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File: dungeonHeart.jpg (301 KB, 1920x1202)
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The morning after your clever ruse proves successful you address your minions. Many are relieved that the adventurers have been avoided entirely, although several of the Scalefolk quietly grumble their disappointment at missing out on a fight. The mushroom men are quick to get back to work tending their garden, saying that within a few days some of their seeds will fully mature. Looking at them yourself you see the mushrooms are about three feet tall, a little shorter than the average sized Myconids among them. They sit unmoving, and look ordinary save for a few thin lines that look vaguely like a set of eyes and a mouth. The Father says that their arms will split from their bodies and they will uproot themselves before splitting their bottom into two legs for walking, at which point they will be fully grown and as capable as any other Myconid. The Chieftain says that his tribe will soon have more able bodied minions as well. The lack of gender dimorphism and an entirely carnivorous diet means that all of their young are trained to be capable hunters as well as homemakers. Soon the next generation will go on a ceremonial hunt, bringing down a fearsome beast and taking their first steps into adulthood.

3 Myconids on their way
4 Scalefolk on their way

(Rolling for days at work for minions is kinda broken considering you can get a 0 with equipment bonuses. Work now takes at least one day, if your equipment bonus puts you at less than one the bonus transfers to the next project.)

Barracks; supporting 10/15
Farm; supporting 13/15

Day 23

8 building materials
Minions vote:
>Clear more rooms, you'll be needing it soon enough (3 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>perhaps more beasts to fill your newly made beast den would be appropriate? (-10 mana)
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>Send Victoria on a mission (what?)
>There was something floating around that adventuring party, maybe you can still find it (-10 mana)
>Summon something maybe? You could reach out and try to find more minions, but it is quickly growing overpopulated here
>[write in]
>>
>>1324946 Last Thread

the pastebins,
https://pastebin.com/u/shacklebox

QM Twitter
https://twitter.com/GM_UnderLord
>>
>>1353574
>>Perform upgrades on your rooms (needs a second vote)
>There was something floating around that adventuring party, maybe you can still find it (-10 mana)
>>
>>1353574
>>Perform upgrades on your rooms (needs a second vote)
and
>There was something floating around that adventuring party, maybe you can still find it (-10 mana)
>>
Rolled 1 - 2 (1d4 - 2)

rolling for how long an upgrade takes

8 building materials,
what room to upgrade?
>Farm-> Advanced Farm (2 materials)
>Beast Pen-> Advanced Beast Pen (2 materials)
>Barracks->Advanced Barracks (2 materials)
>Crafting Room-> (Forge 3 materials)
>Summoning Circle -> Greater Summoning Circle (3 materials)
>Crypt-> Advanced Crypt (3 materials)
>>
>>1353818
>>Summoning Circle -> Greater Summoning Circle (3 materials)
>>
>>1353818
>Forge
>>
>>1353818
-1
Instantly finished.
Awsome.
>Summoning Circle -> Greater Summoning Circle (3 materials)
Maby we can use the circle to enchant golems.
Wait -1 would mean it was finished yesterday.
>>
>>1353828
>>(Rolling for days at work for minions is kinda broken considering you can get a 0 with equipment bonuses. Work now takes at least one day, if your equipment bonus puts you at less than one the bonus transfers to the next project.)
>>
>>1353833
rats
>>
>>1353818
You quickly design to upgrade your summoning circle so that you may have access to the greater beings of the Hellscape, although with Imps at work it won't take much time at all. You order them to work and turn your attention to other matters, namely whatever it was that was following the adventurers around. It was able to hide from your sight very effectively and continues to be difficult to spot. You turn your attention to the adventurers now passing through the town of Hadersfield on their way to Andalin. While the rest in the inn and Question David on his fabricated backstory you search for any and all signs of the floating nothing that followed them. You once again notice a purposeful blankspot in your vision behind the Guardsmen and the Ranger, although it seems to be doing little other than hovering there. You try again to break the veil that hides the creature but you again cannot seem to find a way through. Why would it follow these adventurers? What reason does it have to hide itself?

>Probe the minds of the adventurers, maybe they have a clue as to what is going on
>Have david tip them off as to the presence of the creature
>It left the jungle, you have no reason to worry about it anymore
>[Write in]
>>
>>1353833
Or anything less than 0 enables us to do 2 things with the minions?
>>
>>1353951
Have David "accidentally sit or fall" on the obscured thing.
>>
>>1353951
>Probe the minds of the adventurers, maybe they have a clue as to what is going on
>>
>>1353955
you get another -1 to your next minions vote
>>
>>1353951
roll1d100 best of 3
>>
Rolled 89 (1d100)

