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Choose your preferred minion type.

First to three, or one with most votes after a time wins.

(Even got the same initials as dungeon keeper.)
>>
If this is a Quest type of thread kindly remake it with Quest in the thread title so filters pick it up properly.
>>
>>42401441
Demon
>>
>>42401441
Undead, we need that too spooky bonus.
>>
>>42401486
aw fuck. Sorry, new at this.
>>
>>42401441
construct
>>
>>42401441

Greenskins!
>>
Construct
>>
>>42401514
scratch that
>>42401500
We need2go4spooky
>>
>>42401441
Beast sounds like the more interesting one.
>>
Let's do construct
>>
>>42401441
Beast seems interesting.
>>
You know what, why don't we have them all?
>>
>>42401549
>>42401567
Samefagging to the extreme.
Also constructs.
>>
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>>42401573
If I wasn't one of them, I'd agree with you.
>>
>>42401569

>Choose your class - Wizard, Fighter, Druid

I WANT TO BE ALL THREE

>Choose your gender - Male, or Female

BOTH

>Choose your starting location - City, Town, or Wilderness

ALL OF THEM. I WANT TO START IN ALL OF THEM.

>B-but how can you be three places at once...

I DON'T CARE I DON'T WANT TO MAKE CHOICES JUST GIVE ME EVERYTHING
>>
so the tally as this guy
>>42401567
is
1 demon
2 undead
1 greenskin
2 construct
2 beast
>>
>>42401590
>>42401537
>>42401563
>>42401573
3 votes for construct.
>>
>>42401441
>Undead
Come on, lets be necromancers!
>>
>>42401441

>Beast
>>
>>42401502
Ignore the baby. He's just got a full diaper. You don't have to put quest in the title.
>>
Demons. I MEAN COME ON YOU PEOPLE
>>
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>>42401573
And you got the 3rd vote for constructs.

You have three starting locations to choose from. All 3 have plenty of stone, but each have a specialty resource in abundance


Evilskull woods +Wood

Blackstone wastes +Iron

Darkreach cliffs +Gems
>>
BEAST
E
A
S
T

Come on, just for a change
>>
Sultania
>>
>>42401589
You've been awake for too long, go get some sleep and come back when you're not cranky any more.

It's not the same situation since we're not making a character, we're managing a group of minions. I was simply suggesting if we could have that group be a mix of all five, since every group has votes.It could be interesting managing a multicultural horde of minions. A suggestion with creative input, nothing more.
>>
>>42401639
Darkreach Cliffs, we need to pimp out our robets.
>>
>>42401639
>And you got the 3rd vote for constructs.
Story ruined.

>zombies
Boring
>orcs
Played out and boring
>demons
Have the potential to be interesting
>beast
Super interesting
>robots
Turbo boring, so mundane they make paint drying look like MLG

No surprises as to the one /tg/ picked
>>
>>42401639

Blackstone unless the gems are magical in that case, Darkreach
>>
>>42401639
>Blackstone wastes
Iron will be useful AS FUCK.

>>42401644
Sadly, it was by meant to be, brother.
>>
>>42401657
I feel like it would be good to mention that these will be the primary force you have, and the only unit you can normally recruit for a while, but research/conquering/events can give you alternate types of minions
>>
>>42401639
evilskull. Constructs can be wood yo.
>>
>>42401664
Christ, I know you want a wolf's knot pounding you so hard it breaks the fabric of reality but calm the fuck down on the samefagging.
>>
>>42401669
>Iron will be useful AS FUCK.

Yes

This is based response
>>
>>42401639
Blackstone wastes

More Iron = More Golem
>>
>>42401683
>Using Wood instead of Iron
topkek
>>
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>>42401639
Evilskull woods

If i can't have undead then I will have 2 spooky scarecrow constructs
>>
>>42401664
You are a sad and annoying piece of human. Let others have fun the way they want.
>>
>>42401639

Darkreach Cliffs

Pretty sure we can use those gems to power our robofriends.
>>
>>42401702
I want Scorpion Constructs but sometimes we can't have what we want.
>>
>>42401701
that is spooky wood to be precise.

>>42401702
Yes, we need this.
>>
>>42401715

Alternatively, diamond-constructs. It doesn't actually say what type of gem/rare material we've got.
>>
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>>42401693
>>42401686
>>42401669
>>42401667
>>42401655

Iron it is.

Lastly, what kind of dark lord are you?
>>
>>42401718
Getting pretty Möbius in here.
>>
>>42401745

>Sorceror

We are the Iron Magus.
>>
>>42401745
sorceror.
>>
>>42401747
Must be done
>>
>>42401745
Warlord.

Counteract our golem's weakness to heroes.
>>
>>42401745
Warlord
>>
Warlord.
>>
>>42401702
>>42401718
We could have Iron Scarecrow Scorpion Construct.
>>
>>42401745
Sorceror
>>
>>42401745

What types are available?
>>
>>42401745
sorcerer
>>
>>42401804
Pretty much what it says on the tin, sorcerors can get fireballs and lightning bolts, warlords run around in full plate smashing things

It looks like a tie as of what i see, so I'll let one get a more decisive win while I finish up the area map.
>>
>>42401684
Beep boop, get ready for the stale memes!
>>
>>42401850
Sorceror
>>
>>42401863
Beep boop, get ready for salty cunt.
>>
>Sorcerer with constructs
Sure is nice to try something new...
>>
Warlord, gotta train our constructs.
>>
>>42401850
sorcerer
>>
Warlord.
>Not riding your /fa/ golems into battle
>>
My god.
It's neck and neck, but I vote Warlord.
>>
>>42401868
Hope we like getting buttfucked by heros.

/tg/'s hard on for wizards will cripple us.
>>
>>42401892
>>42401925
>bitter
>>
>>42401947
I apologize for not enjoying rehashing the same old shit.
Pleeeease forgive me.
>>
>>42401914

Sorceror.

>Not floating above your /fa/ golems raining magical destruction down upon your enemies
>>
Holy fuck, we're so undecisive.
Warlord.
>>
>>42401745
Warlord
>>
>>42401974
We've made 3 choices. 3 choices and you're already complaining we're doing the same thing. Is your mind so limited that you can't think of any way this could be interesting? We literally still have an entire campaign ahead of us.
>>
>>42401767
change my vote to warlord, let's get it over with

let's hope we can spellblade a bit
>>
>>42401797
>>42402045
Iron Scorpion Scarecrow Constructs with Spellblade Stingers.
>>
Why would a non magic user command golems, it doesn't make sense.
>>
>>42402069

That vomit concentrated doses of methamphetamine on their enemies, causing them to freak out and shortly afterwards expire due to coronary distress.

Also they turn into babes for one night every full moon.
>>
>>42402097
what
>>42402096
why you gotta be magist
>>
Well looks like we decided on warlord.

Your dark reign begins, what lowly minions you have now will multiply with time, the surrounding fools let you grow your power, and they shall soon be enslaved.

Cont. Soak up the map for a minute
>>
>>42402096
We can bluff into being stronger if some adventurer or hero makes it far into our dungeon and talk him into becoming our minion.
>>
>>42402096
>because we wear a helmet, we can't use the slightest bit of magic
artefacts, godly gifts, technology, being a constuct ourselves... Plenty of sense
>>
>>42402097
When they're babes, will they still have the power?
>>
>>42402135

Dude, of course.
>>
>>42402122
All pick a name, easier to follow.
>>
>>42402173
Pls no.
>>
>>42402122

You have two goals, protect your treasure horde, and conquer the countryside.

You can take three actions per turn. actions include

>expand dungeon
>build unit
>research tech
>upgrade dungeon
>upgrade unit
>raid countryside

For each action, you roll 1d20 to determine the success of it. Action with most votes in set time wins.

Raiding the countryside lets you get much needed gold and materials. Each location has gold, but some may have extra as indicated.

As it stands, you have a two room dungeon. A minion room, and treasure room.

Wealth and materials:
>you have 500 gp
>you have 250 stone
>you have 100 iron

Units
>10 stone golems
> 20 workling constructs
>>
>>42402203
>expand dungeon
>Build unit
Make an iron golem
>research tech
Mining
>>
>>42402203
I say lets build units. We need more stone golem troops. What's everyone else think?
>>
>>42402203

I'd say we should avoid raiding initially and expand the dungeon. It's low risk.
>>
Rolled 17, 19, 9 = 45 (3d20)

>>42402203

>Research Tech

Traps. Every dungeon needs traps.

