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I slapped the word quest in the title so filterfags wouldn't whine in the thread anymore.

>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Dungeon%20King

I've decided to make a minor change in the way research and actions work, Research is automatic, it does not take an action, so there will always be one subject of research per turn. In concordance with this, you only have 2 actions per turn. The rationale behind this is that in the last thread, research would often take up multiple slots per turn and rush a bit too quickly, this way it balances out and shouldn’t hinder the pace of the game, since most of the time research took up one slot anyway.

In addition, to balance out the way rolls work, ideas that reach 3 votes (and rolls) first get chosen, the best of the 3 rolls is used. Don't feel obligated to submit two actions, if you only have one idea and people will roll for them. This stops vote spamming so we don’t get 20s on everything because everyone voted for it.

The change (hopefully) won't make any noticeable difference, and is there simply to prevent samefagging and knocking the game off balance. Without further ado, let's be an evil warlord.

Last time we became a golem warlord, looted the village of Scumwalk, and fended off an attack from angry guardsmen. We created a war golem, and are going to scarecrow the countryside at some point.

Materials:
>422 gold
>275 stone
>350 iron
>61 wood
>145 hay

Units:
>1 war golem (60 iron, 5 gold)
>2 stone golems (30 stone)
>4 multi arm golems (40 stone)
>5 sawblade golems (30 stone, 10 iron)
>4 scarecrows. (30 wood, 40 hay)
>20 worklings (10 stone)

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

Research:
>sawblades (10 iron)
>pressure plates
>multiple arms (10)
>tails (5)

What do you do?
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Choose research
>>
>>42418670
bump
>>
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>>42419135
Once people notice it's up again, the ball will get rolling.
>>
Rolled 13, 16, 18 = 47 (3d20)

>>42418670
>send worklings to gather resources
We should be able to tear down the buildings in Scumwalk for spare wood
>Build golems
Make more terrify-peasants
>Research
Fast golems.
>>
Rolled 8, 17, 20 = 45 (3d20)

>Send worklings to gather resources
Have them mine for stone/iron
>Build 5 Iron golems(tails), 9 stone golems

>Research
Same as >>42419698
>>
Rolled 12 (1d20)

>>42418670

>Build multi arm golems
>research making lifelike golems for spying
>>
Rolled 20, 3, 11 = 34 (3d20)

>>42419698
this
>>
>>42418670
> have worklings build a mine
This was a thing we could do, right?
> build scarecrows
> research topic: fast golems or golem accessories

Anyone putting together a turn by turn summary anywhere?
>>
Rolled 1, 10, 19 = 30 (3d20)

>>42419978
>>
>>42420003
>>42419978
>>42419865
>>42419822
>>42419698

scumwalk has not been conquered, so you can't send worklings to loot the place. However, you can send them to deforest some area in the highlands, with a chance of being discovered by patrols. Who the patrol is owned by is up to discussion, and if they aren't hostile they may not attack the worklings.

(20/20) send worklings to gather resources - you order the worklings to dig deep into the earth, in order to gather iron for creating their stronger bretheren. Soon after they begin, they discover an iron ore vein! +120 iron, +30 stone

(17/20) make golems (assorted) - you manage to stitch back together the decapitated scarecrow, costing much less wood than first expected, and build another one from scratch. You are unable to afford more than two scarecrows. You set to work on iron golems with tails, and are able to overall use slightly less iron when it comes to the tails. with stone golems, you weren't too concerned and they cost the same. -50 wood, -60 hay, -270 stone, -160 iron, -20 gold +2 scarecrow, +9 stone golems, +5 iron golems

(20/20) research agile golems - you figure out how to create a golem much quicker than average. They cost half as much, but are also much weaker with hauling goods. They are only slightly less effective in combat due to decreased strength, but the agility makes up for most of the loss.
>>
How do these villages work? Are they all independent, can they ask other villages/castles for help, do they have local lords ect
>>
>>42420364
The villages generally follow the local lord or king, and may appeal to him for help. Of course, they could just be ignored.

It should also be mentioned that you can send units to scout locations and get maps of the area beforehand. Scarecrows are probably gonna be good for this. Scouting has a chance of being discovered though, and the unit will possibly die, and you may gain notoriety. you can send out multiple scouts per turn.

Materials:
>402 gold
>35 stone
>310 iron
>11 wood
>85 hay

Units:
>1 war golem (60 iron, 5 gold)
>11 stone golems (30 stone)
>4 multi arm golems (40 stone)
>5 sawblade golems (30 stone, 10 iron)
>5 scarecrows. (30 wood, 40 hay)
>5 iron tail golems (35 iron, 5 gold)
>20 worklings (10 stone)

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

Research:
>sawblades (10 iron)
>pressure plates
>multiple arms (10)
>tails (5)

What do you do?
>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Choose research
>>
Rolled 5 (1d20)

>Choose Research: Toxins
>>
Rolled 7 (1d20)

>>42420433
research traps
>>
Rolled 15, 5, 16 = 36 (3d20)

>>42420433
>Send worklings to continue mining
>Return to scumwalk and demand their loyalty
We've already killed 40 or 50 guards and burned their economy. If we work it right we can get them to submit.
>Research superior golem production
Golems creating other golems, less resources for each golem, something like that.
>Scarecrows start to multiply in the fields before they slaughter a village
>>
Rolled 12, 9, 12 = 33 (3d20)

>>42420473
Yeah, let's do this/
Additionally,
>Return to Scumwalk and demand their loyalty
>Worklings continue mining
>>
Rolled 9, 14, 18 = 41 (3d20)

>>42420536
this
>>
>>42420536
I'll tell you now, decreasing the resources for golem making has already happened, and cant happen for a while because breaking the game isn't fun.

