.

Katla's Kreen warriors once more decide that chucking four armfuls of spear into the enemy per man is a good use of their time, and soon manage to take out a number of pack leaders. They begin drawing the attention of enemy snipers, and more than one mantis-man falls from your walls and bleeds his life-giving ichors into the clan's territory.

Roll 1d25 to determine Kreen casualties
Roll 1d100 to determine Kobold casualties
>>
Rolled 64, 27, 45 = 136

Rolling to determine goblin casualties in the first round.
>>
Rolled 92, 60, 70, 17, 94 = 333

Rolling to determine enemy wounded.
>>
>>22689676
>>22689685
A hundred and thirty some goblins fall dead, and most of four hundred that were unharmed or lightly wounded previously are now among the heavily wounded. The goblins' center and rearguard are both bloodied, but they slog onward.
>>
Rolled 23

Rolling for kreen
>>
Rolled 81

>>22689724
I hope someone rolls lower!

Rolling for our GIs
>>
Rolled 23

>>22689659
Rolling Kobold
>>
>>22689736
Shit, I can't roll low when I need to. Where were these when I needed to roll high, I ask you.
>>
Rolled 16

>>22689740
Rolling for Kreen
>>
>>22689748
>>22689740
>>22689736
>>22689724
I'll give you guys one more set of rolls and go for best of three.
>>
Rolled 10

kreen
>>
Rolled 56

kobold
>>
>>22689740
>>22689740
This is the 1d100 one btw
>>
Rolled 86

>>22689659

first for kobolds
>>
Rolled 14

>>22689659

now for kreen
>>
Rolled 81, 64, 24 = 169

>>22689773
>>22689740
[Heh. You guys are lucky enough that I'm going to have to switch to an average of the first three rolls for casualties next time.]

With exceeding good fortune - or perhaps just your defenses, advanced healers and magics, and the crap training of the average goblin archer - you only lose ten of the mantis-men and twenty-some kobolds in the first clash.
>>
>>22689865

So, uh... what now. or do we roll

lol @ my captcha being a phone number (6822327)
>>
eh problem with going average is that everything goes ... welll ... average.
>>
Rolled 12, 36, 36, 59, 79 = 222

>>22689865
With their left rallying surprisingly well, their right in disarray, and their center managing to hold, the goblins make it to your walls despite the price they pay in blood. But what do they care? A fellow goblin dead only means a greater share of loot for them.

Their mages begin to buckle, and your archers get a few shots through thanks to the pressure they're maintaining on the enemy. The hobgoblins have suffered plenty of mystic interference, and their force has suffered for it, but they scream vengeance and charge your gate with what seems to be a supply of pitch.

Olumek sees this, and shouts an order to Katla to fetch him the thunder-tube from the tribe's treasures.

[Roll 1d100 for your mages, 1d100 for your archers, 2d100 for the Kreen and Kobolds, and 1d100 for Katla's sprint for the gun-case for a total of 5d100. Can do it all in one post.]

>>22689917
[I wouldn't say this is an average turnout - just that it's taking the strategy a while to work.]
>>
Rolled 70, 10, 90, 3, 86 = 259

Welp here goes nothing
>>
Rolled 92, 63, 29, 55, 30 = 269

>>22689945

here we go FUCK UP THOSE GOBLINS
>>
Rolled 95, 49, 35, 12, 77 = 268

>>22689945
FOR GREAT KOBOLDIA
>>
Rolled 58, 46, 85, 66, 87 = 342

>>22689945


Also, just a comment. although drunken

we should attack the goblins as soon as possible after this. just saying
>>
>>22689987

Don't count these rolls. didn't mean too
>>
>>22689987
I agree, at the very least seize the village near the obsidian for an outpost.
>>
>>22689996
Oh fuck yeah Koberica
I say we fuck the shit out off these goblin fucks
>>
Rolled 84, 66, 93, 30, 74 = 347

>>22689962
>>22689963
>>22689971

>Mages
>95 vs 12
Your mages inflict their bile and hatred onto the enemy's leaders, and a number of them fall to their knees with several dead. The loss of their officers does little for the greenskin's spirits, the goblins' right flank begins to lose its coherence, and their center is barely standing its ground; their left is bleeding badly.