Then,

>Expand Dungeon

250 stone sounds like a good amount, let's build another chamber.

>Build Unit

Five more stone golems.
>>
>>42402203
are write-ins allowed? Forming alliances with nearby towns?

anyway, I vote >>42402244
>>
>>42402203
Stone golems are strong combatants, worklings are for digging and building.

Upgrading dungeon rooms can be anything from adding traps to the door or ceiling to expanding it to fit more units. currently your standard room can hold 20 units.

Research can be anything

expanding is important, it can be building halls to expanding rooms, to whole new rooms.

recommended actions:

>research tech
>upgrade dungeon room
>expand dungeon
>>
Rolled 20, 12, 11 = 43 (3d20)

>>42402203
>Research tech
>Upgrade Stone Golem
>Build Stone Golems, or upgraded Golem
I say we improve our army, then attack. Then we improve our defenses and attack again. Poorvale and/or Dvor. I don't think we need water unless we're hijacking everyone else's supply.
>>
>Build iron golem
>Expand dungeon
>research tech
>>
>>42402275
Mind me asking roughly how long a turn is? Would this be days, weeks, months, or longer still?
>>
>>42402203
Expand and research seem like obvious ones to start with, lets raid later. For the third action, we already have 10 golems, so lets upgrade one.
>>
>>42402203
>raid countryside
>expand dungeon
>build unit
>>
Skelingtons
>>
>>42402284

What tech did you want to research with that nat 20, anon?
>>
>>42402122
Question, will this be a story with plot, or are we just playing a strategy game? I don't mind either way, just wanted to know.
>>
>>42402366
I'm not really sure what tech would be useful at our current level. Perhaps catapults? That way we can make catapult golems, and eventually cannonball golems?
>>
>>42402284
>>42402366
Voting for research on Scorpion Constructs with spook(Scarecrow) factor.
>>
>>42402203
Do we roll as we vote, or do you roll after the votes are decided?
>>
>>42402332
>>42402239
>>42402244
>>42402258
>>42402284
>>42402308

The consensus seems to be research traps, build a new room, and build new golems.

Each turn is 1 week.

And yes, please use write ins, they're what makes the quest unique.


(19) You instruct your worklings to build a large new room, your instructions are concise, detailing how you want the room to turn out, thy set to work immediately.

(20) as the worklings set to work, you sit down at your desk, detailing what kind of traps you could create, and inspirations strikes, you skip right past basic tripwires and get to work

(11) build 5 golems, after your research you set to work creating several golems, each take 35 units of stone, the average amount.

>-175 stone
>+90 stone from dug out room
>+10 iron from dug out room
>+5 stone golems
>+technology- pressure plates
>+technology- Iron sawblades
>>
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>>42402526

>mfw iron sawblades

For the next turn, I'm voting to:

>Research Tech - agile iron golems

Due to the tough material they're made from, we could probably miniaturize them to drain less of our iron reserves while possibly making them quicker and more effective in small scale combat. This could be our marauding unit for raiding the countryside.

>Research Tech - basic chemistry

I take it there's no Geneva Convention in place here? Let's go full biowarfare. It's as close as we can get to having a magic arsenal, I think.

As a third option, I'm thinking either building more worklings, or researching mining so we have a better income of raw materials.
>>
Rolled 13, 1, 12 = 26 (3d20)

Research on Spellblades.
Research on making Scarecrow-like Golems, to spook our adversaries.
Research on Golems with Scorpion-like Tails.
>>
>>42402526
>upgrade unit
We've got iron sawblades, WE PUT THEM ON A GOLEM!
>>
Rolled 4, 19, 9 = 32 (3d20)

>>42402526
1. Raid Poorville
2. Research wood golems (especially spooky scarecrow golems)
3. Expand Dungeon (make like a workshop)
>>
>>42402429
>>42402398

It would be preferable to roll as you vote, and yes, samefagging might happen. I don't like it, but oh well.

Storywise I'm trying to keep this mainly as a strategy game, but hey who knows what'll happen.

A fair word of warning, I didn't expect this to get this much attention, so I might be scattered at first until I get used to it. If I mess up your vote or decision, all I can say is sorry but it ain't changing.

With that in mind, here's the stock of the dungeon as you make up your minds.

>500 gold
>165 stone
>110 iron

>15 stone golems (35 avg stone to create)
>20 workings (10 avg stone to create)

dungeon:

small standard room (20 unit cap)
large standard room (50 unit cap)
treasure room

(ps, god rolls on golem making use less materials, and please specify your research)
>>
Rolled 16, 12, 6 = 34 (3d20)

>>42402526
Well, since we're expanding...
>Upgrade dungeon (with traps)
>Upgrade minions, into better War Golems
>Upgrade minions, into better worklings
>>
>>42402701
Christ, that nat 1.
>>42402725
Are we allowed to reroll player choices that we agree with?
>>
Rolled 2, 17, 15 = 34 (3d20)

>>42402725

>Research Iron Golems

>Expand Dungeon (Golem Workshop)

>And this >>42402705
>>
Rolled 2 (1d20)

>>42402705
>>
>>42402769
yes
>>
What are our golems equipped with? Do they fight with just their fists and mass or can they be made to use weapons?
>>
Rolled 11, 13, 9 = 33 (3d20)

>>42402815
kden
>>42402701
Let's try this again.
>>
>>42402821
As of now, your golems have large rocks for fists, no appendages. However there could be research for them to wield weapons in the future.
>>
Rolled 20, 19, 19 = 58 (3d20)

>>42402853
>Research tech : Golem appendages
If they can fill more roles we'll need to make less of them. Eventually we'll have 4 armed golems.
>Raid poorvale
>Upgrade dungeon
Traps
>>
>>42402945
THE DICE GOD
>>
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>>42402945

I'm voting for whatever this anon said.
>>
>>42402945
>traps
überkek
>>
Question, QM.

What is the purpose of gold in this setting? What can we actually use it for?
>>
Rolled 3 (1d20)

>>42402725
Build a working.

No one's gonna attack us until we've started causing trouble, we gotta get some infrastructure down.
>>
>>42402716
>>42402770
I'll quote the posts with votes/winning rolls from now one, keep it clean and readable.

(19) research wood(spooky scarecrow) golems - You sit down at your desk and brainstorm how to instill fear properly, and inspiration strikes! You develop how to create a truly fear instilling golem, though weaker than stone, it is stealthier and has potential for morale damage.

(17) golem workshop- you instruct your worklings to expand the dungeon for a special room for creating and researching golems. They do.

(15) inspiration strikes, you craft 5 of these new sawblades (-50 iron) and attach them to some of your loyal golems.

>new unit type, scarecrow golem. cost 35 wood and 50 hay (new resource type, earned through raiding agricultural settlements)
>new room, golem workshop. Reduces cost of creating golems.
>+50 stone
>-50 iron

cont
>>
Rolled 7, 4, 11 = 22 (3d20)

Research on Spellblades.
Research on Humanoid Scorpion Golems.
>>42403114
This vote won, I believe.
>>42402945
>>
Rolled 1, 14 = 15 (2d20)

>>42403150
Nice roll.
>>
>>42403114
btw if i miss a good roll, its cause i was writing when it was posted. I'll work something out, maybe use the roll for this time.

>500 gold
>215 stone
>60 iron

>10 stone golems (30 stone)
>5 sawblade golems (30 stone, 10 iron)
>20 worklings (10 stone)


Shit came up and I'll be gone for like 30 min. Just brainstorm and vote or whatever til im back.
>>
Rolled 7, 18 = 25 (2d20)

>>42403150
>>42403176
welcome to atrocious rolls: the game
>>
>>42403179
>wasting a 58
You better not
>>
Rolled 9, 20, 16 = 45 (3d20)

>>42403114
>>42403179
>Upgrade Worklings into Lumberjack Golems.
>Upgrade Worklings into Miner Golems(?)
>Upgrade Dungeon with some traps
This way we can raid Poorvale with some Lumberjack Golems, Stone Golems and Sawblade Golems.
>>
>>42403273
Stupid. Personally steal a wagonload of hay, then create scarecrows to infiltrate every nearby farming town. Wait for the blood moon, bring them all to life and watch the terror spread.