>>42420433
And yes I forgot to trip there
>>
Rolled 6, 14, 11 = 31 (3d20)

>>42420558
>>
>>42420587
>>42420567
>>42420536
>>42420473
>>42420558

(15/20) send worklings mining - the worklings continue down the iron vein draining it greatly, but still coming up with a sizeable amount of iron. +85 iron, +110 stone

(12/20) research toxins - What use is a tail weapon without poison? you set to work on what kind of poison would work, and how to use it in battle. You work out an injection system for the tail, much like that of a scorpion. the only problem is that you don't have the resources to make poison, and gold cant be transmuted into a material you are not familiar with. You can add poison to units, but for now you need a mystery material to create the poison.

(14/20) demand loyalty of scumwalk - You gather your forces, for it is time to make a demand. You approach the village, seeing that the signal flare is already up. Most of the garrison waits outside the newly erected palisades, an older man with grey sideburns and a strong jaw waits on a horse in front of the men. This looks like it could be a very bad fight for you, and you'd rather avoid a fight than get into it. There appear to be around 60-80 men waiting.

What do you do?
>Parlay/Diplomacy
>Charge
>Pull back, for now.
>>
>research giant golems
We talked about this last thread with the idea of using them for scavenging/looting. I'm imagining them as the tanker bug from starship troopers, with a hollow back that opens to hold stuff
>build saw blade traps that are set in tiers
Basically set them so people get killed by the first blade, think it's safe, and get hit again as they walk past.
>keep mining
>>
>>42420843
diplomacy
>>
Rolled 11, 16 = 27 (2d20)

>Research
Toxin Runes
>Continue Mining
>Pull back, for now.
>>
>>42420843
Diplomacy. Let's see what he says first.
>>
>>42420910
>>42420921

You motion for your golems to hold back. it's merely a gesture, you relay orders through your mind, but it assures the enemy of their temporary safety. The commander approaches you, accompanied by what looks like his elite guard.

"So, what the 'ell is this about?"
>>
>>42421145
Let's shout, so all the scared guards and their families can hear us.
>You all know what I am capable of. I have already proven your weapons cannot harm me, cannot stop my army. I demand only one thing. Your obedience. To each of you who lays down their arms, I promise protection for yourself and your family. To those of you who resist, you will die, but not before you see everyone you love killed before your eyes, powerless to stop it.
>Choose now, and choose carefully.
>>
>>42421371
3 people roll 1d20
>>
Rolled 5 (1d20)

>>42421371
>>
Rolled 1 (1d20)

>>
Rolled 8 (1d20)

>>42421523
>>
Rolled 12 (1d20)

>>42421591
oh god
>>
>>42421575
>>42421591
>>42421606
crap well time to fight
>>
>>42421575
>>42421591
>>42421606
(14/60) intimidate - You can immediately see a wave of fervor come over the men, they all raise their weapons, banging their shields to hype them for a coming battle.

"Fool, these men are defending their homes and families from the evil you would bring! I will give you two minutes to leave, for we are still focused on rebuilding. Mark my words, we will come to your home to retrieve your head."

>Return home
>(write in)
>>
>>42421679
Rush the commander with sawblade and war golems. Once he's dead invite the strongest among the guards to one on one combat. We will take this village.
>>
>>42421713
if you want to do this action, take a toll (other people too)
>>
>>42421679
just kill the commander and let the golems take care of the rest.
>>
>>42421679

Well, our intimidation is shit. So how about..

>You would spit on my generous offer? I challenge you to a duel!

>challenge the commander to a duel
>>
>>42422148
this
>>
>>42422148
this
>>
>>42422466
>>42422500
>>42422148
3 people roll 1d20
>>
Rolled 12 (1d20)

>>42422551
I gank the face.
>>
Rolled 20 (1d20)

>>42422551
Fingers crossed for thingies
>>
Rolled 2 (1d20)

>>42422551
cleave him in half
>>
Bloodthirsty bunch this time I see.

>>42422591
Very fucking blood thirsty gawd damn son.
>>
>>42422604

I was the one who suggested we start a duel, does contributing a natural 20 really make me bludthirsty? ;^;
>>
>>42422624
Boy you're playing about in a thread where the entire point is to be an evil overlord in the making.

Hell first thread we were setting up to try and quietly plant scarecrow golems in village farm fields and basically get ready for a blood harvest. Then we got a tad bored and went raiding and had wild success at it. After that was killing a rabble of wannabe heroes messily.

I still want to mess with some heads using scarecrows.
>>
>>42422672

I'm being silly. i was all for backing the Scarecrows in the last thread.

Speaking of that, we need to research those Magic Sigils/Runes that got mentioned last thread.

So we can make those explosive scarecrows.
Or just explosive golems in general.
>>
>>42422753
If we do popper golems we make'em out of dirt. Theres no point in a suicide bomber costing anything more than it has to.
>>
>>42422584
>>42422591
>>42422597

(34/60) You draw your sword and approach the commander. You speak.