>Archers
>63 vs 36
The bows sing in your warriors' hands, and there is no sound sweeter than arrows and sling-stones thudding into the flesh of the enemy. The ground at the base of your village walls darkens with goblin blood.

>Kreen
>90 vs 36
The barbarian mantis-men throw spears until they run out, then climb down spider-silk ropes to get an even bigger piece of the fight. The majority of them strikes against the Goblins' left flank, which collapses entirely as the Kreen attack pierces through and meets with the Blackrock assault force.

>Kobolds
>59 vs 55
Your regular troops do not fare as well, bleeding men far more profusely now than during the first exchange. Soon the regular troops are making for better cover within the walls and the veteran sergeants are struggling to control them, but Olumek still has the strength to assault the enemy.

>Katla's run
>86 vs 79
Few can make out Katla's form as she propels herself to the treasure chest, equal parts natural speed and mystic will. She nearly smashes the lock in her hurry to get the clan's newest weapon, snatches the thing from its case, and sprints back. As she screams the champion's name to get his attention, she changes her grasp on the weapon, whirls it once about its center of gravity, and lets go - her will driving it on a trajectory towards the battlements.

>Roll d100 for the mages' fear spell.
>Roll d100 to regain control of the Kobold regulars.
>Roll d100 for the Kreen assault.
>Roll d100 to catch.
>Roll d100 to shoot.
[These will be averaged results. 5d100 in one post will do.]
>>
Rolled 9, 9, 60, 31, 20 = 129

Well here goes everything
>>
Rolled 36, 71, 49, 37, 11 = 204

>>22690229


I'm still awake for this shit. WE WILL WIN THE BATTLE AND BEGIN OUR ASSAULT AGAINST GOBLINS
>>
Rolled 33, 99, 62, 28, 90 = 312

>>22690229
SCIENCE FOR THE SCIENCE GOD

MATH FOR THE MATH THRONE
>>
... apparently we do absolutely awful
>>
File: 1358663820875.jpg-(1.08 MB, 1280x797, Imperial Guard-1.jpg)
1.08 MB
Rolled 72, 2, 89, 69, 37 = 269

>>22690229
HERESY
>>
Rolled 19, 13, 11, 19, 30 = 92

>>22690272
>>22690276
>>22690278
>>22690315
Your efforts are not immediately productive.

The mages fall short, their illusions sputtering to nothing. The enemy will-workers are filled with glee.

The regulars verge on breaking from their positions all along the line. Veterans are mad and screaming, hunters are gone and screaming, and Katla is out and screaming for good measure. Every moment weans more of the defenders from their posts.

The Kreen...the Kreen falter, and the center holds even as the greenskin's left attempts to reform.

Olumek, at least, has his head on straight in the chaos. He reaches out with steady hands and focused mind and snatches the gun from the air...only to miss his target by a good three meters.

While some goblin takes a shot in the face absolutely not meant for him, Olumek's target manages to break through both the hail of arrows and the tight-packed goblins at the front line to deliver a charge of naptha to the wooden gate. The wick takes fire, the sapper moves back, and a half-dozen goblins are blown into the air as the pot explodes and sets the door ablaze and sunders it.

The Muls roar their frustration and fury. They begin to take apart the bracing, knowing that the door will only be likely to fall on them otherwise given the force the enemy can exert on the thing with additional explosives.
>>
Rolled 58, 51, 89, 85, 47 = 330

>>22690505
In the meantime, your forces start bleeding. Nearly a score of Kreen are wounded or dead, and officers among your allies have been shot or killed as well. The rank and file isn't doing all that well either - almost fifty more are down while your leaders attempt to hold things together.

[Roll again.]