>>1353951
>>1354097
Rolling
>>
>>1353951
You have david move in a particular way as to run into the strange thing hiding from your vision. Through his eyes you see just as little, but your greater sight enables you to see the thing hiding from you as it moves out of the way. You make an attempt to have David trip into the invisible creature, but that too is avoided. Not wanting to arouse suspicion you instead opt to search the minds of the adventurers. You look for any sign of angering some deity or other invisible creature. After hours of searching you find that there isn't much to go on, not even the mage has experimented with invisible monsters as you initially suspected. The only thing of note is that the Town Guard and the Ranger have been pining for each other for the better part of a decade. You've never fallen in love or even read a romance novel, but you feel as though their story is very unoriginal. The two are childhood friends who fell in love around puberty, both unwilling to act on their emotions for various reasons. It is actually infuriating how terrified they are of committing to a relationship despite the ample opportunities had to woo the other.

>Ask Victoria for advice, she was a human at one point?
>You can't let this go on any longer, play matchmaker a little. (-50 mana)
>Have David seduce one of them, perhaps it will accomplish… something
>Do Cherubs exist? The invisible creature does seem to focus on those two
>[write in]
>>
>>1354158
>>You can't let this go on any longer, play matchmaker a little. (-50 mana)
>>
>>1354176
Seconding
and
>Do Cherubs exist? The invisible creature does seem to focus on those two
>>
>>1354158
>You can't let this go on any longer, play matchmaker a little. (-50 mana)
>>
>>1354158
>Do Cherubs exist? The invisible creature does seem to focus on those two

Honestly, spending mana on hooking these two up seems like a waste. Best to wait until they become a risk again and use it against them
>>
>>1354322
If they're too busy, they won't go looking for anything.
>>
>>1354158
The frustration at their situation with incredibly obvious solutions gets to you and you decide that something must be done, if not for them then for your continued sanity. You delve into their minds and begin changing some things around. You release some lust hormones in the both of them and plant some thoughts deep into their minds. Thoughts of each other and nostalgia come first, then a little bit of remorse over the missed opportunities. Coupled with their slightly lust addled minds, the liquor from the inn, and finally a shot of pure courage they soon approach each other. You struggle to keep them in the conversation, each one very ready to back out and preserve their own little status quo. Eventually the conversation steers to a heartfelt confession, first from the Ranger then her soon to be boyfriend if everything goes well. After the conversation and realizing that most of their friends were paying rapt attention they head to their room upstairs, where you decide to leave them to their privacy. It would seem the invisible creature is still interested in their affairs in the bedroom and is perfectly willing to spy on them. It hits you a moment later that perhaps they may have been after the same thing, you briefly remember legends of cupids and cherubs acting out the will of some sort of love goddess. Perhaps her influence is much more subtle than you thought, although at the same time they could just be very well be an invisible pervert

>?????? Happened, you are not sure what it was exactly. Although you did help two people fall in love

You spent a prolonged amount of time following the antics of the two lovestruck childhood friends and their side character, enough that the day is nearly over. You decide rest is the best option for now, you can do further research into the matters of invisible monsters later.

3 Myconids on their way
4 Scalefolk on their way

Barracks; supporting 10/15
Farm; supporting 13/15

Day 24

8 building materials
Minions vote:
>Clear more rooms, you'll be needing it soon enough (3 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>perhaps more beasts to fill your newly made beast den would be appropriate? (-10 mana)
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>Send Victoria on a mission (what?)
>There was something floating around that adventuring party, maybe you can still find it (-10 mana)
>Summon something maybe? You could reach out and try to find more minions, but it is quickly growing overpopulated here
>>
>>1354335
>Clear more rooms, you'll be needing it soon enough (3 rooms available)
>Other

I remember in the last thread, there was mention of a smith nearby, either in the mine or the nearest town or something? Didn't we feel we needed a good smith? Would it help? If so:

Dominate the smith and make him come to us with all his best tools. Once he arrives have Victoria enthrall him so he can't leave and must do our bidding.
>>
>>1354335
>>Build a new room (needs a second vote)
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>>
>>1354335
>>Perform upgrades on your rooms (needs a second vote)
Need to improve that Farm, with more mouths to feed coming.
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>>
>>1354335
>Build a new room (needs a second vote)
>You will be needing that mine if you want to keep expanding like this, luckily you just ran into a fair amount of minions...
>>
>>1354357 (You)
>>1354335
Ill switch my first vote from
>Clear more rooms, you'll be needing it soon enough (3 rooms available)

To
>>Perform upgrades on your rooms (needs a second vote)

As anon makes a good point
>>
>>1354394
I change my Minions vote to
>Perform upgrades on your rooms (needs a second vote)
>>
>>1354335
5 building materials, what room do you upgrade?