"Do you think you are special? Something other than a stepping stone to be forgotten about by greater men? Today you die."

"Hmph. I accept your duel." He says, drawing his own sword.

This is the first hero unit you're encountering. He may not be named and have special gear, bu the guard captain is a much stronger fighter than any of his troops. Defeat a hero and their units take a morale penalty. Combat works the same as it always does.

You both circle eachother, you are clearly on the offensive as he barely blocks most of your swings, his attacks barely reaching your shield. You do not strike him directly, but he shows fatigue

3 people roll 1d20
>>
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>>42422828
forgot the portrait
>>
Rolled 20 (1d20)

>>42422828
please not another 2
>>
Rolled 16 (1d20)

>>42422828
Shield bash and stab
>>
>>42422847
well then
>>
>>42422847
Okay I know we picked the warlord but god damn its like the dice know he IS a warlord.
>>
Rolled 1 (1d20)

>>42422828

>>42422847
Okay, have a one.
>>
>>42422884
...What the FUCK!?! Yer a fucking witch!
>>
>>42422884
Anon, pls.
>>
>>42422935
Hey, he asked for something other than a two.

I taught him to better word his statements.
>>
>>42422847
>>42422861
>>42422884
(silently kekkle at the 1)

(37/60) You grin, watching beads of sweat drip down his face. With a deft swipe, you send his sword soaring out of his hand, caught in a moment of arrogance you are caught off guard by him ramming his shield into your chest. You regain your balance quickly and stab directly into his shoulder, dropping him to his knees in pain. You bring the tip of the blade to his throat.

>Take him prisoner
>Execute
(no need for rolls for this choice)
>>
>>42422981
Execute him. Make an example for the rest to see.
>>
>>42422981
Why would we bother keeping this arrogant ass alive? He'd try to kill us first chance he had. Plus his skills are pathetic. Who needs a captain who can't even fight properly.

Off with his head and kick it at his men before commencing the slaughter! Bonus points if it pegs someone in the face!
>>
>>42422981
execute
>>
>>42422981

>Take him prisoner

If we fail the intimidation, we can take the moral upper hand! And then maybe reroll the persuade so we can end up conquering the village. Peacefully. So we can get free people as worklings.

And then make the pay taxes.
In stone and iron.

Just think of it! REPRODUCING WORKLINGS!
>>
>>42422981
ask for surrender again.
execute if refused
>>
>>42423043
You really don't get this Overlord thing do you?

We'll keep them alive long as they keep paying the tax. If they don't want to then they get free scarecrows in their fields.
>>
>>42423058
This
>>
>>42423043
>Moral upperhand after we burned half their town
Good luck with that
>>
>>42423043
You burned down their village as a distraction. You aren't getting the moral high ground.

>>42423021
>>42423031
>>42423042
You wind up, taking in the fear in the man's eyes before slashing down, lopping off his head. As it hits the ground you punt it.

>Roll 1d20 to see if it hits anyone

And Give me a few minutes to sketch up a battle map.
>>
>>42423115
Oh yeah. we did do that didn't we? Hah I forgot about that. anon who thought that up was brilliant it gave us the perfect exit.
>>
Rolled 6 (1d20)

>>42423141
>>
Rolled 6 (1d20)

>>42423141
>>
Rolled 16 (1d20)

>>42423141
>>
Rolled 20 (1d20)

>>42423100
>>42423115
>>42423141

it's like 2am okay, forgive my horrible asenine ideas and judgement. at least i rolled a natural 20 earlier

please don't hurt me
>>
Rolled 14 (1d20)

>>42423141
Hey hey hey we set fire to it and thats it! Not our fault if they were so incompetent they couldn't put it out after we graciously left them (Mostly) alone taking our fee!

>>42423190
It's all good. Also holy fucking shit. can we please take this sense its purely for flavor text? Pls steely?
>>
>>42423190
BASED DICE GOD
>>
>>42423190

Err, the fuck.
Keep rolling those dice, 2am anon
>>
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>>42423190
(20/20) (i know there were already 3 rolls, but this is purely for flavor so QM fiat) The severed head pegs one of his elite guardsmen in the face, causing him to freak out and try to wipe the blood off.

There are two distinct hills in the area, if you are able to reach the city outskirts you pretty much win. There is a small wooden wall at the outside, but you don't think your golems particularly care. your forces are the red square. you have:

>1 war golem
>11 stone golems
>4 multi arm golems
>5 sawblade golems
>5 scarecrows.
>5 iron tail golems

The enemy squads are as follows:
squad 1: 18 mattock men. (great against stone, average against metal
squad 2: 20 halberdiers (ineffective against stone and metal, but great against wood and hay)
squad 3: 25 hammer men (each wield crude hammers and a shield, some seem to have been taken from the local blacksmith. good against stone and metal, weak against wood.)

squad 4: 10 elite guardsmen (swordsmen, guards of the former captain, average against all types.)
>>
>>42423384
Discuss battle strategy.

Also, would people prefer if I made a twitter to tell when a new thread is coming?
>>
>>42423431
It would probably help. I'd follow it.
>>
>>42423431
Well squad 4 has to die and is cut off from the rest of the force. easy to see how that'll go. Next is taking the high ground.

As for force counters we need iron to hit squad 2. squad 1 is reserved for saw blades+war golem. ironically they're the biggest pain in our ass despite the pickax motif.