>1d100 for Olumek's second shot
>1d100 for morale check
>1d100 for the mages
>1d100 for the Kreen assault
>1d100 for the Mul sally

[If you do badly I'll go back to best of three.]
>>
Rolled 83, 77, 56, 90, 96 = 402

>>22690546
>>
Rolled 20, 95, 83, 60, 49 = 307

>>22690546

Here are some more rolls

(captcha is coachman rembsi)
>>
File: 1358664825805.jpg-(135 KB, 1024x700, 1329910696496.jpg)
135 KB
Rolled 29, 70, 96, 18, 4 = 217

>>22690546
Hold your ground, hold your ground! Sons of Blackrock, of Smokescale, my brothers! I see in your eyes the same fear that would take the heart of me. A day may come when the courage of kobolds fails, when we forsake our friends and break all bonds of fellowship, but it is not this day. An hour of woes and shattered shields, when the age of dragonfall comes crashing down! But it is not this day! This day we fight! By all that you hold dear on this good cave, I bid you stand, Kobolds of Dragonfall!
>>
>>22690560
>>22690578
>>22690604


We in trouble aren't we <_<
>>
>>22690680
idk man, my roll was beastly so hopefully that will save us
>>
>>22690680
But at least I had an awesome speech.
>>
>>22690690
>>22690697

Well.... we did well on separate parts. hopefully it averages out so we can take over the obsidian mine at least

Captcha has house in it. we must win <_<
>>
Rolled 62, 78, 88, 61, 74 = 363

>>22690546
Hold the line!
>>
>>22690780

I'm worried....
>>
Rolled 18, 84, 21, 19, 82 = 224

>>22690560
>>22690578
>>22690604

Olumek curses, fiddles with the tube until he's sure it's reloaded, and swings the barrel toward another target - the head mage. He pulls the trigger and puts his powerful will behind it, hitting the mage square in the chest - but the other magicians pick up their leader and heal him. The hobgoblin sorcerer coughs blood and lets out a barking laugh, redoubling his defenses - if only you had more of these weapons, and could effectively suppress the lot of them!

>95
Katla screams herself horse, now begging, now belittling, now pleading again. She gathers a squad by threats as much as by reassurance, and turns the troops around - plenty who see her decide that they'd better man up unless they want to be seen as inferior to a sprinter of all things. Katla could be running away faster than any of them, but instead she's decided to run towards the danger they've put at their backs, and that's largely enough.

>SQUAD MORALE RESTORED!

>96
Fírnen shuts his eyes and conducts the power of his fellows, and the bright light in the cave seems to go out for the assaulting goblins - there is only darkness and smoke, a shuddering and screaming, and the sound of their fellows' bones being turned to dust. Fearing the siege machinery of the dark elves or the subtle poisons of the illithids, some break and run, and many others fall upon each other in their effort to find a way out. The enemy leadership cannot come to grips with the problem, try as it might, until the mages regroup - but by then the right flank has nearly been shattered and the center barely holds.

>Your force is fighting AT ADVANTAGE!
>Your enemy is AT DISADVANTAGE!

Continued.
>>
File: 1358666523716.jpg-(306 KB, 900x1099, 1254767589188.jpg)
306 KB
Rolled 52, 72, 97, 82, 58 = 361

>>22690958
The Kreen, hard on their luck in this battle, are caught up in the mess caused by the illusion and plenty are cut down by the crazed goblins. They're driven right back into the burning gate, and though plenty scamper partway up the walls on silk lines to pelt the enemy with the last of their throwing weapons a good number fall.
>roll 1d20 for Kreen casualties.

>96
The Muls break the gate right off its hinges and, in typical Dwarf fashion, throw it down on the heads of the attackers followed by much of its bracing. They charge out into the enemy, laying about them with hammers and axes - and the enemy falls back, the center crumbling, the force beginning to rout. Though the leaders retreat in good order, putting their wounded to death as they go, the rest simply run for the nearest gap in the enemy they see.

>Your force is fighting from a SUPERIOR position!
>Your enemies are SUPPRESSED!

Your allies have continued to maintain pressure, and soon enough the Goblins break - an assault from three directions on the ground with missiles and magic thrown down on them from above proved too much, and the crack of the thunder-tube is icing on the cake.

>Your position on the field is now SUPREME!
>Your enemy is INCAPACITATED!

You have won.

[Rolling casualties and survivors.]
>>
Rolled 7

>>22691012
rolling for those brave Kreen
>>
Rolled 14

>>22691012
Get immediate medical attention to the wounded.