>>Farm-> Advanced Farm (2 materials)
>>Beast Pen-> Advanced Beast Pen (2 materials)
>>Barracks->Advanced Barracks (2 materials)
>>Crafting Room-> (Forge 3 materials)
>>Crypt-> Advanced Crypt (3 materials)

and take the mine wins, who do you send? Choose as many as you want, the leader will go with their group
>The Myconids
>The Scalefolk Hunters
>Victoria and Avila
>The Undead (How many?)
>[Write in]
>>
>>1354466
>Farm-> Advanced Farm (2 materials)
>Victoria and Avila
>>
>>1354466
>>>Farm-> Advanced Farm (2 materials)
>Victoria and Avila
>The Undead
All of the Undead
>>
>>1354466
>>Crafting Room-> (Forge 3 materials)
We gonna get a blacksmith later.
>>1354483
>>Victoria and Avila
>>The Undead (How many?)
THE UNDEAD ARMY
The Deadites?
>>
Good night EVERYONE
happy captcha
>>
>>1354466
You spend quite a time watching the Hatchlings play amongst themselves as their older siblings busy themselves making weapons for their ceremonial hunt in a few days. Meanwhile the Myconid young and moving in place, their arms almost ready to pull themselves out of the rotting tree they were planted in. The Dungeon will soon see a jump in population, something you would much rather deal with now instead of when there are starving mouths to feed. You have the Imps ready their equipment and move out to expand the farm. Soon they begin their work, again with unsatisfactory tools. You don't have the materials or the facilities to make your own iron tools, and with the threat of starvation growing closer it is not too far up on your list of priorities. Although you can easily secure yourself the necessary materials. You spend a moment gathering your Undead as well as your Champion to send them to secure the mine you discovered some weeks ago. A quick scouting reveals that the dwarf has apparently made a profit and gathered more humans to work his mines.

>14 Human miners
>3 Dwarf foremen

After some conversation with Victoria over the basic strategy you send her, Avila, and their small undead horde to capture the mine. Both the Father and the Chieftain are curious over the mobilisation, but after your explanation the father returns to tending to his rotten garden, confident that his help is not needed. The Chieftain, on the other tentacle, seems to be offended. To not invite him and his hunters to battle is a grave offense in his eyes and insists on at least bringing some of his own to the fray.

You are bringing Avila, Victoria, 8 zombies, 4 skeletons, and one zombie owlbear.
>Allow the Chieftain to bring his best hunters (+4 Scalefolk hunters)
>Do not

What is your strategy?
>Send in the meatshields, follow up with everything else
>Avila will lead a valiant charge on horseback against the humans
>Have the Zombie Owlbear rush them, everyone else can follow suit
>[write in]


Last post for tonight, I'll continue either tomorrow or the next day
>>
>>1354585
>>Allow the Chieftain to bring his best hunters (+4 Scalefolk hunters)
>Send in the meatshields, follow up with everything else
>>
>>1354585
>Allow the Chieftain to bring his best hunters (+4 Scalefolk hunters)
>Have the Zombie Owlbear rush them, everyone else can follow suit
>>
>>1354585
>Allow the Chieftain to bring his best hunters (+4 Scalefolk hunters)
>Have the Zombie Owlbear rush them, everyone else can follow suit
>>
>>1354585
>send the chairman but inform him we still don't know much about his kind and ment no offense

>owlbear and trap them in the mine, then hunt them down
>>
How about we "convince" them into working for us?

For a half of their gross product we could offer them food and housing. And the agreement that should the dungeon fall under attack that they must defend it?
>>
>>1355739
I'm up for trying diplomacy. If we fail, we can always kill them then.
>>
>>1355739
i would like this to be the first thing we do.
>>
>>1355739
I would like to point out we are showing up with a small army of the undead, a vampire, and four Scalefolk, all of whom are at best disliked, and at worst hated and considered vermin, by the civilized races. As much as negotiation would be nice, I do not see it accomplishing anything
>>
>>1355936
I agree with this, chances are they won't be up for negotiation. Besides, once they see our undead horde they might attack us anyway just on principle
>>
>>1354585
>Have the Zombie Owlbear rush them, everyone else can follow suit
>Allow the Chieftain to bring his best hunters (+4 Scalefolk hunters)

We need to remember that the Scalefolk have a trait them makes them basically need to fight every now and then. They should always be considered for combat OPs

Also I doubt diplomacy is going to work. Maybe our champion can just turn them into thralls?
>>
File: 1491725459782s.jpg (5 KB, 125x125)
5 KB
5 KB JPG
>Send in Zombie Owlbear. >LEEEEERRRROOOOOYYYYYY JEEEENNNNKKKIIIIINNNNSSS
>Followed up by Zombies and Skellies, Victoria and Avila bringing up the rear with the Lizard Hunters
>>
>>1354585
>>1355739
>>1356014
2nd, first we try to strongarms negotiate, then offer them surrender to make it clear we ARE going to get that mine, then attack. Anyone who accepts the negotiation or surrender who will be spared, while those who refuse will either be thralled or slaughtered by our miniature army.

