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File: Overlord's army.jpg (550 KB, 1920x1080)
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Rolled 39 (1d100)

You are an Overlord and Magi. Your dungeon grows and you're getting away from being poverty ridden beginning. You have summoned your first group of orcs and have carved out some elemental summoning circles. The goblins are still being a pain in the ass and the orcs aren't helping much in that regard. Relying upon the new elementals recruits you were able to perform some upgrades on your preexisting facilities. Turns out Fire and Earth elementals are VERY handy.

Meanwhile above ground, some people made the mistake of angering a Lava Lord. Who then proceeded to flood everything in a great tsunami of lava came crashing down burning and washing everything away. You were forced to block the entrance until things calmed down. Which annoys you greatly. Right when you were getting used to forays outside the dungeon someone had to ruin things for you.

Thus your efforts have been pushed underground. You have spells to cast, research to perform, and a dungeon to build. Once things calm down the surface realm shall feel your terrible wrath. Plus you'll make sure not to anger the local Lava Lords...you may be strong but you're not strong enough to handle one of them. Much less an entire colony full of the fiery bastards.

Now what's next for you Overlord? Maybe rescuing an unfortunate spirit being tormented by goblins? Beat up some orcs before they try anything. Or maybe summon some elementals? Perhaps build some new things within your dungeon?

We have lots to do Overlord and dreams need to be made true. Otherwise, you would have made that deal for nothing! A real shame given the price you paid...
>>
Rolled 31 (1d100)

>>2387357
>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 1823
Minions 164
Heat Absorb 1360
Recycling 300

Upkeep
121


>Currency: 1325 Energy.
>Pop 22(1 Overlord. 25 goblins. 5 orcs. Elementals 5 fire, 5 earth, 2 Lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: High
>>Medicine: Very Low
>>Health: Below Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful)
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(small). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny).
>>Defenses: None
>>Creatures: Bugs(few). Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: Stone Spears. Stone Hammers. Stone Daggers. Stone Axe. Goblin Bombs.
>>Ammo: Stone Throwing Daggers. Stone Javelins. Throwing Stone Axe.
>>Armor: Mushroom Head Shields. Stone Scale. Leather.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(Low). Assorted Ores(excessive).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
>>2364694
Old Thread.
>>
Rolled 14 (1d100)

>>2387364
>Have two orcs and five goblins have a peak outside
>Poke the gobo' sand get an ETA on that foundry
>Have the orcs start training the goblins into something resembling competent
>Make sure the goblins aren't bullying any elementals
>Summon three earth elementals and two magma lava elementals
>Have the orc who can into smithing start smithing weapons and armour
>Build bomb gob a Alchemist bench far away from anything important
>Use those puppets to dig out some more room to expand
>Go outside and see if we can necromance anything of interest
>>
>>2386207
Bulk order of elementals it is then. Good thing your summoning circle is strong enough to handle that.
-1000 energy.

Gained 10 Earth Elementals(lesser)
Gained 2 Lava Elementals(Lesser)
Gained 5 Low Earth Elementals.
Gained 5 Low Lava Elementals.

Be warned about those 'Low' elementals. They are not sentient and little more than beasts. Albeit somewhat tamed given the Elemental Laws they are required to abide by.

>>2386230
A summoning circle offers -25% on the cost due to provide a 'focus', containment, and landing spot. Stronger Summoning Circles have the benefit of summoning strong beings or more of them.

That is assuming your using the Market. If you don't and handle things yourself you can possibly get them for free(well you still need components/bribes for whatever you summon).
>>
>>2387388

Let me help you there dubs friend
>>
Rolled 1 (1d100)

>>2387524

Fucking dice not showing up
>>
Rolled 6 (1d100)

>>2387529
The dice were trying to help you fool!


Let me see if your luck has dammed us all...
>>
>>2387529
Heh I love 1 roll opens.
>>
>>2387529

My life is a joke
>>
>>2387357
>Maybe rescuing an unfortunate spirit being tormented by goblins?
Oh yeah that poor spirit the goblins put into a doll. We should save them from the hell that is goblin tech support.
>>
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Rolled 19 (1d100)

>>2387566
>>
Rolled 61 (1d100)

>>2387388
>>2387529
critical failure detected.

Orcs and goblins state there is currently a bunch of rocks in the way and its all very hot from the lava. They burned themselves trying to remove it.

Goblins have no idea when the foundry will be completed.

Orcs give up after trying to teach the goblins on how to be compentent. Instead goblins have been more 'inspired' to be clever and suck harder.
Goblins are totally not bullying the elementals Honest! Elementals unwilling to say anything about their situation and were trembling very badly.

Attempts to summon more elementals failed. Turned the circles were damaged. Either by earlier wave of elementals or perhaps goblin tinkering.
None of the orcs know to smith and all blame the other. Turned out the one who DID 'supposedly' know something about smithing is not actually a smith but likes to pick flowers and make bouquets out of them, but was too embarrassed to admit it.
Didn't have any space that was 'far' away. Goblins thought themselves clever and dug deeper to make it 'far' away. The bomb station was then built and promptly blown up. Causing a collapse around the dungeon core.