Plus, the supernatural events linked with the lunar phenomenon mean that nobody will attribute it to a warlord in the area. It's just some stupid magic thing.
>>
>>42403560
Genius plan anon.
>>
>>42403560

Holy shit. You're a conniving son of a bitch, anon.

Supporting.
>>
>>42403560
So you want to exploit the fact that the peasantry are likely stupid, scared of anything not them, and throw salt over their shoulders in superstitious fear?

I like your style keeper.
>>
Rolled 7, 15, 19 = 41 (3d20)

>>42403560
I'm for this, it sounds fun as hell even its maybe not the 'best' plan.
1. Steal hay
2. Create scarecrow golems
3 Infiltrate golems
>>
Rolled 11, 15, 13 = 39 (3d20)

>>42403560
Rolling for this plan
>>42403652
>>
Rolled 19, 14, 16 = 49 (3d20)

>>42403652

Tertiary roll i suppose
>>
>>42403652
but scarecrow golems need wood to make and we don't have wood.
>>
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>>42403687

Dice gods approve of sneakiness and supernatural scapegoating.
>>
>>42403739
but what are are hay wagons made of, anon?
>>
>>42403790
Plus scarecrows are made of scrap wood. Sticks and broken broom handles. You could gather enough wood for an army of scarecrows just by going for a walk in the woods.
>>
>>42403826
In the spooky evilskull woods, no less.
>>
Okay I'm back. It seems that the spooky scarecrow idea is winning out. seems like a good time to explain gold.

Most materials can be purchased with gold, such as hay. Since hay is so cheap, you could purchase 5 units of hay for 1 gold. to get wood, you would pay 1 gold per 2 units of wood. etc. Purchasing doesn't count as an action.

In addition to buying materials, some more advanced units require gold to create. Hell, you could probably research and make a gold golem if you were so inclined.

If you were to send worklings or golems to steal hay, there is a chance (depending on the roll, I'll make my own secret roll as a counter) that your golems will be discovered. frightened peasants wont attack a large golem, but if the town guard musters in time a battle could take place and possibly gain you some notoriety.

With that in mind, what is the preferred course of action?
>>
>>42404164

Clarification: Who are we buying from again? The black market of goblins, rascals, and scallywags?
>>
>>42404164

Let's use some of that excess gold to buy hay and cheap wood for scarecrows.

Then, we'll silently deposit them a few days before the full moon in whatever village we wish to target. On the full moon, activate them and have them go on a murderous, suicidal rampage. Villagers blame supernatural forces, their defenses are weakened.
>>
>>42404164
I said to personally steal it. We are a character, right? That's why we had to pick an archetype?

I'm just in favor of breaking down the civ rules a bit and interacting more with the world, since it's a quest and you can really do what you want with your mechanics.
>>
>>42404230
We should try to kidnap some villagers if we can. Spies and all that
>>
>>42404283
I'd say thats too early. plus are the golems even subtle enough for that?
>>
>>42404205
>>42404252

ok, I suppose I was vague. Gold is super magically-alchemically reactive, and can be transmuted into any material based on the value. And you obviously know some basic magic, as you're making golems.

And yes, you are a character, and can personally go out to steal stuff, but will put yourself at risk. In fact you can do one on one fights with heroes (which is one of warlord's specialties) once you have to deal with them.
>>
>>42404355
Fuck it then, lets go all in and transmute some gold for our spooky dealings.
>>
>>42404355

So we can turn gold into hay and wood?

Fuck it, let's just do that. We're sitting in a pretty big gold surplus right now, and neither of those two materials are particularly valuable so we'll probably get pretty decent exchange rates on them.

Then we go ahead with Operation Spooky Scarecrows.
>>
>>42404355
So we can turn gold into lead! HAHAHAHA EAT IT SCIENCE!

But seriously thats nice to know. Anyway, I'm okay with setting up for the blood moon harvest and as a bonus while we wait can we try and figure out the trade routes? It'd be alot easier to steal the goods in transit than from a town directly.
>>
Rolled 8 (1d20)

>>42404164
>>42404355

Also in favour of the spooky scarecrow idea.

Can we research any explosives, as well? I got an idea.
>>
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>>42404465

Scarecrow suicide bombers?

Pic related, it's my face.
>>
>>42404483
Hay is easy to come by according to >>42404164

If we just spam bomber scarecrows, we can conquer the world within a week.

>ooh arrr, Jimmy, where'd you get all them scarycrows?
>well Rod, some guy were selling them for real cheap just up the road. Bought meself a round dozen!
>if 'e's still there I'm gonna buy myself a handful!

If we can get even distribution around local farms we don't even need to invade the towns. We can just hold the town's crops hostage and extort all we need.

>allahu ackbar
>>
Jesus when we finally get discovered they are going to call us the King of Terrors or something.
>>
>>42402945
going back to Mr. 58 over here, is it agreed upon that we put research to golem appendages (20), and upgrade the dungeon with traps (19) while you create (lets say 5) scarecrows.

(I just got the image of a scarecrow golem that steals children wandering fields at night, you know, terrifying.)
>>
>>42404714
>(I just got the image of a scarecrow golem that steals children wandering fields at night, you know, terrifying.)
I'm okay with that. I'm not okay with recruiting spies or releasing people, mainly because I don't want anyone to know we exist until it's way too late.
>>
>>42404640

I'm going to have to vote for this. It's too fucking devious and terrifying not to vote for.

Next turn:

Research Tech - Alchemy

Research Tech - Explosives

Research Tech - Combustible substances
>>
>>42404714
Y
>>
>>42404640
While I'd like to think that'd work remember you're dealing with a peasant whos about as smart as dirt and more easily frightened than a anorexic girl by doughnuts at everything. You'd have to make an example out of one and get attention from EVERYONE since stuff like exploding scarecrows is gonna turn heads.

Plus you wouldn't have a real chance in hell of intimidating the local lords and their toadies like that. Stuckup holier-than-thou idoits would just let the peasants suffer and rally an army to lay siege.

It'd be easier to slowly work them up into total "2spooky4me" territory and steal everything that isn't nailed down at night when they're too scared shitless to poke their heads out.
>>
>>42404714
yes
>>
>>42404791
>It'd be easier to slowly work them up into total "2spooky4me" territory and steal everything that isn't nailed down at night when they're too scared shitless to poke their heads out.
This. Have them hiding in their homes making up exaggerated ghost stories of what the scarecrows get up to at night. The best thing about this plan, is that when they send a cowardly lawman to investigate, we can spook them. When they send a tough hero, the scarecrows can do ABSOLUTELY NOTHING.

Of course they might get a little too brave and try to destroy the scarecrows in daytime. We should completely crush the first village that tries it overnight, just smash the place to the ground.
>>
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>>42404791

>bunch of farmers buy scarecrows a shady traveler was selling for cheap
>a week later, they explode violently, torching their fields
>word travels about exploding scarecrows, people stop using them
>suddenly, scarecrows begin wandering onto people's fields in the middle of the night, and then standing still as though they've been there forever
>whenever someone tries to take them down, they explode, killing the tamperer and torching the field
>townships begin to set up watchmen to patrol the fields at night and make sure no scarecrows get in
>scarecrows just begin throwing themselves at town walls, houses, and taverns instead, walking up to them methodically and then exploding right out side, torching everything
>humanity is reduced to nomadic hunter gatherers as every attempt at rebuilding civilized society ends in a swarm of exploding scarecrows
>mfw scarecrows killed the world
>>
>>42404714
Almost didn't see this. I'm completely fine with this. Though we seem to need to hammer out the scarecrow plan.
>>
>>42404942
Too direct, not spooky enough
>>
>>42404942
While amusing I'd like to keep society intact.

Its easier to get tribute that way.
>>
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Next turn, we should make a Titan golem from iron. Seeing how we're not limited to the human form(assuming here), we should give it a mine flail mounted at head level. The torso should be able to turn 360 degrees, and have a few saw blades on its arms.