>>1356222
2nd this combat plan. Owlbear will act as a shock trooper to stun them long enough if negotiations fail for our forces to get into position. Our champions will command the forces and act as heavy infantry, and the Lizard Hunters support with their specialties and help hunt down any escapees.
>>
>>1354585
>>Allow the Chieftain to bring his best hunters (+4 Scalefolk hunters)
>>1356384
>>Have the Zombie Owlbear rush them, everyone else can follow suit
>Send in the meatshields, follow up with everything else
>>
>>1355739
>>1356384
If we're going diplomacy route we should hide the owlbear and Scalefolk first so they can surprise attack if the dwarf denies our deal.
>>
Also looking at the map we should begin expanding towards the river and mountains.
>>
>>1356767
Yeah, probably somewhere in the jungles would work. They might be less intimidated than otherwise, but if they were going to decline they might've declined anyways.
>>
>>1356771
Aye, our undead should be enough, plus hiding the scalefolk will trick them into thinking it's just the vampire who's the big boss.
>>
Why not just offer to buy it we have rare resources in our scale folk and mushroom men in sure we can all be happy and work together and show the humans that dungeon hearts and monster's are not naturally evil creatures! We can all be good together in friendship and love!
>>
>>1358340
I was thinking about this. Why should we fullfill the "bad guys" role that was unwillingly given to us
>>
>>1358430
Because everyone else will go out of their way to ensure it. The Gods want us dead on principle, so any one remotely religious wants us dead, and everyone else only knows stories of these ancient evils who gather other evil creatures to their cause to spread darkness and evil, who in turn were made by something even worse. On our side its less we are fulfilling a role and more we are trying to balance being kind with being practical. Besides, these guys are lead by a merchant dwarf.
>>
>>1358453
Yeah merchant dwarf he will see a chance to make more money and jump on it. There is no reason we need to fit the stereotype if we destroy it we will be in a much much better position especially when the gods cone for us.
>>
>>1358474
I want to agree. I do agree we do whatever we can so we are seen as a friendly "good" dungeon heart, my problem is that I don't see how he can make a profit while it being sufficiently beneficial for us. His workers will spread rumors about our people one way or another, and if he learns of us he will try either to blackmail, and sell the information. I kind of want to see if we can dominate him and work from there, but if you see a "friendly" alternative I would like to hear it
>>
>>1358453
Also because it's fun. Also I feel like a lot of quests where we're the bad guy get turned into "but not really, look at the nice things we do"
>>
>>1358491
Well dwarves in most lore are greedy and exceptionally loyal. So as long as we play to his greed and stay loyal to him he will be loyal to us. We only need to send one minion to converse with the dwarf and set up a trade deal. So his probably less loyal workers won't know.

If he attempts to betray us we dominate him.
>>
>>1358507
Good plan. But what do we trade? Cheap labour?>>1358501
>1358501
Yeah, but their is a fair reason for most "villain" characters like these to become "good" guys; its practical, the bad guys never see themselves as such, and most importantly stereotype breaking is fun.
>>
>>1358710
I agree that breaking a stereotype is fun, but it's less so when it's always done. It's almost a stereotype in itself to do so. That being said, I don't care all that much, I'm not going to bitch about it if that's the direction we go, I'll still play along happily.
>>
>>1358710
We can trade the rare resources adventurers kill for. Lizard folk scales. They have to molt. Myconid Something. Dungeon heart slime ect.
>>
>>1358865
Maybe. Might work, but we should avoid anything involving our dungeon heart directly. Its risky.
>>1358732
I didn't think about it like that. You have a good point.
>>
>>1358710
>>1358732
>>1358897
In our case, breaking a stereotype is better than having a crusade down on our throats, or having all our minions collectively riot against us. It also helps that we're noted as an exceptionally benevolent Dungeon Heart, and our minions are far more loyal to us because of it. I get the impression the reason we're one of the first Dungeon Hearts in 100 years is because whatever created the Dungeon Hearts noted how practically every other one held the villain ball so firmly that they promptly got themselves nearly extinct from near instantaneous crusades or revolts.

>>1358507
>>1358865
>>1358897
Yeah, make it seem like the real bosses are some independents who struck out a claim for themselves. Any mention of a Dungeon Heart will make the world collectively lose their shits from what I've read.
>>
>>1359877
I've never insinuated they were bosses all I'm saying is fair trade would be far more beneficial.
>>
Ok, so the session is gonna start in an hour. In the meantime let's have a vote

245 gold in your treasury
>Try to negotiate with the dwarves (with what?)
>Don't

>Dominate all three dwarves when the fighting begins (-150 mana)
>Dominate two of the dwarves when the fighting begins (-100 mana)
>[write in]

>Try to take prisoners
>Kill them all
>[write in]
>>
>>1363334
>Try to negotiate with the dwarves (with Gold/Wood/ect?)