Puppets were mysteriously missing and unresponsive. Minions found them hidden in the mud at the pig farm. With the magi goblin trying to teach other goblins how to use them.

You head outside yourself getting burned by the magma when you tried to animate some undead hidden within it.

Totals generated 1863
Minions 164
Heat Absorb 1400
Recycling 300

Upkeep
121


>Currency: 2187 Energy.
>Pop 22(1 Overlord. 25 goblins. 5 orcs. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: High
>>Medicine: Very Low
>>Health: Below Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful)
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(small). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny).
>>Defenses: None
>>Creatures: Bugs(few). Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: Stone Spears. Stone Hammers. Stone Daggers. Stone Axe. Goblin Bombs.
>>Ammo: Stone Throwing Daggers. Stone Javelins. Throwing Stone Axe.
>>Armor: Mushroom Head Shields. Stone Scale. Leather.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(Low). Assorted Ores(excessive).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 96 (1d100)

>>2387757
Whelp. Get the earth elementals to clear the collapse. Then dig out more space to expand the rooms we have and space to make new rooms later.

Once space is made we can start the den for battle boars and vicious fighting cave cocks later. We'll need a distant area for goblin testing. Like for the practice range, Alchemists Lab, and library.

Depending on the cost we should get a book on the rules for elementals. So we don't get them killed for making them break the rules. Add plants to the farm to get oil for the smiths for cooling.

We'll study ways to gather water to get that dealt with.

Summon a Kobalo for helping us get the ones around here on our side and 2 Dwarven smiths. I'm less trusting of the orcs and goblins for the forging and crafting we need. Also to get us the finer work we'll need later.

If we have time. Free that trapped spirit from the tech job the goblins are using them for. They've earned freedom in my book. Plus we get them a golem body.
>>
Rolled 83 (1d100)

>>2387960
Vote
>>
If we have one of those stones that can channel nigh infinite heat energy can we figure out a way to channel It into the dungeon heart? If we could we could farm free points.
>>
>>2388199
They can contain an insane amount of heat they do not produce it. So sorry anon that won't work like you planned. Not to mention they aren't so good at containing it safely(only fire gems can do that). Those special Fire Rocks are Uncommon but the Fire Gems are downright rare.
>>
>>2388269
On fire crystals

Can they fuel fire stuff like flame throwers?

What properties would a depleted fire crystal have?

What would a fire elemental do with a fire crystal?

Is a fire crystal worth as much as an air or water equivalent?

Can we sell them to the dungeon for a worthwhile profit?

Are all regular crystals earth crystals?
>>
>>2388269
if we were to get a halfling taskmaster and paint him green could we put him into the goblin hoard?

What about the mystery egg?

Is this like the last dungeon quest “star crossed lovers” where the dungeon core has a personality?

Can we meet it?
>>
>>2387960
Supporting.
>>
Rolled 62 (1d100)

>>2388689
Forgot the roll
>>
So, I have caught up.

One thing confuses me why the players aren't trying to find ways to increase our income besides just expanding the dungeon (which we should put more focus on to be honest). We are quite lucky that we chose a location which can provide us free energy but we shouldn't leave it at just that. We know that at this point the dungeon cannot absorb the heat entirely making it very uncomfortably hot. I suggest we research or unlock ways into improving efficiency. We'd probably use fire gems for it or/and inlay our dungeon walls with special glyphs. This will have added effect on cooling or dungeon to comfortable levels (we will save on ac!).

Another way might be building powerplants. Maybe we need to research into that too.

If we increase our energy production by magnitudes we will be able to advance exponentially.

Another thing that bothered me is that it seems like besides the shoddy armchair we have literally no other amenities for our overlord. No personal chambers with laboratory and workshop. No imposing throne room. I know we don't have the means to have those things in great quality but we should at least have our own room. Atm I'm imagining that we sleep on the ground by the dungeon core with an old torn blanket.

I suggest we put our earth elementals and any other free minions on constantly expanding the dungeon, that will at least increase income.
>>
>>2388931
I'll support this course of action for the update after>>2387960 has happened.
>>
Rolled 84 (1d100)

>>2388523
When crushed.
Nothing fire crystals are destroyed when empty.
Consume it
Worth more.
Yes.
Nope.

>>2388627
Might work.
Itsa mystery.
You haven't really tried talking to it.
Its right there.
>>
Rolled 85 (1d100)

>>2388931
I get the feeling if we can come up with more complex items. We can sell it back to the dungeon core for more energy/ profit. Then the basic components. The the idea of a power plant might help us with tech, but I'm not sure if it would gain more power efficiently.

I wonder if we can make tendrils that can go underground and draw heat that way.

>>2389372
Hey Dungeon core, any chance you're like a plant? Say were we able to get you some Roots spread out in this magma ocean. You'll be able to draw in more energy.

This while we're talking to you and any wants? Do you want us to feed you a piglet or something. I can try making you a golem body, if you want some physical options. After all I can understand you're worried about the goblins around here.
>>
Rolled 50 (1d100)

>>2389862
Supporting.
>>
>>2389862
>I get the feeling if we can come up with more complex items. We can sell it back to the dungeon core for more energy/ profit.
That is the logical conclusion yes.