Also, rolling for kreen casualties.
>>
Rolled 18

>>22691012
>>22691028
BRING OUR BOYS BACK HOME
>>
>>22691040
>
Oh god what have I done
>>
Rolled 17

>>22691053
Probably brought a lot of Kreen home to their families, thats what
>>
Rolled 5

>>22691061
Yeah, in boxes.
>>
>>22691061
Low is better I think
>>
>>22691065
forgot to scrub email field there
>>
>>22691012

survival. let many win
>>
Rolled 2

>>22691086

stupid roll.

try again

let us ADVANCE AND TAKE THE GOBLIN HOME
>>
>>22691108

Or not... do we get bonuses at all <_<
>>
>>22691108
>
Lower is better in this case friend
>>
>>22691181

I'm too drunk to realize...

in that case. call me tiger woods. TAKE MY ROLL
>>
>>22691028
>>22691033
>>22691040
The Kreen, all told, have lost nearly thirty men and have another dozen surviving wounded. They'll take a few weeks to heal and recruit more into your barracks, but the offer of a steady food source and all the elf they can catch is good enough to bring in replacements.

The Muls have done reasonably well, with mostly light wounds.

The Blackrocks take fifty-two of their warriors home on stretchers, and another twenty-some to be buried. The Smokescales take home over forty dead, and thirty heavily wounded. For this, they both expect a sizeable share of the loot.

We have ourselves lost fifty-three regulars regulars and eighty have suffered wounds ranging from middling to grevious. Many will be scarred from this day's fighting.

Of the goblins, somewhere over five hundred and fifty has died before our gate in addition to the hundred-some killed by traps, and another two hundred lie dying outside the walls. Their mages have mostly survived, but four shamans lie among the dead, and six hobgoblins as well. Two hobgoblins are alive, one captured by none other than Resov, the thief that'd been working off his crime in your care, who caught the hobgoblin trying to crawl away into some rocks and choked the creature with his manacles, knocked it out, and alerted his caretakers. The thief claims he 'never liked greenskins anyway, and you lot aren't so bad.'

The field outside the burning gate is strewn with bodies, armor, weapons, spent missiles, and a variety of organs.
>>
>>22691289
[Getting close to quitting time for me here, folks.]

>What shall we do with the surviving goblins?
>Kill them
>Send them to our allies to do with as they please
>Imprison them
>Ransom them
>Release them
>>
>>22691289


If they are all gone. collect the bodies, armor, missles, and organs as needed. and divide it up to who deserves it most.

and prepare to wage war on the goblins. wage our best army to attack their outposts
>>
>>22691289
>>22691333
Second this. Kill the remaining goblins, keep the hobgoblin for questioning
>>
>>22691333
Get the injured medical attention asap.

Dispatch the wounded goblins. We're not going to waste resources healing them, and leaving them to die would be cruel. We are not cruel.
>>
>>22691300

Send them to allies to do as they please. gain alliance + get rid of them
>>
>>22691374
Ill change to this. Keep the Hobgoblin for our personal questioning. Maybe we can torturing him into giving us info on tech or something else
>>
>>22691381

Agreed. keep mages and hobgoblins for torture. gag and restrain the arms of mages. and do whatever is necessary for the hobs.
>>
>>22691410

Am I all that's left?

check the cylinders because my captcha is

cylinder tepera
>>
File: 1358669254112.png-(170 KB, 634x344, hurr.png)
170 KB
>>22691410
>>22691381
>>22691374
>>22691369
You send something like a hundred of the more easily treatable goblins to your allies as part of their share after giving them some medical treatment.

There are no living mages, and there are two surviving hobgoblins. One is taken into the basement of the Hall of Shrines and interrogated by the priests of Kurtulmak.

Over several painful hours of telepathic rending and screwing around with the hobgoblin's senses and perception of fear, the priest compiles a report.

It is found that the assault was more of a small to mid-sized raid to test the clan's defenses, as we were a rising power insofar as the hobgoblins were concerned and might need to be put in severe check. As such, a force was dispatched to ascertain our capacities.

The hobgoblins are seasonal visitors, coming each Bright Season to drive the Goblins into a raiding frenzy, lead them against their neighbors, and collect a large share of loot. The hobgoblins have been profiting the kobold tribes of the Great Cave as well as plenty of other communities this way for years, and have exploited the settled people's lack of preparedness in order to strike quickly with a large force of nomadic warriors and take whatever they need.