>Dominate all three dwarves when the fighting begins (-150 mana)

>Try to take prisoners
>>
>>1363334
30% of their income?
>>
>>1363334
>Don't

>Dominate all three dwarves when the fighting begins (-150 mana)

>Try to take prisoners
>>
>>1363334
>>Try to negotiate with the dwarves (with what?)
Undead labour. We help them mine, they get a cut of what we dig up. They get more miners, and they lose no gold.
And if fighting starts
>Dominate all three dwarves when the fighting begins (-150 mana)
>Try to take prisoners
>>
>>1360191
Are you the same person as other anons in the conversation? Regardless, I'm referring to having them think like our minion leaders are their own independent faction rather than being directed by the Dungeon Heart if we start negotiations, because of the aforementioned collectively losing their shit if they find out.
>>
>>1363334
>>1363382
>>1358865
>>Try to negotiate with the dwarves (with what?)
Undead labor, rare resources adventurers normally kill for. A really strong communications network for additional efficiency because we can telepathically communicate with them, but don't mention the exact mechanics of that part.
No mention of the Dungeon Heart, we'll have to wait for them to prove trustworthy enough to have any leads to our existence.
>Dominate all three dwarves when the fighting begins (-150 mana)
>Try to take prisoners

>>1363341
We can start with a deal that's heavily in our favor then negotiate down from there. It'll make it seem like they're doing better at bargaining, which I'm not sure if these type of dwarfs like to do but it'll make them feel better.
>>
>>1363334
Victoria approaches the clearing just before the entrance to the mine with a the force of undead at her back. Avila told her that they wouldn't be effective against a trained force, that a solid wall of soldiers would tear through the sluggish undead. Thankfully these were simple miners, trained to swing a pickaxe at something much less deadly than a walking corpse. She hoped the intimidation would be enough to have them agree to her terms, even still that would rest mostly with the beast in front of her. An Owlbear is intimidating to even hardened soldiers, an undead owlbear is much more so. Victoria finally steps into a field of cut trees scattered equipment, with many of the miners sitting for lunch. On seeing her there's a short panic amongst them before the dwarves step forward, armed and armored enough to prove a challenging fight on their own.

roll 1d100 best of 3 to convince them, you had better roll high
>>
Rolled 7 (1d100)

>>1363489
>you had better roll high
I'm nervous about this now.
>>
Rolled 68 (1d100)

>>1363489
>>
Rolled 27 (1d100)

>>1363489
>Hey senpai, trust me. I iz good guy
>>
Rolled 43 (1d100)

>>1363489
don't pay attention to this roll
>>
>>1363489
ok, negotiations have failed. Roll for your army.


3d100 for the minions, Victoria & Avila, and your domination
>>
Rolled 36, 53, 63 = 152 (3d100)

>>1363547
>ok, negotiations have failed. Roll for your army.
Welp, it was worth a shot.
>>1363547
>3d100
>>
Rolled 9, 69, 25 = 103 (3d100)

>>1363547
>>
Rolled 12, 81, 54 = 147 (3d100)

>>1363547
>>
Rolled 52, 33, 36 = 121 (3d100)

>>1363547
>>
Rolled 66 (1d100)

>>1363547
and the mining company roll
>>
>>1363489
>>1363547

Victoria soon begins negotiating for the iron and their services in obtaining it. The dwarves adopt a look of confusion and lower their crossbows, intent on hearing out this potentially profitable deal. They are sorely disappointed when all you have to offer is undead labor, stating that there is little room in the mine for more staff. They are further disappointed by your subsequent offers of lumber and perhaps other materials that they could sell. Soon they grow tired of the negotiations and prove unwilling to speak further when they believe you have nothing else of value to offer. When you believe the negotiations to be entirely lost you prepare your spells and bid Victoria to attack. She nods at the mental command and orders the undead forward in a tight group.