Also, since our goblins have started developing basic mechanical systems in an attempt to create thinking machines that function like golems / puppets. We could use these to make massive tunnelling machines to bore into the earth and gather metal while also creating space for further rooms.

Not to mention the possibility of exporting entire armies of war-mechanisms, reinforced by the finest magic we can muster and equipped with highly advanced weapons. Along with the short term benefit of making my beloved idea of "goblin spamming" a far better idea by taking care of one of it's major problems: the lack of combat ability.
>>
>>2389988
Mobile Suit: GOBLIN will become a thin Anon.
>>
>>2390002
I know but what I am talking about is entirely mechanical and non-magical soldiers and workers. Highly effective against anything that might counter us by anti-magic or anti-undead (seeing as one idea was to use possession) methods while also being unbreakable (in terms of morale).

The obvious benefit of them being we'd not be limited by our magic user count but instead by our income of resources and production capacity. Although we could even consider combining a golem / puppets with these war-mechanisms to further enhance their abilities.
>>
>>2390020
Like some kind of....battle droid?
>>
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>>2390034
>>2390020
Soon!
>>
>>2390034
What is a droid? These a mechanical devices for war. War-mechanisms if you will. Or perhaps War-mechs? If we need pilots for these I'd suppose you'd call them mechanism pilots or mech-pilots.


Seriously though, I'd think they'd be closer to the size of the mechanisms of the dwemer in the Elder Scrolls series. Specifically the centurion so we can mount some fancy weapons on them.
>>
>>2390069
You are now hearing the Overlord as Wat Tambor
>>
Rolled 67 (1d100)

>>2389988
>>2390020
>>2390069
>tunneling/war machines
>built and powered by goblins
We need this.

>>2389862
>>2389907
Is this an actual action? I can support it if it is.

>>2387960
This still seems good for this turn to me.
>>
>>2390109
>powered by goblins
To be fair, there's a fairly good chance we'll figure out a better way of powering them. Even if it comes down to using the souls of the dammed or a elemental in each one.
>>
>>2390109
That's >>2389862 not an action. That's me talking and asking the dungeon core stuff. Since may as well while we wait for >>2387960 to go through.
>>
>>2390118
Was confused by the other anon supporting your discussion post.

>>2390111
Of course we can find a better way to power them, but I doubt we'll find a cheaper way.
>>
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Rolled 53 (1d100)

>>2390124
I was confused as well.

>>2387757
Can we make use of the orc that likes to pick flowers. Would they help our farm out a lot?
>>
>>2390182
I bet an orc gardner would actually be fairly good....
>>
>Another way might be building powerplants. Maybe we need to research into that too.

>>I get the feeling if we can come up with more complex items. We can sell it back to the dungeon core for more energy/ profit.

My vote to anything that we can use to get more points.
>>
Rolled 11 (1d100)

>>2388931

>Power Plants
>Crafting more complex items

You're right of course, but I think you're looking at it in the wrong light.

Our power plants are literally any sources of energy, from ambient heat to living things. In order to expand out energy production we mainly need to get more living things rather than (necessarily) invest in technological solutions.

Also more powerful living things give off more energy. We didn't get to see it when the kobolds/dwarves/ogres/dark elves came for us because they never made it inside but we would've profited off of their simple presence.

We've got a whole lake full of incredibly powerfully living things nearby, I think the quickest way to increase our energy income the fastest would be to make it alluring to the creatures of the magma lake. Now the question is how to do so, which I feel we could dump research into figuring out (and probably cast some spells).

Other than that I also think we should combine and expand the mushroom/insect farms, and then calve some of them off into a chamber we've lined with mutonium in order to begin getting some seriously sweet fungi and bugs to start growing.
>>
Rolled 88 (1d100)

>>2390585

I guess what I'm getting at is that we should regard living things that we don't have to maintain as our factories, but they need to produce materials that are valuable to us for selling AND materials that are valuable to outsiders as a lure.

To start with we could look at the monsters and plants that graze on the coast of the magma sea and harvest the most valuable ones. We also need to identify where we got that Mutonium and Iceotope from exactly because they're both incredibly valuable for turning mundane creatures into extraordinary ones, as well as for weakening any ill-prepared intruders.
>>
Rolled 48 (1d100)

>>2387960
elementals start digging and make the other diggers feel inferior. Space is being cleared out as per usual though with all the new earth elementals it certainly has been sped up.

>Beasts Den constructed.
-200.

The book you've read before actually due to its key importance in elemental magics, but you heard there is another version that actually specifies the laws instead of their importance with magic.

Studying the ways of generating magic in a volcanic environment is difficult. If you were further away finding an aquifer would be doable. Otherwise your limited to underground streams and rivers. Relying upon magic to generate water due to the lack of water in the atmosphere becomes reliant on direct conversion. Which requires more magic to be pumped into it for the same amount of work. Still its not like the desert magi haven't figured this problem out already. Spending a small some in the library and with your own talents. You soon devise a spell formation to automatically generate water. It only needs a source of magic to be poured into it.

>Acquired Water Generation Spell Formation.

Kobalos Summoned -300 energy.