The kobolds were starting to give them trouble, so the hobgoblins started bringing in mages and heavier weapons. It was paying off well enough elsewhere, but the Great Cave clans were a tough nut to crack.

The hobgoblin does not survive interrogation.
>>
>>22691624
And with that, I'm out of time. Make your plans and see if you can catch me tomorrow around 16:00, though I may have to wait until monday.

Threads are archived here: http://suptg.thisisnotatrueending.com/archive.html?tags=Great%20Cave%20Quest

Remember to upvote if you want them to stay in the archive!
>>
>>22691289
>>22691624
....Holy shit, sounds like we need to get a mutual defense pact going with the rest of the clans. But hell the ratio of deaths to kills is like 1 to 6. We did good.
>>
>>22691791
You had defenses, traps, allies attacking from different directions, and on the whole better tech and some elite fighters working with you.

In essence, you did what kobolds should do when faced with tougher foes with superior numbers. You did everything that Tucker's Kobolds would do except set the ground on fire under them and eat their donkeys.
>>
You know what, I have some time for questions and comments.

Anyone want to say anything, got a request, etc? I'll try to clear things up if possible as well.
>>
>>22691811

I think we need to take what is left and attack the nearest goblin outpost. for real. with all our leaders. They sent everything and didn't break us. we need to gain some ground.
>>
>>22691806
....Well we are still researching chemistry and am pretty sure there was no mention of donkeys.
>>
>>22691836
You realize that that was "small to medium" scouting party right? Even with as much defensive bonus as possible, calling all of our allies, and harassing their march, we still barely kept the situation under control? If we had faced the same numbers in an open field, we would have been hard pressed not to collapse. Hitting their main base, even with all the other Kobold tribes, is just asking for trouble. We don't know how many tribes would commit, how much they would commit, or what they would commit. And then there's trying to decide who's in charge of what, what we'll end up with is a huge confused vulnerable mass of kobolds on the offense against a force they know nothing about. I suggest we dig in, warn the others, and prepare for a siege of epic proportions.
>>
>>22691958
I knew someone'd pick up on that.

There will definitely be a time to attack, and you've certainly proven yourself something other than an easy target that will allow the hobgoblins to loot as they like.

Nickel's worth of free advice - I'd work plenty on defense and technology, but have an interest in intervening in the misfortunes of others.
>>
>>22692012


Send out someone to scout the nearest goblin post. if we can, take it. if not Focus on our thundersticks and making more, as well as artificers
>>
>>22692056
Any area with a Goblin outpost that big is going to be crawling. Our scouts probably wouldn't infiltrate far enough inward to give us a dependable estimate of numbers or persons of interest. You are right that we should invest in artificers and guns though, those will be our saving graces. What we should do is keep a very stable communications relay with the other tribes with steady round the clock patrols investigating our borders. JPH, have you calculated how much of our military force is still functional? We're gonna need a count of every man to plan how this is gonna play out. Personally, I believe we should put out more bows and stock up on arrows and reinforce our walls/gates
>>
>>22692092

Agreed. we need our champions in magical artificed made armor. and we need our defenses in the best bows/guns we can make or reverse engineer. otherwise... lets be happy we won and build our tavern up;
>>
>>22692092
>>22692185


I'm assuming we are saved here. hope so cause I'm about to pass out drunk. I'll check the twitter. adios
>>
>>22692092
You've got around three hundred regulars and a hundred veterans. The adult Muls are nearly all capable of being on the front lines and do not yet have children, and the Kreen numbers will return to around a hundred within a few weeks with options to expand their barracks and therefore their numbers. you could always hire on more mercenaries or train more warriors at your lodge. There is also the possibility of training the Urds to drop missiles on people from above, but they're kind of stupid; there is room for improvement in their tower, which will support greater numbers of them.

Your biggest bottlenecks are the lack of follow-through with the iron, the metalworking, history, and weapons research, and the industrial production required to get everyone in better kit.

>>22692333
Yep, no more actions until next thread.
>>
>>22692368


If I don't see this thread tomorrow from drunk.

my suggestions are

Brewery.
Thunderstick reverse engineering
bows
magic
improve relations with clans to attack
Research metalworking

in that order.



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