The questioning looks of the miners at the once polite negotiators turn to screams as the Owlbear rushes the entrance to the mine and plows through the dense collection of miners. You attempt a domination on the dwarves, but they prove to be stubborn, and are able to send a volley of crossbows before you can bring them under your control. Two of which tear their way into the Owlbear, not slowing it for a moment. However the last flies clean through one of the undead and embeds itself into the thigh of a Scalefolk hunter. Howling in pain he falls to the ground and quickly begins tending to his leg. The Owlbear reaches the line of miners shortly after, swatting aside many of them and ripping apart two with its massive beak and claws before a miner brings a sledge down onto its skull, splattering it against the floor, for which he is rewarded with Avila's sword through his stomach as the bulk of your forces reach them. The Hunters and the Scalefolk chieftain pepper the miners with arrows as your zombies follow Avila and Victoria into the mine proper. They attempt a retreat, but quickly find themselves being fired at by their employers as the dominated dwarves reload their crossbows. With so many of them falling, the crossbow fire from the dwarves at their back, and Victoria raising the corpses of their friends many of the miners attempt to flee while others steel themselves and fight to the last, taking picks to your undead and driving them straight through the armor of the undead lawmen. Much to Avila's surprise they are able to hold and take more than a few of your zombies with them before many are subdued under the mass of flesh and the last one throws down his pick in defeat. Soon those that had fled are rounded up and brought back hogtied and ready to be transported.
>>
>>1363661
Victory!
>Gained access to the Mine!
>Gained 3 iron materials
>Gained 9 corpses
>Gained 2 dwarf minions
>Gained 4 human prisoners
>Gained 2 zombies (Victoria)

>Lost 1 zombie owbear
>Lost 5 zombies
>Lost 3 skeletons
>one Scalefolk hunter has been injured


You quickly send the Imps on their way to gather the long awaited iron and gather the corpses as well as injured. The Scalefolk cleans his wounds, complaining about a possible infection from the unliving blood that coated the bolt. The Chieftain waves him off and approaches Victoria, thanking her for the fight and telling her that she could use some practice in negotiating. She laughs at the good natured jest before telling the scalefolk to return home with the prisoners, telling them that she can handle everything from now on.

What do you do with the mine?
>Staff it with undead (-5 corpses)
>Staff it with Imps (-25 gold)
>leave it for now
>[write in]
>>
>>1363665
>Staff it with Imps (-25 gold)
save imps from hell.
>>
>>1363665
>Staff it with Imps (-25 gold)
>>
>>1363665
>>1363688
Imps to hunt for veins, and their intelligence, undead for brawn.
>>
>>1363665
>>Staff it with Imps (-25 gold)
>>1363688
Indeed. Plus, these Imps will probably do a better job than the undead.
>>
>>1363701
so send imps and undead i'm okay with that.
>>
>>1363665
>>1363710
>>1363701
Switching my vote to this, better usage of their abilities.
>>
Ok, I'm gonna do five zombies and five Imps. Writing
>>
Rolled 2 (1d4)

>>1363665
You summon some Imps so that they may run the mine and have five zombies stay behind to provide the rotting muscle needed to move stone and swing picks. Soon enough Victoria has returned alongside all the gathered corpses and the valuable metal carried by Imps. The Father offers congratulations to both the chieftain and Victoria on a successful battle while the Scalefolk rush to the barracks and begin a short celebration at a good fight. You have the prisoners held in a separate room that you designate as a holding area for them before the strain of using your magic catches up to you. Soon you drift off to sleep while the Imps work hard to move the corpses to the crypt and the iron to the crafting room.
>>
>>1363754
You awaken two days later feeling refreshed by the long rest. Checking in on your newly summoned Imps and the undead left with them you are told that they should be able to grant a steady supply of iron enough to equip all your minions effectively, as well as some extra every few days for any projects you may have. The only problem is that you lack the facilities to process the Iron and a smith to- no you have dwarves now, they should be effective smiths right? You search their minds and find that they do know the basics just as any dwarf is taught, although smithing was not their profession and anything they produce would not be of normal dwarvish quality. Unfortunate, but they would be far more effective than the imps at a guess. Looking over the crypt you are disappointed to find that none of the skeletons were salvageable after the fight, and with the loss of so many undead you'll have to start relying on your living minions more. Speaking of which, there is still an injured Scalefolk in the barracks. Looking far deeper into his wound than any doctor could you find that he may be more at risk of infection than you think, and you don't have the facilities to deal with it. Troubling, but it was inevitable with so many undead walking around. You quickly set your minions to work, ready to improve the dungeon and make use of your newfound materials.
-5 corpses
-25 gold (staffing the mine)
Infirmary and Prison can now be built (I'll add them to the pastebin later)

Day 25
[200/200 mana]

3 building materials available
Barracks; supporting 12/15
Farm; supporting 15/30

3 Myconids on their way
4 Scalefolk on their way

Minions vote:
>Clear more rooms, you'll be needing it soon enough (4 rooms available)
>Perform upgrades on your rooms (needs a second vote)
>Build a new room (needs a second vote)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>Dominate some of your new prisoners (-100 mana)
>Summon some minions
>Talk to the Dwarves
>The Chieftain seems to want a word with you, over what you're not sure
>Check up on your dominated noble, David
>[Write in]
>>
>>1363817
whoops, only 3 rooms available, sorry about that
>>
>>1363817
>Perform upgrades on your rooms (needs a second vote)
>The Chieftain seems to want a word with you, over what you're not sure
>>
>>1363754
>Perform upgrades on your rooms (needs a second vote)
>The Chieftain seems to want a word with you, over what you're not sure
>>
>>1363817
>Build a new room Infirmary
>The Chieftain seems to want a word with you, over what you're not sure
>>
>>1363817
>>Build a new room (needs a second vote)
So we can build a Prison to house all the prisoners safely.
>>The Chieftain seems to want a word with you, over what you're not sure
Probably has something to do with either getting more fights, or an infirmary for the wounded Scaleperson.
>>
Rolled 2 (1d2)

>>1363817
rolling a tiebreaker, 1 is upgrade 2 is building a new room
>>
ok, so what room do you want to build?