Summoned creatures professions are randomized unless you pay extra. So those smiths cost a pretty penny. -2000 for Grey Dwarf Smiths.

Trapped spirit freed and the goblins bitch about needing another one for their tech support. Spirit has fled far away from the goblins while cursing them out. As the goblins were arguing about what to do the Kobalos showed up.

"Oi you bunch of tiddly idiots are you so imcompentent that you require someone else to tell you what your doing wrong? Your the sorriest excuse of goblin shitstains I eva seen," taunts the Kobalos.

"Who the da fuck is this cheeky asshole fucker?" Ask one of the goblins as they turn towards the new guy.

"Oi me? I am the new boss because you worthless fairy failures cannot do shit without someone babysitting you. Guess who's going to fuck all your mothers and sisters asses because their pussies are so blown out by producing worthless sorry excuses of goblin shits as you!"

The goblins stare menacingly at the Kobalo before one of them speaks "Lets get em," before they pounced on the kobalo intending to kick his ass. Sadly for them the Kobalo walked away completely unharmed from the dog pile and taunted them some more before walking off. The goblins confused at how they ALL missed despite having him surrounded soon realize something important.

"SHIT HE'S MAGICS WE NEEDS THE MAGIC GOBLINZ TO KICK THIS FUCKER IN THE BALLS," one of the goblins scream before they all split off to find the sole magic goblin. Their only hope.

Meanwhile, the magic goblin was trying to figure out why those other goblins couldn't tell the puppet what to do when he suddenly gets an idea.
>>
Rolled 91 (1d100)

>>2390728
The two grey dwarfs after examing the two 'forges' both start cursing up a complete storm in dwarven. Apparently they are...more than a little unhappy.

>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 2270
Minions 170
Heat Absorb 1600
Recycling 500

Upkeep
141


>Currency: 1816 Energy.
>Pop 22(1 Overlord. 25 goblins. 5 orcs. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: High
>>Medicine: Very Low
>>Health: Below Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful)
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(small). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny).
>>Defenses: None
>>Creatures: Bugs(few). Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: Stone Spears. Stone Hammers. Stone Daggers. Stone Axe. Goblin Bombs.
>>Ammo: Stone Throwing Daggers. Stone Javelins. Throwing Stone Axe.
>>Armor: Mushroom Head Shields. Stone Scale. Leather.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(Low). Assorted Ores(excessive).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
>>2389862
"Plants I already have plants a little creatures that live among those plants. Roots into the magma ocean? Lovely why don't just advertise ourselves. I can already draw in a good amount of heat."

"I require energy. I can synthesize anything I need from the energy I collect. I can breakdown just about anything into energy too."

"Piglet? Bah give an adult instead. They are fully grown and don't need any extra energy. Much juicier."

"Body? The dungeon IS my body mortal. Goblins are just a bunch of clever vermin. Overlords often make the mistake of relying upon goblins due to their cheapness but the havoc they cause...well they aren't so cheap after all. They just don't tell you that so you make the mistake of buying and keeping some goblins around."

>>2390182
I like that pic. The orc is more useful than just as a simple flower picker. It as actual manners, knows how to make tea, grow flowers, and basic herbalism.

Turns out the Orc is actually a Medic...and he totally needs all those flowers he picked. For COMPLETELY medical reasons. Not because they look pretty no sirree...

>>2390264
According to the Orc that is what slaves and whelps are for. At best-crippled orcs. Not that he doesn't know how to grow some things...nope. Totally the slaves who take care of plants. No of course he doesn't go out and water the flowers...or plant them. Nope you must be mistaken.
>>
Rolled 92 (1d100)

>>2390740
I want to focus on filling needs to have the minions pay us.

The goblins wanted a testing area, Lab, and library.

Lets make some room for a dwarf forge.

See how to feed the water spell. I wonder if we can us a fire stone to draw heat and we drain it to power the spell.

After that I guess we need to see what the elementals need.
>>
>>2390740
So, how about researching into ways of producing more energy?
>>
>>2390788
This was me don't know how trip fell off.

>>2390912
They only need stuff of their element to survive and they don't rest. On the other hand if you want them become stronger you gotta feed them stronger stuff.

Minions will PAY you for extra services like gambling. Minions who have special boosting abilities and skills will influence other minions. For example, a Drill Sarge will TRAIN other minions and lust demons will feed off the lust of other minions.

Both obviously have a beneficial effect.

Minions who are FULLY GROWN will pay you MORE energy because they don't need to spend theirs on growing.

Powerful minions will pay you MORE then weaker ones.

One thing that is very valuable that only living minions produce is Life Force. Sure their not as cheap as undead or constructs...but they pay you far rarer things in exchange for higher upkeep.

>>2390949
Possible. The Dungeon Core basically passively feeds on whatever sources are available to it.
>>
>my vote
Eventually the Goblins will attempt a coup dependant on their current loyality to either the Dungeon Overlord or to their thinkee wizard. They also mate faster and already outnumber every other minion with number and skill diversity. A bad roll on their end could spell doom as well for either side. Lets check the male to female ratio of the Goblins, classes and stats. Now that we have more civil and predictable minions, we may only need the Goblins for their skill diversity and life force. Keep them complacent through enmities may save us time.
>>
>>2391147

>Possible. The Dungeon Core basically passively feeds on whatever sources are available to it.