Mine flails will turn even the most armored troops into pulp, and saws can deal with agile people
>>
>>42404714

(20) you decide golems need not be restricted by the limits of man, and quickly discover how to provide them with extra limbs, it will cost 10 extra of the main material (ie 10 extra stone, 10 extra iron, 10 extra wood) but will increase combat effectiveness. it will also cost 10 to upgrade a current golem.

(19) you use your previous research on traps to install a pressure plate and iron sawblade into the entrance, giving anyone who tries to sneak in a very unpleasant surprise. -10 iron.

() you purchase 176 wood and 200 hay, costing 128 gold. out of this, you construct five of your new golem. You muse to yourself 'scarecrow? more like terrifypeasant.'

> -128 gold
> +1 wood
> new research (extra limbs)

EVENT:

while supervising the installation of the traps, you hear some coughing outside. You silently crawl up to the entrance and see past the bushes you're hiding behind. A filthy peasant, half full bottle of moonshine in one hand. most likely Scumwalk is missing the village idiot. If you were to leave him alone, he may discover your dungeon and bring back friends, if you kill him, a search party may be sent out.

>What do you do with him?
>>
>>42405057
I say we make a worm golem for mining and (possibly) rapid deployment of troops.
>>
>>42405135

Kill him, hide the body.

Yeah, people might come looking for him, but not very many. He's the town drunk, not a fucking princess.
>>
Rolled 11, 16, 3 = 30 (3d20)

Research on Spellblades.
Research on Humanoid Scorpion Golems.
Kidnap the Town Drunk.
>>
>>42405199
Here's the real question though. he's obviously drunk off his ass. Will anyone believe him about what he sees?

Kinda leaning on kill though. I'd rather be tidy about things here.
>>
>>42405135
>>42405199
This kill him, test the effectiveness of saw blades, realize as a sorcerer we're gonna be using water blast(extra weak setting) to clear the gore off of our golems alot.
>>
>>42405135
Kill him, place body near Scumwalk, so wolves can be blamed for his death, and scavengers can remove evidence of our having killed him.
>>
>>42405135
Refill his bottle of shine and send him on his way.
>>
>>42405135
Let's try to talk to him first. If he really is a drunk fool we kidnap him and do some experiments for our research
>>
>>42405258
I vote for this
>>
Rolled 9 (1d20)

>>42405135
Kidnap him. Create a construct replica of him and place him in a room with it. Order the replica to play the Prisoner's Dilemma with him on repeat indefinitely. Seal the room. Wait to see what results occur.
>>
Okay so we got for ideas here:

Kill him. Obvious, might have issues if someone gives a flying fuck about him.

Nab him. Becomes OUR damn problem and I'm not cleaing up his vomit in a premptive not it

Talking...TALKING?! What kind of overlord are you!?

Or my favorite troll option refill his bottle of hooch and get him even DRUNKER and then send him back. Who's gonna believe him about a magic armored knight who gives free booze after all?
>>
>>42405199
>>42405226
>>42405241
>>42405247

the consensus seems to be kill him, how would you do so? would you personally do it (probably a good tutorial for how combat works) or would you send a golem to do him in? (also a good tutorial on how commanding combat works)
>>
>>42405135
Kill 'em, people will just think he's off on a bender until we raid their villages

>>42405182
We could probably adapt it to mass warfare, just mount saw blades on the sides and mouth, then send it into the formations
>>
>>42405324

Let's go lop his head off ourselves.
>>
>>42405321
>Or my favorite troll option refill his bottle of hooch and get him even DRUNKER and then send him back. Who's gonna believe him about a magic armored knight who gives free booze after all?
This.
>>
>>42405327
>be me
>pike formation 4 lyfe
>fuck cavalryfags
>feel a rumbling
>worm covered in saws at center of formation
>formation is broken
>so is morale
>>
>>42405135
Spook him with one of our new scarecrows. It is but the beginning.
>>
>>42405409
And thats why I love fantasy. It makes those euro history guys scream internally.
>>
>>42405435
Fuck, I'm late
>>
>>42405321
I do quite like the last one.
It's very much fits our developing MO.
>>
>>42405409
>Enemy cavalry riding us down
>I_was_born_for_this.jpg
>Brace my pike
>Massive grin on my face
>pike meets horse
>Pike snaps
>Horse keeps going
>Horse is iron
>Rider is iron
>fuck me.
>>
>>42405324
Spook him with a spookcrow
>>
>>42405549
>pike meets horse
>pike sinks in
>rider doesn't stop
>dragged into the center of the formation
>fucking massive saw blades slide out of the horse
>sawblades are launched from the horse
>such is life in the Blackstone Wastes
>>
>>42405324
Spooky scarecrow to rough him up and chase him away
>>
Nightmare compromise?

>Give scarecrow golem some hooch.
>Tell it to march out and give it over.
>Be this mean spirited guy who bellows close enough to fool the drunk
>"How about some spirits lad? This bottles to DIE FOR!"
>Giggle like a little evil overlord internally as he either dismisses everythign he sees as fake and never drinks again or pisses himself with terror and flees screaming about booze toting scarecrows.
>>
>>42405435
>>42405669

Seems like there's also the desire to spook him.

You quickly beckon one of the scarecrows to approach, and give it the order to scare the man. You find a seat and watch the show.

The drunk mumbles to himself as he wanders around, cursing about some wench from the tavern. The scarecrow sneaks up behind him, each lumbering step surprisingly silent. The man quickly turns around and is face to face with the scarecrow, which stands perfectly still.
In response, he screams and swings his bottle at the scarecrow. The scarecrow takes the first hit like a champ, the hay absorbing all of the weak blow, but the poorly made bottle shatters on the wood within, and the next strike may damage the scarecrow. (ever so slightly)

For combat, 3 people will roll 1d20. these will total to be a number out of 60 (doing it this way so participation can be up) The higher the number, the better the result. If a natural 20 is in there, or a natural 1, there is a chance of a critical success or failure, depending on the other rolls.
>>
Rolled 2 (1d20)

>>42405844
>>
Rolled 12 (1d20)

>>42405844
Knock him out!
>>
Rolled 4 (1d20)

>>42405844
>>
Rolled 19 (1d20)

>>42405844
spook him good!
>>
>>42405885
>>42405913
You guys suck
>>
Rolled 2 (1d20)

>>42405844
Scarecrow stays perfectly still.
And then, as he seems to calm down, it turns it's head to look straight into his eyes.
>>
God damn these dice. We either fail or succeed on epic scale.
>>
>>42405885
>>42405888
>>42405913

(18/60) The scarecrow moves to grab the drunk's arm while he was swinging, and ends up taking a glancing blow to the arm. Good thing this guy is awful at fighting, or else that wound would take materials to fix. Seeing the scarecrow move, the drunk screams even louder, turns tail and starts sprinting away.

Should you leave him be, seeing as nobody will believe him, and if they did he probably wouldn't be able to find the place again, or should you send the scarecrow after him, in an attempt to silence him for good?
>>
>>42406007
Ignore him. No one will believe this story. If we follow him there's a chance someone else will spot us.
>>
>>42405957
More like ebin scale, amirite.
>>
>>42406007
Let him run. We can work with this later as some drunkards rumor goes around about a killer scarecrow.

Then one morning a few scarecrows nobody put up are around.
>>
>>42406007
Ignore him
>>
Rolled 5 (1d20)

>>42406007
Leave him, there's no point chasing him now, it'll only make it worse.

Meanwhile! Make more scarycrows.

We also need some decent weapons that scarecrows can carry. Research pitchfork-holding hands!
>>
>>42406099
Nah, give them assassin's creed style wrist blades. Who's going to leave a good pitchfork out in a field?
>>
>>42406032
>>42406064
>>42406086
>>42406099
It seems the consensus is to let the guy run away.

You take stock in your base.

Materials:
>372 gold
>215 stone
>60 iron
>1 wood

Units:
>10 stone golems
>5 sawblade golems
>5 scarecrow
>20 worklings

Base:
>Trapped entry room (battle)
>Large room (battle)
>Golem workshop (passive)
>Treasure room (passive)

There are two types of rooms, passive and battle. the names are fairly self explanatory, passive rooms serve various purposes, but are generally ill suited to battle, and if battle occurs in them valuable items may be damaged. battle rooms are designed for battle, your units gain bonuses to fighting in them and are very defensible.

now is also a good time to explain how to initiate raids.