>Barracks [2 materials]
>Trap Room [1 materials]
>Tavern [3 materials]
>Drill Yard [3 materials]
>Beast Den [2 materials]
>Crypt [2 materials]
>Farm [2 materials]
>Prison [2 materials]
>Infirmary [2 materials]
>>
>>1363943
>>Infirmary [2 materials]
Being able to save the wounded in upcoming battles will mean we can make better use of our living minions.
>>
>>1363943
>>Infirmary [2 materials]
>>
>>1363943
>Infirmary [2 materials]
>>
Rolled 2 - 2 (1d4 - 2)

>>1363943
You order the minions to work and have them begin construction on an infirmary for your injured minions and any other minions that may be injured in the future. You search the local area for plants with healing properties and describe them to gabriel so that they may be gathered and stockpiled for emergencies. They spend most of the day just gathering the herbs and digging up roots, something which the Scalefolk and Myconids are more than happy to assist with. Soon enough beds are being made and medicines are prepared.


When you are confident that they no longer need your supervision you have Gabriel bring the Chieftain to your chambers with the intention of hearing whatever it is he wishes to speak to you about. He enters and bows before thanking you for your audience. You bid him stand and speak whatever ails him. You are prepared for him to ask about his injured hunter or the battle for the mines, but he surprises you when he moves in an entirely different direction.

"Underlord, as you know several of our adolescents are preparing to make the journey into adulthood. In the morning they will leave so that they can bring down a mighty beast and become adults. I ask that you watch over them, ensure their safety and show them the way to a worthy hunt."

He again bows low, and holds the position waiting for your response. He appears to have a soft spot for the children of the tribe, and wishes for your blessing.

"Do not worry, so long as the Red Fang tribe is under my protection no harm will come to them. I will allow them a worthy hunt and I will keep them safe in their time of need."

He rises thanking you and forcing a promise from you that you will not interfere with the hunt. You spend a short while after having pleasant conversation with the chieftain before he leaves for bed.


-2 materials
The Scalefolk younglings embark on their ceremonial hunt tomorrow
>>
>>1364016
>He rises thanking you and forcing a promise from you that you will not interfere with the hunt.
Does giving telepathic advice count as interfering with the hunt?
>>
>>1364019
just don't kill the thing for them and it'll be fine
>>
>>1364016
The next morning the Infirmary is complete and the Scalefolk are tending to their own as well as the injured prisoners in it. You once again check on your injured hunter and find that the infection has be halted due to the efforts of the tribe and the infirmary. You quietly congratulate yourself on acting so quickly and possibly preventing an unnecessary death. The injured Scalefolk is able to limp into the barracks and catch his daughter applying war paint before she leaves. They embrace for a short while and she is off, ready to hunt some great beast and bring it back for her tribe.


Day 27
[200/200 mana]

1 building materials available
3 iron materials available
Barracks; supporting 12/15
Farm; supporting 15/30

3 Myconids on their way
4 Scalefolk are on the hunt

Minions vote:
>Clear more rooms, you'll be needing it soon enough (2 rooms available)
>Build a new room (you only have the materials for a trap room)
>Gather materials!
>[Write in]

Dungeon Heart vote:
>You promised to watch over the Scalefolk young


roll 1d100 to see what the Scalefolk young run into
>>
Rolled 27 (1d100)

>>1364039
>Perform upgrades on your rooms (needs a second vote)
We need a forge

>You promised to watch over the Scalefolk young
>>
Rolled 71 (1d100)

>>1364039
>1d100
Their spirit animal!
>>
>>1364039
>>1364042
>>1364040
2nding. We've already dealt with the immediate problem of injured minions, now we just need to make sure their gear doesn't break.
>>
>>1364040
>>1364049
perform upgrades isn't on there because you don't have enough materials to upgrade anything.
>>
>>1364058
Oh :( I thought you accidentally missed it.

In that case
>Gather materials!
>>
>>1364058
Oh, woops. I'm so use to having the option available I forgot we might run out of resources sometime.