Let's do it then. Find ways to gather heat more efficiently. Utilize fire gems if need be
>>
>>2391192
Sounds like we could make a goblin whore house, get that upkeep payback
>>2391254
How about we ask the core what it would like us to do about energy?
>>
Rolled 50 (1d100)

>>2390740
Ok first off
>A: Send three orcs and ten gobo's to that five-way battleground from earlier, tell them to bring back any bodies they find along with weapons and armour
>B: Research something to assist in heat income generation
>Other: Make sure the dorfs and the gobo's don't kill each other
Other: Get the dorfs set up with whatever they need to upgrade what they need to upgrade to get things up to scratch
>Other: Attempt to enhance the summoning circle discount
>Other: Construct ourselves a private research/crafting/enchanting room so we can do some more in depth research
>C: Summon three more orcs
>Other: Try once again to necromance some things while the search party is off bringing back bodies
>Other: Have The Medorc set himself up in the garden

I prefer this format for selecting options, just feels....better.
Also does the summoning discount apply to ALL reinforcements or only elemental reinforcements?
>>
So Genie,do our units have stats and such that you use, or is it purely by the will of the dice?
Also link to the archive?
>>
Rolled 88 (1d100)

>>2391289
Supporting this I guess..
>>
Rolled 15 (1d100)

>>2390740

>rechearch

I want us to recearch with the dwarfs a type of wire to conduct and transfer energy as we have so much energy to draw from here.

If we create a wire with a core of fire gem dust surrounded with a mix of fire mud and fire stone dust and a rubber exterior we can link such a wire up to the core and several large heat sinks constucted inside fire rock that is close to the magma sea giving us a safe passive heat energy flow into the core that lets us draw heat from a bigger area than our base currently lets us do. We can probably have fire elementals direct more heat into the heat sinks to speed heat absorption.
>>
Also when you say goblins breed fast, are we talking fast enough to support tyranid level attrition tactics/mass scouting party's/Ogre food consumption rates?
>>
Rolled 18 (1d100)

>>2391289
I suspect the dwarves will have to go through several iterations of using crude tools/facilities to fashion better ones.

Perhaps we could devise some manner of thermal vents to aid in power generation, Natural growth seems considerable on its own though, simply by building up the dungeon (and passive increase?). I wonder if it would be more efficient to focus on getting more from minions.

Probably should get a couple slaves or something for the Medic orc to use as assistants/cover for working with plants. The "cover" part is important, methinks. Wonder if a lesser earth elemental would suffice?

But anyway, support.
>>
>>2391192
That goblins are dumb, but loyal to us do to the Overlords Oath.

>>2391281
When I asked, I believe, it said Give fully grown things for more energy.

>>2391301
When I asked >>2389862 about roots to draw in more energy. >>2390788 The core wasn't keen on it. Since it would make things more aware of us. Tho I do wonder if we can hide the wire well. Would that be okay with the core.

>>2391289
Would there be anything left on the battle field after the lava washed the land?

Shouldn't we fix the circle before enhancing? >>2387757 "Attempts to summon more elementals failed. Turned the circles were damaged. Either by earlier wave of elementals or perhaps goblin tinkering." I worry our wording could mean we upgrade a broken circle.

What they >>2391317 said about the orc.

>I prefer this format for selecting options, just feels....better.
It does make things look nicer than a wall of text.
>>
Rolled 6 (1d100)

>>2390740
>>2391289
If it's alright I would like to rework the action plan.

>A:
Send out three orcs and ten gobo's. Tell them to bring back any bodies they find along with weapons and armour.

>C: Summon three more orcs

>E
Construct a private research/crafting/enchanting room so we can do some more in depth research.

>B Research something to assist in heat income generation.


>H:

>Other: Make sure the dorfs and the gobo's don't kill each other.
>Other: Get the dorfs set up with whatever they need to upgrade what they need to upgrade to get things up to scratch.
>Other: During repairs to the summoning circle. Attempt to enhance the summoning circle discount.
>Other: Try once again to necromance some things while the search party is off bringing back bodies
>Other: Ask The Medorc what set up for himself, in the garden, he would like.
Can't have a proud orc be with out the workers.
>>
>>2391293
Part 1
http://suptg.thisisnotatrueending.com/qstarchive/2347526/

Part 2
>>2364694
I'll archive later it to suptg if someone didn't before.
>>
Rolled 91 (1d100)

>>2391365
Sounds good to me.
>>
>>2391365
Thanks for cleaning that up Anon, it wasn't my proudest planpost.
>>
Rolled 7 (1d100)

>>2391365
I forgot to add in the elementals to keep expanding the area. So we can upgrade the rooms. Gotta get some add-ons for minions. So they can gamble or blow things up, safely.

>>2390740
Since we don't have the book on elemental laws to follow. I want to ask if the minions know them.
>>
>>2391374
No problem.
>>
So anons, any cool ideas on what we could make via magical enchantment shenanigans?
>>
>>2391468
I was wondering if we could make an elemental out of something like mercury or metal. To make a living ball to shield or smash like a wrecking ball.