Squad 3 has to be delayed by our scarecrows while the more dangerous groups are hit.

Which target to do we personally attend to gents?
>>
>>42423431
I'm just a normal anon, but for reference:

Scarecrows are wood.
War golem and Iron Tail golems are iron.
Stone, Multi Arm, and Sawblade are stone.
>>
>>42423384
>>
>>42423431
>>42423384

Yus, make a Twitter.

I think we should spread our forces as follows:

>1 War Golem + 1 Stone Golem + 3 Scarecrows + 2 Multi-Arm Golems + Us VS SQUAD #3

>10 Stone Golems + 2 Multi-Armed Golems VS SQUAD #2

>5 Irontail Golems + 5 Sawblade Golems + 2 Scarecrows VS SQUAD #1

Or do any other anons think we should take a different approach?
>>
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Something like this I think(different troop comp may be better). If the scarecrows can make it to the barricade and we can kill enough guards they should be willing to surrender.
The halberdiers should be easy to kill, so it's a matter of fighting 1 and 3 until the enemy loses the will to fight. I'm not too confident about our ability to defeat 18 mattocks and 25 hammers in a straight fight.
>>
>>42423549
I.. Okay I can dig it that'll work out fine enough as an opening play the main point is the hammer men have to die fast.

Not bad anon. Main thing is we'll have to be a whirlwind and support whichever squads getting its shit kicked in the worst if that happens.
>>
>>42423431
Squad 1: 5 irontails
Squad 2: 5 stoners
Squad 3: 5 scarecrows
Squad 4: 1 wargolem, 4 multiarms, 6 stoners, 5 sawblades and >me

Then Squad 4 turns to flank each of the others after the elites are gone. Prioritizing 1, then 3, then 2.
>>
>>42423591
Mainly depends on how much force the warlord himself puts in.

It might be more sensible to try and hit the city limits which he counts as a win condition since we'll have the townsfolk hostage. At that point they either surrender or get to watch their loved ones go squish, splat, and tear.
>>
>>42423549

OH SHIT I FORGOT ABOUT THE FOURTH SQUAD

Why am i posting at 2 am again?
I guess i'll leave the strategizing to other anons

i'll stay for the dice rolls tho
>>
>>42423632
Yeah, that's the goal of the scarecrow force. They're supposed to be faster, so having our main forces occupy the guards while they make it to the city seems like the fastest and safest way to win this.
>>
>>42423616
I should note (this post was also me) that the golems against squads 1-3 are mostly there to delay and more or less keep them in place. I'd expect we lose most or all of them depending on die rolls, but with the core squad up against 4, I think we stand a pretty decent chance.

Also, I'd be down for >>42423591 with my troop comp (or one other anons think is better).
>>
>>42423431
@DungeonKingQM
Here's the twitter.

It looks like we're dealing with variations on the same strategy, what I've picked out is that it's 3 squads, one for each hill and one barreling down the center, you in the center one. It looks like the squad composition is the issue.

Am I right in guessing that?
>>
>>42423851

Yay twitter.

Yes, you're right in guessing that.
i think?
>>
>>42423851
Seems right.
>>
>>42423851
I'll chime in as the third vote that you're right, which confirms the plan.

First vote for the comp that was proposed in >>42423591
>>
>>42423591
>>42423851

Well I'll use this guys squad breakup unless anyone else has something to say about it.

We'll start with 3 people rolling 1d20 to see how well you mobilize your troops (ie if you get to the hilltop first, etc.)
>>
Rolled 20 (1d20)

>>42424090
>>
Rolled 1 (1d20)

>>42424090
nat 20
>>
Rolled 13 (1d20)

>>42424090
>>
Rolled 12 (1d20)

>>42424090
>>
>>42424118
I should just stop rolling.
>>
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>>42424116
>>42424118
>>
>>42424116
>>42424118
topkek
>>
Rolled 1 (1d20)

>>42424090

Rollan
>>
One part of our plan is going to work perfectly, and another part is going to perfectly break.

God dammit.
>>
>>42424116
>>42424118
>>42424144
This seems to be a pattern

(34/60) Your troops split off, Green squad (referring to colors on >>42423591 ) manages halfway up the hill, while squad 1 and squad 2 make their way up the hill as well. Blue squad makes it to the top of their hill, and squad 3 is moving along the city limits to intersect blue.
Squad 4 is currently trying to retreat up the east hill, but orange squad manages to keep squad 4 within its zone of control, leaving it barely up the side of the hill.

>3 people roll 3d20
>If you have any specific orders such as blue flanking squad 4 be sure to mention them
>>
Rolled 2, 8, 3 = 13 (3d20)

>>42424118
>>42424210
thanks guys
>>
Rolled 5, 2, 12 = 19 (3d20)

>>42424277
>>
Rolled 14, 12, 5 = 31 (3d20)

>>42424277
Blue detaches two multi arm golems to flank squad 4
>>
Rolled 11, 17, 1 = 29 (3d20)

>>42424277
>>
>>42424331
Seconding strategic decision here, no roll cause it's all been done now.
>>
>>42424331
this
>>
>>42424300
>>42424302
>>42424331

(21/60) green comes to the hilltop only to find squads 1 and 2 waiting for them, a heavy downhill charge with the halberds to lock up the golems while the mattock men tear apart those occupied. Your golems manage to fight back, but another round like this would be catastrophic. -1 sawblade golem, -4 stone golems. -8 halberdiers, -2 mattock men.