The roll to initiate a raid is how quickly and efficiently you enter the area. a 1 would mean that the guards had hours to prepare and are completely defending all valuable locations. a 20 means that the guards were caught off guard, most asleep or unaware. Once a raid starts, you command the units as they enter battles and steal loot. Eventually the guard will muster and most likely be able to chase off your army, so you must choose when to retreat. You can only raid once per turn.
>>
Rolled 11, 17, 8 = 36 (3d20)

>>42406309
>Research tech - Golem weapons
Small hidden weapons for scarecrows, large powerful weapons for regular golems. It's much scarier that way.
>Upgrade golems
Upgrade 5 of them with extra limbs.
>Raid Hamlet of Scumwalk
Iron is a valuable resource for making strong golems, stone seems to be rare here
>>
Rolled 6, 9, 10 = 25 (3d20)

>>42406453
this
>>
>>42406453
I forgot to mention, you can send worklings off to dig mine shafts, it will take a few turns but will provide you with iron and stone.
>>
Rolled 12, 12, 20 = 44 (3d20)

>Research Tech
-Scorpion-Like Tails, to be utilized as weaponry
>Upgrade Golems
5 of them shall gain extra limbs.
>Raid Hamlet of Scumwalk
Gotta get that Iron, yo.
>>
I kind of want to cool our heels a little bit and send the scarecrows out as scouts on a town. See how easily shaken they are.
>>
Rolled 19, 14, 6 = 39 (3d20)

>>42406507
>That Nat20 on Raid
Yeah, I'm going to go with this option.
>>
Rolled 19, 17, 11 = 47 (3d20)

>>42406507
this
>>
Rolled 9, 8, 3 = 20 (3d20)

>>42406507
this option is pretty similar to this:>>42406453
but I'm going to go with:>>42406507
for that nat20
>>
Rolled 2, 3, 20 = 25 (3d20)

>>42406507
ok with me
>>
>>42406654
>double nat 20 on raid

This better count for shit, yo
>>
Hey SteelyWheel. I would like to run a companion quest for this DK game where we build (an) adventurer(s) to throw at this world. I was just going to post it but thought better of it and wanted to ask here. If you'd rather talk about this at the end of the thread, that is fine too.
>>
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>>42406507
>>42406544
(here's a quick map of your current dungeon.)

(19) research tails - you quickly realize that in addition to arms, you can make tails. these will work great for balancing purposes of much larger golems, and can be equipped with special weapons in the future

(14) golem upgrade. You choose 5 of your stone golems and construct extra arms for them (-50 stone) these golems are slightly stronger in combat, and once given weapons may be truly fearsome.

(20) It has been long enough, it is time to raid Scumwalk. Your army is strengthened and can handle any attacks. The units you bring with you are 5 stone golems, 5 sawblade golems, 5 multi arm golems, and 2 of your scarecrows. (either to use in assault or hide in town once you are done.)
The other 3 scarecrow and your worklings defend the base in case of curious locals.

Give me a few minutes to sketch a map of Scumwalk, brainstorm strategies.
>>
>>42406742
I'm all for collaboration, seeing as it can even get competitive in a (hopefully) fun way. Mind mentioning some more details about it?
>>
>>42406760
Stone golems tank. Unless we managed ot pick the town with a resident wizard they'll take insane punishment to kill.

Sawblades for flanking and crowd control. They'll be terror units grinding up anyone dumb enough to fuck with the stoners.

Multi arms lead up the looting and blitz any fucker dumb enough to stand in the way.

Scarecrows fade into the fields nobody'll realize its happened and they can be useful in shenanigans invovling terrorizing these hicks.
>>
>>42406760
Send the saw blades running down the Main Street, kill as many as possible. Meanwhile, the 4 arms will attack from a perpendicular angle. The rest of the golems are going to be looting
>>
Rolled 8 (1d20)

As the thread is doing right now, we're going to attract adventurer attention really fast. Unless we play with the "scarecrows are a common phenomena" thing we're going to get a hero on our asses pretty quick. Spook = evil, and that may attract the attention of a paladin or group of priests.

I recommend taking a few days to find a disorderly in a tavern and pay them to spread rumors about the scarecrows being migrants from all round, and then spreading out their activity. Hopefully, they won't be tied to the golem attacks and our warlord can operate with some degree of safety. After all, our only concealment is bushes at the moment.

Can we make a door golem? Like, block off the cave mouth but make the mouth itself a golem? Maybe can even crush a couple adventurers who manage to go through if we can get it smart enough.

Rolling research [stationary defense golems]
>>
>>42406829
Remember we'll be on a time limit even with a nat 20. Thats why I wanna blitzkrieg it with this >>42406828

After the initial charnel house we put focus on what we want which is iron. Grab whatever's not nailed down and play it by ear depending on dice gods favor/wrath and how much we loot.

I'm fully expecting murphy to say hi and want to tie up what's left of the guard in a single spot where they're easier to manage early on before they get wise.
>>
>Research
Spellsaws
>Research
Stationary Defense Golems
Let's have multi-armed scarecrow scorpion spellsaw golems.
>>
>>42406887
We'll get attention eitherway plus we don't exactly have anyone...usable as a spymaster. At least not yet anyway.

Once this raids said and done they'll hopefully be whipped up into bit of a panic. Thats where scarecrow shenanigans will start to keep the peasantry scared shitless. I'd rather deal with wanna be heroes in groups of 3-6 than some lordling and his 500+ mob battering the gates. To make sure that doesn't happen we have to terrify them so only the bravest (and dumbest) come gunning for us.

collaborative effort here guys. pipe up
>>
Rolled 12, 8 = 20 (2d20)

>>42406967
Nice roll nerd.
>>
Rolled 9, 5 = 14 (2d20)

>>42406967
And I forgot to roll, kek.
>>
Rolled 20, 12 = 32 (2d20)

>>42406999
>>42407000
wow look at them
two trips
>>42406984
rolling for this
>>
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>>42406760
The guardhouse is where the guards spawn from. your golems could easily take down a small squad of guards, but the full garrison could well be in the 100s.
The sentry tower, if trouble is spotted, will light a flame to alert the guardhouse, causing guards to mobilize quicker.
Businesses hold gold
the mines hold iron
residential buildings hold small amounts of gold and wood, but you build notoriety much faster by destroying them.
The church has large amounts of gold and materials, but you take massive notoriety for looting the church, as well as possible ire from a holy order.
If you manage to take the town hall and guard house, you conquer the village and can either subjugate it, which will provide small amounts of materials forever, or pillage it, which will grant a massive amount of gold and materials, but gain notoriety.

At this point you aren't strong enough to conquer the village, but certainly to loot it.

>What is your battle strategy?
>>
>>42407035
Right. Serious pants on guys what do we want and how bad do we want it?

Steely's flat out said we can't win this so its entirely about getting the loot we can and getting the fuck out with minimal losses.
>>
>>42407087
Let's just take the shit in the mine.
>>
>>42407035
Send a couple of scarecrows to the sentry, have them climb to the place with the fire. No one is allowed in.

Send everyone else to the mines. We're doing a smash and grab, any fight is going to go against us. If we can, we leave no trace, just a couple of dead guards and a whole lot of missing iron
>>
>>42407106
>>42407035
Wrong post.
>>
>>42406796
I was thinking of having an adventurer find out about the plans going on in this thread here but being too weak to do anything about it and questing into other dungeons and territories to try and get strong enough to kill us here.
>>
You know what we need?
Explosives.
Just blow the Barracks the fuck out.
>>
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>>42407087
I think this is a good bet. Our best fighters occupy the main enemy force, our weaker stone golems take what they can from the mine and leave, our scarecrow golems scout out the business section for anything valuable and have the multi-arm golems support them and carry the found goods.
>>
>>42407162
As long as you can get a group of people that want to do it, go nuts.
>>
>>42407166
Later anon. the road to global domination is paved with corpses and little steps.

>>42407139
>>42407168
>>42407106
Seems like we're dead set on the mines. Do we want to focus on all the iron we can or hit the business district too for some gold?

I'm down for just iron since we've got a okay stock of gold. maybe hit the merchants if the fight goes hilariously in our favor right out the gate.
>>
>>42407168
Remember, you're there too and you can swing a sword.