A item to sell to minions would be clothing that has a chill effect on it for cooling.
>>
So Genie, what kind of special bait do artesian elementals like, and are there different kinds with different specialties?

Also Genie have you found a "tech tree" to put the Cartharc in yet, and if so which one?

What are the dorf-smithing specialisations?

When will the mystery egg hatch and will we be rolling for it's contents?

What's the range on Overlords Scry?

What deity cursed us?
>>
I've starting to expand the dungeon image. Thought I would ask if people have tokens for the minions they want me to try adding in.

https://i.imgur.com/j8yfgN7.jpg
The image go to big to post on here.
>>
>>2392422
Nice.
>>
Rolled 5 (1d100)

>>2391317
That they will and they'll be bitching big time all the while. In particular Overlord for 'quality facilities,' they request a Dwarf Stone Mason to be summoned. Dwarves love their stonework and metals.

>>2391311
Goblins are like rabbits. Twins are the norm and more is considered 'lucky'. A single child being born is considered bad luck. Miscarriages being especially so.

A goblin female is unique in that she can get pregnant again while still pregnant. Just like rabbits. While they don't bear full blown litters given how quickly they mature and they can get pregnant twice. Sees to it they breed like vermin.

Ogres while being stupid brutes are enormously strong and tough. They are favorites for slaving and all manner of tyrants. They have low living standards but expect massive quantities. Its not uncommon for goblins and Ogres often live together. One is clever, agile, and cowardly. The other being strong and tough but very stupid.

>>2391317
Orcs are big time slavers. As they are generally too dimwitted to actually fuel their own war machine or deal with overly complex tasks that don't involve killing shit. That doesn't mean they don't know how to farm, build siege engines, and forge their own equipment. They just consider anything that doesn't directly tie in with Waring and logistics to be beneath them.

Orc smiths meanwhile are notoriously fast in their work. They can churn out equipment and repairs with blazing speed. Given Orcs love of Warfare and Fighting its a necessity. If orcs require quality equipment...well that is what Smith Slaves are for with an Orcish Smith watching them.

Fun fact Overlord. Half Orcs are surprisingly rare despite popular belief and propaganda stating otherwise. Truth is its real pain in the ass to create an half breed and orcs only willing to do so when they are truly desperate.

>>2391378
You are well read in the ways of HOW the Elemental Laws affect Magic. You never actually read the ORIGINAL version only the Magical.

>>2391551
Art of the appropriate element. Otherwise, very rare materials will also attract them. As a rule of thumb, elementals have little use for objects. The 'artists' are the notable exception and strangely enough, Elementals view the creation of any kind of object as Art.

They don't view 'crafting' and' making art' as different but the same thing. Still though they are quite rare. Even Overlords struggle to acquire one but if you do...they are invaluable when crafting objects related to their element.

What do you mean by tech tree in cartharc?

Tech Trees are often a jangled up mess despite my best efforts. I try to make them organized but somehow...it never quite works like that. This is due to how a type of technology has MANY different criteria before you can actually develop it. Stuff drives me crazy.

All Dwarven Smiths know how to be blacksmith and jewelry making. After that, they specialize. The two smiths you bought have just finished their basics.
>>
Rolled 19 (1d100)

>>2393053
>>2391551
Which means they have yet to specialize. Yes, they can repair weapons and armor but they haven't reached the stage where they are considered a proper weaponsmith...keep in mind this is by DWARVEN standards which are VERY high. An ordinary dwarven smith could make a human weaponsmith weep if they should compete in forging a weapon and that dwarven smith ain't even considered a proper weaponsmith yet.

Every dwarven Smith no matter how low is expected to know blacksmithing, fine work behind jewelry smithing, and how to repair things beyond them in an expert fashion. If a Dwarf smith doesn't seek a job or another apprenticeship. They often leave their homelands and are renowned 'experts' away from home, but at home, they are considered barely passable.

Which only goes to show just how good dwarven smiths are.

Rule of thumb for the mystery eggs the longer it takes to hatch the better.

Given how your a Magi quite far indeed. You can approximately see about 1 fourth of the Caldera your in at maximum range.

Its big deal getting cursed by the Gods for an Overlord because the deal you made with the certain beings...well let's just say them and the gods are ancient enemies. Their so-called 'curse' would be devastating to another mortal but you're not like other mortals now are you? Your patrons are ancient enemies with the gods themselves and so you have little to fear of a godly curse.
>>
>>2393053
Pretty sure he was talking about the Cartharc Riftworm that Anon came up with...last thread?
>>
Rolled 96 (1d100)

>>2391365
Orcs and goblins dispatched.

Three more orcs summoned -900.

-Private Laboratory Tiny under construction -1000.

You look into the passive heat generation the dungeon uses to collect energy. You ultimately realize the greatest restraint is oddly enough 'claimed space'. The more space the dungeon claims the more heat it will absorb. Obviously, the hotter space is claimed the better. This means digging underneath and close to the magma ocean will produce the most energy. Your minions who were digging were instinctively digging AWAY from the heat(Magma Ocean). As for actually improving its absorbing. You can't help but think about a crazy goblin idea awhile back.