(22/60) The only advantage you have here is that equal numbers versus golems are something to fear. the two multi arm golems flanking are effective, but not tide-turning. the battle is a stalemate with neither side gaining an upper hand. -2 stone golems, -1 iron tail golem. -4 elite guardsmen.

(20/60) 10 hammer men split off from the crowd to swing around and help squad 4, which leads to a stalemate when blue squad charges down the hill. The battle would be much better for squad 3 if their hammers made any real damage on the scarecrows. -1 multi arm golem. -3 hammer men.

>3 people roll 3d20
>Strategies?
>>
Rolled 20, 13, 14 = 47 (3d20)

>>42424506
Green falls back, slamming into squad 4.
Orange continues to fight squad 4.
Scarecrows run straight for the city line.
We need to end this quickly.
>>
Rolled 15, 13, 2 = 30 (3d20)

>>42424506
>>
Rolled 17, 4, 6 = 27 (3d20)

>>42424506
>>
Rolled 3, 9, 12 = 24 (3d20)

>>42424506
>>42424602
This
>>
Rolled 8, 15, 16 = 39 (3d20)

>>42424602
this
>>
>>42424610
>>42424620
>>42424602
>22/60
Hope we brought the lube. This is gonna hurt
>>
>>42424602
>>42424610
>>42424620

(52/60) In possibly the most brutal retreat in history, green squad diverts and cuts its way out to charge down the hill, leaving the soldiers on top of the hill tired, and too slow to catch up to the golem stampede. in the process, several men are trampled much to apathy of the golems. -5 halberdiers(slain) -1 halberdier (deserted), -3 mattock men (slain) -2 mattock men (deserted) The aid will arrive next turn, while the army on the hill will be stuck on the trek down for some time.

(30/60) your advantage in the battle against squad 4 is finally peeking out. However, 10 hammer men joined in the fray, stacking on the flanking that the two golems were doing. All flanks have effectively dissolved in this slaughter and your golems are more accustomed to fighting in such a style than these guardsmen are. -1 multi arm golem, -1 stone golem. -3 elite guardsmen, -3 hammer men(slain) -2 hammer men (deserted)

(22/60) Another poor round of battle, the scarecrows again took no casualties, but the remaining multi arm golem fell to the hammer men. However, the remaining men may have trouble, as their weapons are almost completely ineffective against the scarecrows. Many pull out their daggers for the fight, but these are clearly inferior weapons. - 1 multi arm golem, -4 hammer men.

>3 people roll 3d20
>Strategies?

Going to post a tally of all deaths so far in the battle and current squad makeups.
>>
Rolled 20, 9, 18 = 47 (3d20)

>>42424821
>>
Rolled 10, 18, 10 = 38 (3d20)

>>42424821
Pretty much what we've planned - green and orange finishing off elites and scarecrows scaring hammermen
>>
Rolled 15, 9, 20 = 44 (3d20)

Strategy depends on what's still alive.
>>
>>42424821
Green squad:2 sawblade, 3 stone, 3 iron tail
Orange squad: 1 stone, 1 iron tail, 1 multi arm, you
Blue squad: 5 scarecrows

squad 1: 6 halberdiers, 11 mattock men (fused with squad 2)
squad 3: 8 hammer men
squad 4: 3 elite guardsmen, 6 hammer men
>>
>>42424946
When did our war golem die?
Anyways squad 3 is nothing, send two scarecrows to the city line while the other three hold them off.
Green and Orange keep doing what they're doing.
>>
>>42424903
>>42424913
>>42424935

(45/60) green squad tears into the tired squad 4 like a god of death, ripping the men to shreds, blood spraying across the grassy hill. -1 iron tail golem, -3 elite guardsmen, -3 hammer men(slain),-3 hammer men(deserted)

(36/60) with squad 4 slain, your army moves towards the town, reaching the gates. Your golems begin to pound on them.

(48/60) your scarecrows finally show their true face, forgetting the tactic of hitting the men, instead grappling them, forcing their allies to watch as they are torn apart through sheer force. -3 hammer men(slain) -5 hammer men(deserted)

cont.
>>
>>42424996
Shit I forgot about the war golem, um, it just did its part and didnt stand out (honestly wouldn't have changed the outcome too much)

The gate falls down, revealing a large crowd of villagers, obviously terrified, wielding pitchforks and dull pickaxes. a few scattered guards that were staying inside the walls are among them. They total to about 40 people.

>Talk them down
>Teach them a lesson (fight)
>Write in
>>
>>42425086
talk them down
>>
>>42425086
>Talk them down
We will give them one chance just like their foolish leader. Either serve us or die.
>>
>>42425125
>>42425149
this
>>
>>42425125
>>42425149
>>42425161
3 people roll 1d20
>>
Rolled 6 (1d20)

>>42425173
>>
Rolled 10 (1d20)

>>42425173
Please work this time
>>
Rolled 17 (1d20)

>>42425173
>>
>>42425187
>>42425204
>>42425222

(33/60) "I will tell you all once. Drop your weapons and you may live."
The peasants are hesistant, but realize they cannot possibly win, they drop their pitchforks. Some in anger, others in fear. You stride up to the town hall and enter, smiling as you have won your prize.