You have iron plate armor, an iron longsword, and an iron shield.
>>
>>42407239
Wait, can we use part of the Golem Research and implement it into our armor?
>>
>>42407272
Power armor?
Fuck yeah.
>>
>>42407228
The merchant section probably has a blacksmith, so it's worth checking out. Might have a magic item shop too.

>>42407239
Gotta be in the business section group.
>>
>>42407162
I'm up for it.

Can we be the village idiot that no one believes?
>>
>>42407272
If that's what you want, then you can hop in some fantasy power armor and go nuts. with research of course.

But, you may not be able to use some items. Which while fighting heroes, you may very well find rare and powerful equipment.
>>
>>42407302
Ooh, let's do full body armor, with the visage of a Scarecrow, with an extra pair of arms and a tail that ends in a Sawblade Stinger. And if OP accepts >>42407018 , a Spellsaw Stinger instead.
>>
>>42407302
It would also let us recruit people easily.

>hey buddy, you want to be able to punch through plate at level 1?
>>
>>42407330
>be the town drunk
>you know of this warlord with constructs and you must be the one to stop him
>no one else will believe you
>you have dabbled in a bit of swordplay/magic
>>
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>>42407204
Do you have any established lore for this world like town names or other characters or can things just be improvised in a similar tone?
>>
>>42407330
It's up >>42407368 here
>>
Alright lets brass tack it.

Go with >>42407168
Lead the forces personally where?

Pay attention to the fight and bail when we've had enough loot taken.

Play by ear as the fight progresses. If we look like the guards are going to overwhelm us book it. In the end minions are expendable not us.
>>
>>42407398
It's mostly improvised as I go, there are a few things I've already decided, such as the races that live in areas, and a few figureheads (ie there exists a king of Britonlandia, there is a grand Doge of knot-venise.) I think some places you can guess the race, like dwarfholm and dwarfgier.

I trust that, on a board of worldbuilders and storytellers, other people are good at worldbuilding and storytelling. So if you wanna make up some towns and kings and places, by all means go ahead.
>>
We should research magic sigils after this. Those could be used for a variety of things. We could stick them on constructs, or use them as traps for defence, for example.
>>
>>42407526
Yeah, that's what I was planning:>>42406967
>>
>>42407496
>Doge
>Knot
I know that wasn't the intention, but...
>>
>>42407472
>>42407228
>>42407139

Consensus seems to be the three squad plan. storm the mines with stone golems, distract guards with sawblades and few multi arms, and loot businesses with scarecrows, multi arms and yourself.

Y/N?
>>
>>42407576
>Y
>>
>>42407576
Y
>>
>>42407576
Y
>>
>>42407576
Sounds good
>>
>>42407576
You head in, of the three squads you arrive at the business district first. passing by storefronts you can see people locking doors and cowering in fear, the scarecrows peer into the windows for ominous effect. Roll 1d20 to see how looting goes.

The assault squad barrels down the center immediately catches the attention of a small patrol of guards (9 guards), fairly close to the sentry tower roll 1d20 for combat.

the looting squad barges through the mine entrance to find several miners at work, as well as several loaded minecarts. they scatter, but quickly form a small squad of resistance (14 miners) roll 1d20 for combat.

Enemy types:

Guard:
+morale (defending home)
*avg combat ability (trained soldier)

Miner:
-morale (just doing their job)
-combat (no training)

Works as advertised, roll 3 times like we did for the drunk.
>>
Rolled 1 (1d20)

>>42407772
>>
Rolled 5 (1d20)

>>42407772
Loot
>>
Rolled 12 (1d20)

>>42407799
fuck
>>
Rolled 10, 20, 11 = 41 (3d20)

>>42407772
>>
>>42407799
>>42407801
its easiest to roll 3d20 at once (you know, one for each squad) it'll make it go quicker. for uneven numbers of rolls I'll just toss them in the mix until the number we need is reached.
>>
Rolled 10 (1d20)

>>42407772
>>
>>42407839
Look at my nat20. >>42407827
>>
Rolled 19, 15, 16 = 50 (3d20)

>>42407772
>>
Rolled 15, 13, 20 = 48 (3d20)

>>
>>42407799
>>42407801
>>42407820
>>42407827
>>42407847
>>42407866
I added these together in a 123 pattern, unless specified what they were rolling for.


(16/60) looting businesses- tearing through the area you barely find any loot, the people are either too poor, or hid their valuables very quickly. You grunt as you slay a father in front of his child, breaking open the money chest hidden behind the counter of the butchers shop. +50 gold

(51/60) fighting guards- The sawblade golems eviscerate three guards before they could blink, in the process slashing the supports of the sentry tower, sending it toppling and crushing another guard. the multi arm golems manage to block any attack towards the sawblade golems, and it is not long before the guards are only left as a bloody pile of guts.

(33/60) fighting miners- the miners are surprisingly coordinated, though that doesn't stop them from dying in a sickening crunch as four are crushed by golems. as it turns out however, pickaxes are surprisingly good at breaking stone (gee, i wonder why) and they manage to break apart and destroy one stone golem. They don't have much time to revel as the other golems quickly stomp down the offenders. a total of 8 miners have died, compared to one golem. the remaining miners flee.

The assault team, moving forward, sees that the barracks are alive and soldiers begin entering formations, with reach weapons such as spears and a few halberds to counter the close range combat of golems. Warhammers and heavy mattocks can also be spotted. There is still quite some time before they can mobilize however.

>Roll 1d20 for stone golem looting.
>Any other, special actions you want to take?
>>
Rolled 16 (1d20)

>>42408088
Special action-Set fire to the business section
It'll be a useful distraction when we escape
>>
Rolled 2 (1d20)

>>42408088
Send the saw golems at the guards. Hit them from the side, so the pole arms can't negate our close up power
>>
Rolled 15 (1d20)

>>42408088
>>
Rolled 15 (1d20)

Kind of surprised the town guard practice with mattocks of all things. They've obviously had to try and fight off constructs before.

>>42408088
Shift the merchant party to the mines after setting a fire. its slim pickings there. Assault team presses the advantage as cover, once we've secured the iron we get the fuck out of town whlie they panic over the fire.
>>
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Just gonna leave this here
http://nwn.wikia.com/wiki/Demonflesh_golem
summoning dead demons should be cheaper than the living ones
>>
>>42408152
>>42408278
>>42408293
The mattocks aren't the best weapon, and the guards can be clumsy with them, but the world is wrought with danger and it is a mining town, often a spirit might inhabit the mines and stir up an angry golem or two if the miners do not respect the spirits.

(16/20) Start a fire- You quickly light a fire, using the stone multi arm golems to grab burning wood and toss them into intact buildings, spreading the fire. The effect is immediate as a contingent of guards splits off and hurries to the scene of the fire. By the time they arrive your looters are long gone and have arrived at the mines to aid the stone golems.

(15/20) loot the mine- As the golems scared off the miners, they start by grabbing minecarts full of ore, each stone golem holds 50 iron. As you arrive your multi arm golems head in, grabbing 75 iron for both of them, while the scarecrows cannot grab much, they still are strong enough to carry 10 iron.

All the looters are loaded up, and the assault team is set for a clean escape. Do you leave? or do you set the assault team to cut off the fire brigade?
>>
>>42408488
We've got what we want and a perfect exit. No point staying since we're full up.

Let's go home and let'em mourn their dead "Heroes" and all that weepy soppy drivel.

At least they have something to fertilize the fields with now.
>>
>>42408488
Time to GTFO
>>
>>42408488
Leave. We got what we came for, and we won't have a better chance to escape than right now.
>>
>>42408526
>>42408532
>>42408537
You tear out of there, making a clean escape. You've lost a stone golem, but they've lost quite a bit more than that. They never knew what hit them. It will take time for them to recover.
In addition, your scarecrows managed to pick up some extra hay and scraps of wood

>+50 gold
>+370 iron
>+20 wood
>+80 hay
>-1 stone golem

You've got quite an array of golems, I would recommend reinforcing your numbers and avoid spreading your golem types too thin.