>>1364039
>>1364042
>>Gather materials!
For the forge Avila requested we get earlier.
>>
Rolled 4 (1d100)

>>1364039
>Gather materials!
>You promised to watch over the Scalefolk youn
>>
>>1364039
rolling for materials gained


You order the Imps to get to work gathering the necessary materials for building the forge and other rooms. Excited at the prospect of upgrading their broken and weak tools into something better they get to work gathering. They take their tools to the surrounding trees and stone, roping the unfortunate Myconids into hauling them into the dungeon for further use.

You follow the Scalefolk younglings as they travel for hours, passing up large moose and other such beasts that would prove a worthy hunt for a human. The Scalefolk are looking for something larger, more dangerous. Traditionally they seek out a predator or even an intelligent brute like an ogre as a sufficient challenge, although they have little luck. They press onwards, briefly considering taking on a hippogriff before deciding against fighting something that can escape so easily. Some time into their travels they reach a river, long and wide that runs through the jungle and stop to refresh themselves. As they gather their provisions and begin the trek onward they hear a piercing scream followed by a beastial roar. Rushing down river they take cover behind a dense bush and spy a single creature resting on the shore with a mermaid tied and slung over it's back. As the mermaid struggles it walks further onto shore into a small camp, dragging the corpse of another mermaid along the way. It sets both down and plants it's harpoon into the floor before feasting on the raw and bleeding corpse of the dead mermaid while the other whimpers, struggling against her bindings. They smile at the great opportunity given to them and formulate a plan, which you subtly influence of course. You carefully influence their movements so that they are not positioned downwind of the creature and are prepared to place themselves between it and the water. You enter their minds and help them notice the subtle weaknesses of the creature, how the shape of its face creates blind spots and the not yet healed wounds that dot its body. Soon they are in position to strike the creature as it eats and move in for the kill.


roll 1d100 for fighting the Sharkman, best of 3
>>
>>1364158
>>
Rolled 6 (1d100)

>>1364158
>1d100
>>
Rolled 49 (1d100)

>>1364158
>>
Rolled 64 (1d100)

>>1364158
>>
Rolled 35 (1d100)

>>1364158
>>1364158
actually rolling for materials gained this time

The mermaid sees the hunters by chance and stops her struggling, trying to communicate silently without giving the away. The sharkman immediately stops eating and sets down the corpse when he realizes that the mermaid had fallen silent. He reaches for his harpoon and stands too late as spears and arrows fly true and strike him in the back. Two Scalefolk rush in between him and the shore as the beast lets out an enraged roar before spinning on them, readying his weapon. He charges while they hold their ground, spears outstretched ready to catch him on the point. However he is no simple beast and swats away the spear tips before swinging his own at them. The two of them struggle to duel this monstrosity that stands at nearly twice their height as it is peppered by more arrows from behind. The creature screams in pain at the wounds but ignores the wounds as it continues its relentless assault on the two hunters in front of him, landing several glancing blows on the nimble scalefolk. Growing desperate and worried for their kin one hunter drops their bow and draws a hatchet, charging with a vicious cry. You help him along, aiming his blade directly in between his softer muscles and directly into his neck. It stops halfway through and the hunter rips it out, widening the wound and spilling a dangerous amount of blood. Even still the Sharkman fights on, trying to kill those in front of him before the hunters back off, allowing the bloodloss to get to him. Soon he is on his knees, weakly swinging his harpoon at the approaching hunters before one plants a foot on his back and drives a spear through the back of his skull.

The Scalefolk nearly collapse, having suffered some serious wounds. As the injured tend to their wounds one approaches the mermaid, struggling to crawl towards the shore despite her bindings. She stops as the hunter comes closer, knife at the ready. She flinches as the knife flashes and cuts her bindings. Before they could even get a word out the mermaid flops and flails the last few feet into the water and disappears. The Scalefolk, not being one to waste a good meal, eat the rest of the mermaid corpse and set to work making a sled so that they could more easily transport their kill. They are pleasantly surprised when several imps arrive carrying various medical supplies and assist in both bandaging their wounds and transporting the corpse so that it can be brought back to the temple.

The Scalefolk are transporting their kill, they will arrive tomorrow


That's gonna be the end of the session tonight, thanks for playing everybody.
>>
>>1364290
thank you for running.
>>
>>1364290
>That's gonna be the end of the session tonight, thanks for playing everybody.
Thanks for the session, QM.
>>
>>1364404
What ↑ said.
>>
>>1364290
thanks for running
>>
im just been reading this for the last couple weeks and it just reminds me how much i want to play dnd
>>
Perhaps we can recruit the mermaids? We probably garnered a bit of their favor in that process. Let's try scrying for them, and we'd probably want them nearby so we should see if we can build a sort of aquarium for them.
>>
>>1365892
yes and then we keep them in our giant aquarium, oh wait...
>>
New Thread!
>>1376048
>>1376048
>>1376048
>>1376048




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