>Subjugate - The people of the village will bow their heads to you, providing you with materials and gold as tribute every so often. The local lord may try to regain his land in the future.
>Pillage - You take as much loot as you can, gaining a massive one time bonus of gold and materials. Everything else burns. Gain notoriety.
>>
>>42425329
>Subjugate
>>
>>42425329
>Subjugate
>>
>>42425329
subjugate
>>
>>42425329
>Subjugate
>>
>>42425329
Subjugate
>>
>>42425329

>Subjugate
TAXES
REPRODUCING WORKLINS

Popcorn captcha pls go
>>
>>42425343
>>42425357
>>42425360
>>42425364
>>42425372
>>42425375
Wow, close vote.

You Beckon the village elder to approach you, who had been cowering in the back of the town hall. He slowly ambles up to you, clearly filled with fear.

You pat his head. "From now on, you pay a tax to me. Understand?"

He nods, tears in his eyes.

"I'm glad we came to this understanding."

You leave the building, sending your golems to gather some of the scrap wood, and some materials from the mine. though you leave enough for the people to rebuild. Overall, it's been a good day.

>+200 wood
>+300 hay
>+150 iron
>+200 stone
>+350 gold

and (starting next turn)
>+10 gold per turn
>+5 iron per turn
>+5 hay per turn

You return to your dungeon. It's time to rebuild your army.

cont.
>>
>>42425329
>>Subjugate - The people of the village will bow their heads to you, providing you with materials and gold as tribute every so often. The local lord may try to regain his land in the future.
>>
>>42425471
I am immensely satisfied with this outcome.
>>
>>42425471

Materials:
>752 gold (+10)
>235 stone
>460 iron (+5)
>211 wood
>385 hay (+5)

Units:
>1 war golem (60 iron, 5 gold)
>11 stone golems (30 stone)
>4 multi arm golems (40 stone)
>5 sawblade golems (30 stone, 10 iron)
>5 scarecrows. (30 wood, 40 hay)
>5 iron tail golems (35 iron, 5 gold)
>20 worklings (10 stone)

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

Research:
>sawblades (10 iron)
>pressure plates
>multiple arms (10)
>tails (5)

What do you do?
>Choose research

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>>
Rolled 5, 20, 13 = 38 (3d20)

>Research
Toxin Magic
>Research
A Golem that our soul will instantly transfer too upon death (Just in case.)
>Worklings mine some more
>>
>>42425546
just a reminder that you research only 1 thing per turn.
>>
Rolled 17 (1d20)

>>42425546
this
>>
>>42425570
In that case, I guess Soul Transfer, because that nat 20.
>>
>>42425543
and forgot to update golem count.

>1 war golem (60 iron, 5 gold)
>3 stone golems (30 stone)
>0 multi arm golems (40 stone)
>3 sawblade golems (30 stone, 10 iron)
>5 scarecrows. (30 wood, 40 hay)
>4 iron tail golems (35 iron, 5 gold)
>20 worklings (10 stone)
>>
Rolled 20, 12, 5 = 37 (3d20)

>>42425543
>Build golem weapons(Stone)
We lost too many golems and numbers alone aren't enough.
>Build Iron tail golems(12)
>Research whatever is most popular
>>
Rolled 14 (1d20)

>>42425543
build golems
>>
Rolled 9 (1d20)

>>42425649
this
>>
>>42425543
>Research soul golem
>>
Rolled 2, 9 = 11 (2d20)

>>42425543
>>42425621
>Build golems

Prioritizing getting back to 5 of each type, then boost our numbers by building the cheap stone golems. Obviously we won't get it all in this turn, but probably rebuilding the multi-arm golems would make sense.

Also
>Loot?
Intent being to recover any working parts from the golems we lost to reduce costs.
>>
Rolled 4, 19 = 23 (2d20)

>>42425731
this
>>
Rolled 19, 6 = 25 (2d20)

>>42425546
>>
>>42425731
>>42425754
>>42425783
>>42425546
>>42425577
>>42425649
>>42425650

(20/20) you are suddenly struck with the thought of your mortality, at any time you could fall in battle, and your work isn't exactly safe. So you set to research, and through perusing through books you find out what you need. First of all, you need a gem for the phylactery. Any kind will do, but more valuable ones tend to have stronger magical capabilities. Second, you're going to need a necromancer to extract a few secrets from. Then you build your vessel, which would be the easy part.

(20/20) You decide that your golems need more power, fists simply are too weak to use in battle anymore. So you sit down and carve out 5 stone weapons, they look like obelisks at the moment as a sword form isn't too stable when it comes to stone. -200 stone, +5 obelisk clubs

(14/20) You replenish your army with some of your iron tail golems, and plan to replace some of your multi arm golems once you regain some stone. Your new go to shock troop is the iron golem now. -420 iron, -60 gold, +12 iron tail golems.

EVENT: You hear some shouting outside, when you leave the dungeon to investigate, you see that one of your scarecrows has caught a blonde haired boy, no older than 16. His eyes light up when he sees you.
"So the rumors are true!"
"Hm?"
"The Black king of Golems, who took the village, you are hiding out here."
You wonder what to do with the boy, before you can say anything, he breaks the silence.
"Teach me! I want to become your apprentice."

On one hand, he could prove valuable, creating golems on his own once you teach him, but he may be more trouble than he's worth.