End of turn:

Materials:
>422 gold
>215 stone
>330 iron
>21 wood
>80 hay

Units:
>4 stone golems
>5 multi arm golems
>5 sawblade golems
>5 scarecrow
>20 worklings

Base:
>Trapped entry room (battle)
>Large room (battle)
>Golem workshop (passive)
>Treasure room (passive)

Research:
>sawblades
>pressure plates
>multiple arms
>tails
>>
>>42408684
How much does it cost to make an iron golem?
>>
>>42408684
Can we do this
>>42403114
>>42403211
>>
>>42408723
You would have to research any new golem type, however it would most likely be as expensive as a stone golem.
>>
>>42408684
>>42408727
>>42403150
Sorry, one of the replies was wrong.
>>
Rolled 3, 16, 10 = 29 (3d20)

>>42408743
>>42408684
>Research Iron Golem
>Research Golem weapons
>Research Spellblades
>>
Rolled 14, 2, 18 = 34 (3d20)

>>42408807
this
>>
Rolled 16, 19, 1 = 36 (3d20)

>>42408684
>research power armor
>make a door golem outfitted with saw blades and crushing arms
>make iron golems
>>
>>42408482
Do we know how to summon demons and does that cost anything?
I'm assuming we can take prisioners in raids and sacrifice theyr souls, them use necro on the body.
come one, how hard can it be to learn demonology and necro? can't we just buy a manual?
>>
Rolled 5, 17, 9 = 31 (3d20)

>>42408684
>Research Iron Golem
>Research Golem weapons
>Research Spellblades
>>
File: 1410544117293.gif (1.65 MB, 200x150)
1.65 MB
1.65 MB GIF
>>42401589
>>
>>42408807
>>42408857

(14/20) research iron golem- After a hectic day, you relax in your study and realize, you need stronger golems. any golem that can be torn apart by a simple miner is no use to you. You put to paper what you've been thinking for so long. Iron golems.

(16/20) research golem weapons- you figure that range has been an issue as well, and golems wielding swords the size of people could work for both combat effectiveness and add in more to their fear factor.

(18/20) These weapons need to be special as well, ones that utilize the magic that already flows through the golems, given their blades an edge that could cut iron like butter. Well, maybe not the first iteration, but a bonus to power for sure.

>Unlocked iron golem. Costs 35 iron and 5 gold
>Golem weapons- research done in 1 turn
>Spellblades- research done in 2 turns
>>
>>42409010
>Iron Golems

I think we have just discovered our frontline shocktrooper for the foreseeable future gentlemen.
>>
Rolled 16, 20, 17 = 53 (3d20)

>>42409010
>make a multilimb, saw blade, tailed, iron golem
>continue weapons research
>continue spell blade research
>>
Rolled 5, 6, 8 = 19 (3d20)

>>42409010
>Create 5 iron golems(multi limb, tail)
>Send Scarecrows to scout village we just raided and poorvale(How damaged was the village from the fire, how well defended is poorvale)
>Have worklings mine for resources

>>42409035
>we send them to burn iron village a second time
>their weapons totally ineffective
>their muffled tears as their village is destroyed before their eyes
glorious
>>
>>42409128
So, do we have super-halberd golem weapons now?
>>
File: Golem.png (205 KB, 1000x1000)
205 KB
205 KB PNG
>>
>>42409163
I doubt totally ineffective but they'll have a bitch of a time bringing them down without a wizard or literally dogpiling it and trying to pick it apart with their mattocks.
>>
>>42409240
If you just drew that, I love you. I hope someday I run something someone draws. Thank you for your contribution
>>
Rolled 14, 3, 5 = 22 (3d20)

>>42409128
this
>>
Rolled 7, 2, 14 = 23 (3d20)

>>42409128
Let's do this.
>>
>>42409240
>>42409330
what he said

>>42409128
>>42409367
>>42409385
gonna go write some stuff now
>>
>>42409330
>>42409413
No problemo
let me know if you want some more.
>>
>>42409437
Hey, could you draw a man in a full metal armor suit that appears to be an iron scarecrow with an extra pair of arms and a scorpion tail that ends in a sawblade with several runes inscribed all over it please?
>>
>>42409437
Can you do the golem in >>42409128
?
>>
>>42409128
Why not make them spiked as well? Hell, make them look like they are made out of an animated pile of spears while we're at it.
>>
>>42409506
Mobility mostly.

Though the idea of a rolling ball of spikes sounds like an awesome formation breaker...
>>
>>42409413
(16/20) make freaky golem- You set to work in the workshop, with iron and gold, you work. days are spend creating your new golem, and finally it can see the light of day.

-60 iron
-5 gold
+1 war golem

(20/20) (20/17) rush research - You manage it, discovering that the easiest way to get a golem to wield a weapon is to give it humanoid hands, an upgrade all golems will now have. You can construct swords for them to wield at the cost of 15 iron and 5 gold. In addition, you can enchant these swords to massively increase their power for 40 gold.

While priding yourself on the day's efforts, you hear a large commotion, what seems like a crowd of men shouting. You close your eyes and see through those of a workling near the entrance, a crowd of 30-40 men is approaching your dungeon, fast.

cont.
>>
>>42409519
Why don't we just make them spiked, as long as we don't place them like an idiot, they shouldn't hinder mobility significantly and they'll get some extra defense.
>>
>>42409561
Oh hey the peasantry has arrived.

Lovely. Gentlemen we have rabble to drive out!

We really need to do some production after this...
>>
>>42409568
What if, instead of spikes, we place saw blades along their bodies so that anyone that touches them is cut up. Plus, if the blades are spinning quickly, it will throw any weapon to the side from the force.
>>
>>42409500
>>42409488
I'm guessing these are the same?
Is it a dude in a suit or an actual golem?
>>
>>42409561
Assaults on your dungeon are noticed before they arrive, so you can allocate your units to rooms and set up traps and strategies. Currently all of your units can fit in the entry room, which has a sawblade trap on the hallway into the room. You are able to take part in the battle, or hide in the treasure room. If the attackers arrive in the treasure room, you can escape to a secret passage with a small amount of money to rebuild, as well as some worklings surviving.

Once the attackers arrive at your base, which as a reminder looks like >>42406760
you will roll for combat as normal.

How do you position your troops?
>>
take a few (2 or 3) worklings and stone golems and send them to 'mine' (make noise) at a nearby cave. Wait for the peasants to search for the entrance and find the bait. Then flank and smash with the rest.

Also, next turn, spiky pitfall trap entrance.
>>
>thinly veiled HoMM quest thread
>>
>>42409649
No, not really, also dude in a suit.
>>
>>42409665
Theres no point in spreading them out. If they want to come in by all means let's invite them to a party. We'll use their guts for party streamers.

Much as I'd love a layered defense we don't have enough for it right now so wait behind the entry trap. See how many still have a stomach for it and slaughter them all afterwards. Not much strategy here beyond a slugfest.

Also vote on leading personally.
>>
>>42409665
Our new war golem will be at the very front, to greet our visitors after the trap. All of the saw golems are to form a V, centered around the entrance. As they swarm in, close the V and grind them to paste.
>>
>>42409785
>>42409727
So, I take it as a "If they want it, let them come" scenario. Let's write.

As the guardsmen close in, you get an accurate count on them. 34 men strong, 10 armed with mattocks, 10 with halberds, 14 with swords and shields.

The men are scared at first to charge in, but they all realize what is at stake as they brace themselves and charge straight into the darkness. They are immediately caught off guard by a sawblade, at waist height, catching the front line of 5 halberdiers, and slicing them cleanly in two. The charge continues and breaks down the door to the room, to be greeted by you and your war golem, with friends.

3 people roll 1d20 for combat.
>>
Rolled 7, 12, 19 = 38 (3d20)

>>42409979
>>
Rolled 14 (1d20)

>>42409979
>>
Rolled 11 (1d20)

>>42409979
>>
Rolled 8 (1d20)

>>42409979
>>
Rolled 16, 7, 3 = 26 (3d20)

>>42409979
Love how the good men are always stupid.