Their idea was to pump magma directly to the Dungeon Core to absorb. Instead, you turned them down and they used it to fuel the mining field and the forges. There are passageways in your dungeon full of literal magma that flow through it. The dungeon avoids draining it in order to prevent a blockage.

If you were to throw some fire gems into the magma ocean and collect them. Take it back to the dungeon to absorb the heat or you could tune up that crazy but clever goblin idea. Absorb the magma DIRECTLY. Not just absorb the heat passively and then mine out the cooled remnants.

As for improving the dungeons heat absorb you had to examine the dungeons absorbing. It's converting the heat into usable energy for itself which is then stored. The way it absorbs is what you thought to be simple magic but you were wrong. What actually happens is somehow the dungeon itself absorbs the heat and then its channeled to the dungeon itself. The air, the ground, all of it is somehow absorbing the energy and channeling it. Meaning the solution to improve upon its simple. Much simpler then you would of thought.

Magic.

The dungeon hardly uses it for its absorption of heat. Instead, it uses the environment itself with surprisingly little magic involved. All you have to do is carve out some glyphs, write down some magical formations, and cast some spells. Which should improve generation.

Well that or figure out a better way of making the environment improve its heat absorbing ability(which provides AC as a side effect).

The dwarves have taken to using the preexisting forges to start crafting their own tools. Which they then use to craft better tools and so on. They claim to not be able to build a dwarven forge without the aid of a dwarven stone mason. Instead, they make themselves better tools to work with.

The search party mostly finds things like Ash Wraiths, Fire Zombies, Lava Mummies, and Flaming Skeletons. Few things can withstand the heat of the magma but they DID find some highly heat-resistant bones. For actual bodies, they dug deeper into the earth and away from the magma. There they started making some progress. With the magma flood everything alive fled desperately and given the crapped nature of underground tunnels...there were lots of casualties during the panic.
>>
Rolled 91 (1d100)

>>2393160
Lot corpses, but all that emotion and death saw to it undead arose. They aren't of the flaming varieties within the caldera itself being more normal in nature. There were also scavengers to consider. Still according to the scouting party that is your best bet.

While the dwarves and goblins don't like each other. They haven't started killing each other yet.

Summoning Circle repaired. That will require rarer materials then what you have on hand. Which means getting more. That requires more than just a lot more digging it requires looking around for stuff up top. Or you could buy it from the market but that is never cheap.

Realizing that the flood caused a lot of death...means lots of emotions, dead souls, and corpses to tap into. So you went outside and started casting. Dominating any undead that got within range and detecting corpses.

Lots of Corpse Dust and Ash you gathered. Some bones and even bits of fire-resistant flesh.

Mostly you had the best luck with dominating undead that arose from the flood and the things that were dragged out from deeper into the ocean. Including massive skeletons and partially decayed corpses fire immune. Problem is moving them into your dungeon.

...which was when it hit you. If can't take them with why not animate them? That way they'll be able to defend themselves! Who cares if you can't take them back with you right now if nobody else can take them either.

So you went on a bit of a journey. Dominating undead and animating huge ones. Luckily your scrying range was quite far and it what guided you. Thus you wandered around escorted by a troop of undead carrying whatever goodies you found along the way.

Med Orc says that poisonous plants can have useful combat uses and surprisingly medicinal qualities. Otherwise the orc suggests summoning more minions. You don't have enough workers to go around and need to summon more.

>>2393149
Oh that how is that tech? Its a monster and so it went in with them. A somewhat advanced one though given its qualities.
>>
Rolled 71 (1d100)

>>2393211
Meanwhile back in the dungeon, a certain magic goblin had a breakthrough. Not with goblins but with the orcs who somehow managed to control one of the puppets despite not knowing magic. Who then proceeded to laugh at the other goblins for 'being dumber than a bunch of orcs'. Which naturally infuriated them and there was an orc ready to teach them. A Trainer as it turned out. Who after talking with the magic goblin understood what was needed for training puppetmasters.

Gained
>Concept of Internal Power
>Special Martial Arts
>Puppetry
>Copper smithing

>War Foundry has finished construction
High quantities of varying quality of metals can now be produced.
>Garden Constructed
-500
Minions are happy to have a place of nature to go.

Orcs and Goblins are breeding beasts in the beast den. They are selecting meanest and biggest animals from the pens before taking them away.

The magic goblin is talking with orcs about some...future projects it wants to figure out.

You do not have enough workers Overlord. Summon more minions.

Later you return with an entire troop of undead following behind you. There is still even MORE undead and corpses out there, but sadly reaching them would require leaving the range of the Empowered Overlord's Scry once you went beyond the range of the dungeon's boosters.

You do NOT have enough space in your dungeon to store your undead Overlord. Build a Graveyard and a Crypt. No, the undead do not make good workers because they are mindless idiots except for a few of the Ash Wraiths(immaterial) and Lava Mummies.

As such they required to wait outside the dungeon and give away our position. The Core is displeased but eager to house them with proper facilities.

Your minions are spooked about all the ghosts and beg for relief. Apparently, the wraiths find it hilarious to haunt them.