What do you do with him?
>Take him in
>Kill him
>Write in
>>
>>42425910
>Take him in
>>
>>42425910
>Take him in
Caveat: don't let him know about your phylactery plans. Having an apprentice could be good, but we don't want to show anything more than we have to.
>>
>>42425910
>Write in
Give him 3 tests. One on knowledge, strength of will and willingness to kill others.
>>
>>42426032
Oh, I like this. Let's do this.
>also secretphylactery.png
>>
>>42426032
Seconding!
>>
>>42425941
>>42425955
>>42426032
>>42426120

You decide that if he is worth teaching, you will show him your ways. You take him on a walk through your base. If he can walk through the first room, there's no point in keeping him with you. The second you enter the room, you are met with the slaughter from the previous attack, as well as several scarecrow waiting as sentries, and the war golem. Blood streaks are the least of his worries, as skeletons, still with flesh hanging off of them, adorn the floor and corners of the room, some even pinned to the wall with their own weapons. He gulps, but steels himself through the horror. He has enough willpower.

You hand him an old book, useless to you as it talks about the nature of iron in forging, something you know by heart.
"Read."
"Now?" You don't respond. He realizes why he needs to know this, and opens the book. He even seems to have basic literacy, a bonus in a world as illiterate as this.

>Now, what to do for the test of willingness to take life. . ?
>>
>>42425941
This
>>
>>42426353
Give him a sword, tell him to kill us.
>>
>>42426415
nope
>>
>>42426353
We just took the village, and I think it would go a long way if we made sure to take care of the villagers, given our statement to them before the attack. As such, I think it would be wise to wait until we have another person show up before we perform the test of willingness to take life.

I'm all for killing things, but I'm not super interested in going full-bore chaotic evil.
>>
>>42426353
Ask him which village he came from and if there is anyone specific he would like to bring to our cave. Get him to kill that person.
>>
>>42426430
What better way to test him? If he's willing to seriously try to kill us, he's worth teaching. If he can't do that, he'd probably die trying to stop a puppy from drowning.
>>
>>42426438
I'm gonna reiterate - we can continue testing him later. Let him learn about non-magical stuff for now, and when we get the chance, have him kill something. Something helpless and pretty much innocent of everything other than catching our attention, preferably. (I am the anon from the quoted post again)
>>
File: DungeonKingblackStone.png (33 KB, 1832x1080)
33 KB
33 KB PNG
>>42426353
You decide to wait until later for the last test, giving him mundane tasks and objectives. for now, you should get back to work.

Since you conquered a village, it's time to explain how you can expand to other areas of the map. Locations on the map with the four pointed star next to them are integral locations, which means that once all in a region are conquered, they unlock all adjacent regions. However, you are still too weak to make an assault on any of these.

What do you do?
>Choose research

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>>
Rolled 14, 3, 8 = 25 (3d20)

>>42426819
>Choose Research
Toxins
>Send Worklings to Gather Resources
Mine Stone and Iron
>Send Worklings to Gather Resources
Harvest Wood
>>
>>42426819
>Build scarecrow golems(as many as we can)
>Send worklings to mine
>Research Integrated weapons(Sword for hand sort of stuff)
To save on resources in the future.
>>
>>42426819
Keep researchin' phylactery.
If we can't go further on that, how about Magic Sigils that we can draw on surfaces/golems for magical effects?

Also, make worklings dig moar resources for us. Maybe we might hit a vein of somethong interesting.
>>
Rolled 5, 1, 3 = 9 (3d20)

>>42426842
those rolls
>>
Rolled 3 (1d20)

>>42426819
build golems
>>
Rolled 16, 2, 14 = 32 (3d20)

>>42426842
this
>>
Rolled 19, 12, 10 = 41 (3d20)

>>42426842
>>42426888
Quality rolls guys.
>>
>>42426842
>>42426888
>>42426907

(3/20) send worklings to mine - You send 10 of your loyal worklings to mine. Soon, 9 worklings come back, with a load of standard stone, you notice the remains of one workling. You don't even want to ask.

(14/20) send worklings to gather wood- The short creatures head off into the woods. They come back with an average load of wood.

+50 stone
+110 wood
-1 workling

> toxins/poison has already been researched, choose another research (you need to find a posionous material)
>>
>>42427159
>research
Modular golem parts? I don't know if that's actually a thing for us or if it would benefit us in any way, but I like the idea of having premade parts to put golems together a little quicker than from scratch. Like having different frames, limbs, heads, power cores, etc.
>>
>>42427159
and i keep forgetting to trip.
>>
Rolled 10, 12, 15 = 37 (3d20)

>>42427159
>Research
Wings
>Research Alteration of Injection Mechanism (They can now shoot out far distances and use several types of ammo, like Mini-Sawblades.)
>Worklings Gather Resources
Mining
>>
>>42427287
I've never tripfagged. I woulda thought it would autofill once you have it in, though. Am I wrong on that?
>>
>>42427272
Supporting modular golems

>teach our new apprentice how to make golems
Get him started on workerlings
>mine some more stone and iron
>>
Rolled 16, 5, 13 = 34 (3d20)

>>42427292
this
>>
Rolled 14, 18, 4 = 36 (3d20)

>>42427292
Voting for this.
>>
Rolled 15, 9, 11 = 35 (3d20)

>>42427370
Forgot dice
>>
>>42427342
Yes but I'm posting in other threads and don't wanna tripfag in them.