No survivors if they flee they're run down by the golems.
>>
Rolled 12, 19, 10 = 41 (3d20)

>>42409979
>>
File: to surpass metal gear.png (233 KB, 1000x1000)
233 KB
233 KB PNG
>>42409488
something like this?
>>
>>42410043
When we get the time, we should make some monkey-esce wood golems that have hands and saw blades. Make them able to run faster than humans, swing through trees in forests, and cut the shit out of anyone that tries to escape
>>
Before I forget, when we are done here lets research boulder looking stealth/sentry stone golems, that way we can have 2 of them out of the entrance of the lair and other 2 at the end of the first hallway. This golems will be wide enough to block the way and will be mounted with sawblades, so when called to quell the enemy numbers they just creep on them from both sides and saw them until one of them dies. By then massive damage should have been archived. The other pair are backups.
>>
>>42410114
Nicely done dude
>>
>>42410007
I'm taking the first roll

>>42410008
>>42410033

(32/60) combat starts, and these soldiers simply were not prepared. The war golem alone is a whirling god of death, each slash sprays blood upon the faces of their allies. Stone golems were not as lucky, two stone golems fall, as well as one multi arm golem. The scarecrows do their creepy thing, hoisting up soldiers as they team up to pull them apart. Halberdiers are able to take down one scarecrow. You easily dispatch mattock soldiers, as they are equipped to fight golems, not men.

unit count
You:
1 war golem
2 stone golems
4 multi arm golems
4 scarecrows.

Them:

2 halberdiers
4 mattock men
9 sword and shield men

of those lost, 13 men died, 6 fled.

3 people roll 1d20
>>
Rolled 10 (1d20)

>>42410169
>>
Rolled 14 (1d20)

>>42410169
Run them through
>>
Rolled 13 (1d20)

>>42410169
>>
>>42410159
I'd like a giant spinning mine flail that lowers from the ceiling. Have the chains set to the right length, and you can fill the chamber with liquid adventurer.
>>
Much as I love the brainstorming we should probably focus on our army a good bit first. We got plenty of minions to pick from.

Oh and we're kinda slowly being bleed dry of the minion supply. What kind of future overlord has no minions?!
>>
>>42410196
>>42410208
>>42410235

(37/60) You make the final push, slaughtering the last of these pitiful men. One man, in his death throes, swings his halberd high and mighty, cleanly decapitating a scarecrow, before collapsing completely. The battle is won, and you have now got a helluva lot of charnel and people gunk to clean up.

+20 iron (weapons and armor)
+40 stone (dead golems)
+40 wood (dead scarecrows)
+65 hay (dead scarecrows)

The thread has stopped bumping, and I gotta go to work tomorrow, so I think it's about time to call it a night. Just gotta figure out how to use suptg to archive it and I'll be golden.
>>
>>42410342
Good first session boss. I'm digging this one. I still want to see the blood moon harvest though.

Simple, easy to get into and satisfying when the the bodies hit the floor.
>>
>>42410307
While I agree it's important to replace our losses, quality is better than quantity. I'd rather we build five iron war golems than ten basic stone ones. As shown by this battle, the war golems are close to invincible and death incarnate. As we go, we should build up our forces of iron(and later, steel) golems, while phasing out the stone ones. We can use the stone golems as a first line of defense, but ultimately, iron is a better choice.
>>
Golems have high def, but they do not regenerate, they require materials to be repaired and we cannot creat stuff outta nothing so we have 3 good options:

>ranged
since the golems seem to be able to produce mana them selfs, which is what powers them (assuming) why not make so they cast magic missile?

>regen
use their mana/energy to regen/reasemble, so they won't need material to be fixed (maybe chance to reasemble(ressurect) if killed?)

>alchemy
lets just learn how to make stuff outta thin air, like a true whizzard. OP gave that option, right?


also, we still down for Operation taking fields hostage?
>>
>>42410401
http://suptg.thisisnotatrueending.com/archive.html?tags=Dungeon%20King
For future reference, and thanks for the words.

>>42410424
Remember, you get a lot of stone, and through mining your base with worklings, you can get a lot of stone and iron. So at some point you'll need to find a use for stone, whether its more golems or a castle. But the sheer swarms of stone golems you could make are intimidating, and great for hauling loot.

And with that, I'm off.
>>
>>42410424
They all got a purpose. I'll agree the war golems are powerful but we still need hauler bitches on raids. Stone golems are fairly tough and carry a hefty load, no point in not having them around for general work in that regard and as emergency fodder.

I'm fairly sure next session needs to be a building session, we've gotten a grab bag of toys to make. Let's open the toybox and have some fun. And as a bonus make our selves a bitch'n sword of magic and armor to match if we can afford it.
>>
>>42410494
any kind of auto repair function would demand materials to repair them.

God that'd make the iron war golems terrifying. They could literally grab weapons off fallen soldiers and recover mid combat. Stone golems would have it even better alongside scarecrows and other more mundane minions.

As for alchemy yes we got that. Basically the more rare the material the more gold we need to transmute to get it. Cheap stuff's at a 1 to 5 ratio but stuff like iron would cost a bit.

Jesus catpcha thats the 10th fucking time you made me click oranges I get it you want OJ now quit it!
>>
>>42410535
I want to build an 8 legged horse-golem for the stuff-carry-ngs, it just needs to be big and hollow, to be fast. it would ve close to defenceless, but It could help start the raids by acting as an APC.
>>
in the future, put quest somewhere so we who don't want to see this kind of thread can filter it
>>
>>42410655
>>42410496
Why not a gravel golem, or a sand golem? Those could be fun.
>>
>>42410603
>any kind of auto repair function would demand materials to repair them.

how? they would just reasemble, the iro/stone could turn to dust they would just return to his body, no need for new material eventually we gain dust golems
since we can't creat stuff out of nothing, but we have 1:5 ratio to some stuff, lets hope we can transmutate stuff other than gold, thus having infinite everything. If dm doesn't allow possibility of infinite everything i will call him rail roading faggot, it's magic ffs.
you know you can change to the old captch in the setting right?

>>42410726
now that i think of, what's the difference from a sand golem to a sand elemental?
>>
>>42410759
That'd probably be ruled out on grounds of being too hilariously OverPowered. I mean jesus I'd let you get a healing function but not one for free like that. If I was running things anyway something that powerful is entirely Steely's discretion.

Also theres kinda how the forces of "good" would get into the habit of beating things to rubble instead of component parts. God knows I would if I fought killer magic robots who pull themselves together again like a jigsaw puzzle from hell.
>>
>>42410801
I really like your commentary anon. If i was the DM i would balance it by making the enemies stronger but ho well, i am not.

I say next turn we should research regen, make healing room and create scavange golems.
Scavange Golems are manlet sized, they hollw and can carry lots of stuff, they are fast, they will roam arround collecting spare resorces such as twigs and pebbles and unload them in the healing room, i there the injured golems will use the twigs and pebbles to regen.
we could make make >>42410655 to carry suck resorces to battle.
i assume those strategies would require great deal of intelligence, so lets spend a turn to improve our golemancy. hopefully we can create smarter golems for free.
>>
>>42410893
Well, we have some spare parts for flesh golems available right there...
We could give our scarecrows some brains
>>
>>42410893
You seem to really want to get everything for nothing.
Also you're a trip-fag.
I dislike you greatly.

Have a pleasant night.
>>
>>42411017
flesh golems when
>>
>>42411086
The more OP we get the more option we will have, the stronger the enemies dm will throw at us, and greater the challenge and therefore the fun.
i like how you where respectful and I like that you're annoyed by me, have a pleasant night you too anon.
>>
Just a thought, but might it make sense to have one suggestion per person replying? Still take three overall, but do something like top three suggestions, or first suggestions to get three votes each. Maybe with a 1d20 rolled for each post, and result out of 60 instead of 20.

Now that I've typed it out, I'm not as convinced, but I'll post it anyway just in case someone likes the idea or wants to use something similar.
>>
>>42411169
Agreed, but If we give suggestions while rolling everyone will just vote the higher roll, disregarding the ideas, it will turn into a game of luck rather than strategy.
>>
About:Regeneration
lets make a Blu Gold Golem, whose special ability will be consuming the gold of its own body to transmute more mass in Iron to repair itself, eventually getting less and less blue and more silvery until its only an Iron golem. But this would be after tons of punishment.
>>
>>42411017
>>42411107
Sooner than you think
>>
>>42411286
Exelente idea anon, we should make all war golems like that. someone save this for next thread.
Brain golems >>42411296 could lead squads, take care of defense, oversee the miners and stuff, we should gice them ranged weapons.
Come to think, we still need miners. Anyway what do you guys think of the scavanger and >>42410655 golem?



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