>>42427292
>>42427399
>>42427401

I'll assume we'll go with research (wings) to round out the turn, then go into the next one.

(16/20) research wings - You have a novel idea, what if your golems could fly? The idea seemed ridiculous at first, but after developing agile golems, and with magic, you believe that you could send your golems into the air. Through intense research you discover how to use gold's magical properties.

new research - Wings, costs +20 of material to make golem, and +200 gold.

What do you do?
>Choose research

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
Rolled 19 (1d20)

>>42427508

>Teach apprentice how to BUILD US WORKLINGS
>>
Rolled 11, 1, 2 = 14 (3d20)

>>42427508
>>Research Alteration of Injection Mechanism (They can now shoot out far distances and use several types of ammo, like Mini-Sawblades.)
>Teach Apprentice
How to Build Worklings
>Worklings Gather Resources
Mining
>>
Rolled 3 (1d20)

>>42427508
build golems
>>
Rolled 3, 12, 9 = 24 (3d20)

>>42427575
this
>>
Rolled 2, 10, 7 = 19 (3d20)

>>42427575
>1 and a 2
>>
>>42427543
>>42427575
>>42427665

(11/20) research launcher - You sit down and create a system where your golems can launch weapons. After some thought, you figure out how you could do it. In a system involving rails and magic, you manage to make a sawblade (and rock) launcher. It will act as a new limb, and can be applied for +5 material to a golem, replacing a single limb, or +10 and add a whole new limb to a golem.

(19/20) teach apprentice - You walk the boy through the basics of creating a golem, Teach him about how the core of the golem is where the magic spawns from, and flows through their body much like blood flows through ours. If broken, they will bleed out magic. The untrained cannot see it, but mages would see torrents of this 'magic blood' if a golem were to loose its limb. There are several parts of the ritual to complete, but the boy gets it down pat. He succeeds on creating a workling on his first try
-10 stone
+1 workling

When you check in on him the next day, you find that he's been practicing.

-40 stone
+4 worklings

(9/20) send worklings mining - they dig. Nothing special is found, though nothing exceedingly bad happens. You can't help but accept that sometimes, things may be a disappointment.

+170 stone
+30 iron

What do you do?
>Choose research

>Loot
>Build golems
>Enhance dungeon
>Send worklings to gather resources
>Teach apprentice
>>
>>42427910
Upgrade 5 of our Iron-Tail Golems, giving them Sawblade Launcher Tails, and rename them to Scorpion Golems.
>>
Rolled 20, 16, 4 = 40 (3d20)

>>42427930
Forgot to roll.
Also, workings mine for more materials.
>>
Rolled 4, 17, 13 = 34 (3d20)

>>42427910
>Scout
Dvor
>Upgrade Golems
With Sawblade Launchers
>Research
Steel or better golem materials
>>
Rolled 15 (1d20)

>>42427910
Research heavily armored golems. Our fight with the town is proof that we need to upgrade our warriors
>>
Rolled 7, 8, 8 = 23 (3d20)

>>42428009
this
>>
Let's get to three votes on something, then I'll finish up the thread with an update, archive it, then fall asleep cause holy crap have I been running this thread for a long time.
>>
Rolled 14, 5, 9 = 28 (3d20)

>>42428009
>>
File: Dvor.png (12 KB, 926x590)
12 KB
12 KB PNG
>>42428009
>>42428024
>>42428389

(14/20) you send a scarecrow to scout Dvor, and learn of the quarry town. A manor at the top of the cliffs looks down on the land below. The workers seem to dwell next to the quarry and have made a church out of desperation, and living in squalor.

Manors are another special building type, like churches. Manors hold immense wealth, but also have a large amount of private guards, and if you loot them, you may gain the ire of a very wealthy family.

(17/20) upgrade golems - you take five iron tail golems, you replace the tails with launchers, providing them with the use of their hands. -20 iron
-5 iron tail golems
+5 scorpion golems

Creating the ammunition for the golems also costs materials, they are created with ammunition, but it will cost 5 materials to refill.

(13/20) You study the process of making steel, how to refine pig iron into the powerful metal. Through reading books, and interrogating a very skilled, and very scared blacksmith, you manage to convert iron into steel.
-10 iron, - 5 gold, +10 steel
To create steel, you spend iron and half the amount in gold, and receive steel.

cont. with inventory, then wrap up and archive thread.
>>
>>42428568
Materials:
>717 gold (+10)
>265 stone
>10 iron (+5)
>321 wood
>400 hay (+5)
>10 steel
Units:
>1 war golem (60 iron, 5 gold)
>3 stone golems (30 stone)
>0 multi arm golems (40 stone)
>3 sawblade golems (30 stone, 10 iron)
>5 scarecrows. (30 wood, 40 hay)
>11 iron tail golems (35 iron, 5 gold)
>5 scorpion golems (40 iron, 5 gold)
>24 worklings (10 stone)
Weapons:
>5 Obelisk clubs
Base:
>Trapped entry room (battle)
>Large room (battle)
>Golem workshop (passive)
>Treasure room (passive)
Research:
>sawblades (10 iron)
>pressure plates
>multiple arms (10)
>tails (5)
>agile golems(1/2 cost)
>wings (20) (200 gold)
>launchers (10)

As a reminder, here's the twitter. I'll try to update the twitter at least 1 hour before a thread.
@DungeonKingQM



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