WARNING
UNDEAD QUANTITIES HAVE REACHED CRITICAL

DEATHLY MIASMA IS FORMING AND HARMFUL TO LIVING MINIONS!
WARNING

Alert
Deathly Miasma is Empowering the undead!

WARNING
DEATHLY MIASMA IS ATTRACTING UNDEAD TO THE AREA
WARNING

Alert
Undead are becoming agitated and gathering into huge piles for unknown reasons.
>>
Rolled 24 (1d100)

>>2393276
>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 2676
Minions 176
Heat Absorb 2000
Recycling 500

Upkeep
150


>Currency: 2092 Energy.
>Pop 22(1 Overlord. 25 goblins. 5 orcs. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: High
>>Medicine: Very Low
>>Health: Below Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful)
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(small). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny).
>>Defenses: None
>>Creatures: Bugs(few). Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: Stone Spears. Stone Hammers. Stone Daggers. Stone Axe. Goblin Bombs.
>>Ammo: Stone Throwing Daggers. Stone Javelins. Throwing Stone Axe.
>>Armor: Mushroom Head Shields. Stone Scale. Leather.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(Low). Assorted Ores(excessive).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 6 (1d100)

>>2393276
Ok then...
>Construct something to contain that miasma, it could be useful later....
>Build a crypt and a graveyard
>Tell the assorted spooky ghosts to stop being spooky twats, and ask if any of them would want a physical body again (create appropriate number of golems for them)
>Summon some dorfs, a good hardy workforce is always a plus, might even get a Stonemason in the mix (summon ten dorfs)
>Expand the sleeping quarters because it's going to get really cramped otherwise
>See what the piles of undead are doing
>Construct a training area for Trainorc to train everyone who needs training
>Brush up on our flesh-sculpting, it might be useful soon...
>Recycle any undead that are too damaged to be of use for combat (only the brain dead idiots though)
>>
>>2393349
If someone could clean this up I'd really appreciate it, gonna sleep now.
>>
Rolled 11 (1d100)

>>2393295
Of the minions we can summon what would be the best minions to be workers?
>>
>>2393384
Kobolds possibly?
>>
>>2393295
First off, have our workers begin refining as much of the ore as they reasonably can into tools. We'll need them not only for various workshops but also for our miners and such.

Secondly, we should construct a crypt and graveyard using the dungeon's construction ability. Also get the spoopy ghosts to stop scaring our other minions.

Third, we should figure out a way to capture, redirect or eliminate the miasma that the undead are producing.

Fourth, expansion to our living quarters would be a good idea but this can be left in the hands of our minions.

Lastly, purchase as many goblin whelps as we can afford. They'll be useful as expendable labour.


>>2393384
>>2393400
Gobilns would be cheaper but admittedly do seemingly carry far greater risks at the benefit of also being a good investment (given their population growth and how we can sell them to the dungeon core) and very good at independent technological and magical development. So long as we have rational supervisors to stop them doing anything stupid it'll be fine.
>>
>>2393422
We can't keep going with goblins. We need better general workers or grab a few more specialized ones. Like the earth elementals for digging.

>>2393400
They are very cunning.

---

A part of me dislikes the idea, but maybe have a few humans summoned.

Probably handful more Earth to clear rooms. If I we can get some magma Elementals. We can try and rigging up a tunnel tonfeed lava, but also be stoppable to keep the core safe.
>>
>>2393457
>We can't keep going with goblins. We need better general workers or grab a few more specialised ones. Like the earth elementals for digging.
Why not? Again I'm not denying the need for "better" or rather more educated / skilled minions in each field but I feel such beings would be better used as supervisors and managers than actual workers in order to conserve our energy.

Not to mention that we've got facilities designed by and for goblins. Any other workers would probably complain about the conditions or fail to use them properly or both.


>A part of me dislikes the idea, but maybe have a few humans summoned.
That seems like a bad idea. I'd imagine they'd have high standards.
>>
>>2393501

>>2390788
"Goblins are just a bunch of clever vermin. Overlords often make the mistake of relying upon goblins due to their cheapness but the havoc they cause...well they aren't so cheap after all. They just don't tell you that so you make the mistake of buying and keeping some goblins around."

Goblins are probably good in a dash amount, but we can't have them be the majority. I assume we can trust a dungeon core.

Just more reasons to get better facilities.

Something wrong with higher standards? We got chickens and we get leather from the piglets we can make better beds. We got Farms coming up. With the humans we can make better food. We got the magic circle plans we just need a way to feed the spell for water. The last being heat and we found a way to help with that in the dungeon. Needs after that are like gambling halls and other stuff. Which we need for the other minions.
>>
>>2393547
>Goblins are probably good in a dash amount, but we can't have them be the majority. I assume we can trust a dungeon core.
See the thing is I ain't relying on goblins. I trust them about as much as they consider what they are doing. Thing is though, goblins are weak and cowardly enough they'll always obey a superior who is even slightly stronger, thus our orcs and such can easily command them and avoid them fucking shit up.

>Just more reasons to get better facilities.
Except those facilities aren't "better", they have different benefits and problems.

>Something wrong with higher standards?
Yes. They reduce our ability to focus our workforce and production on research, development and production of instruments of war and expansion.

I respect your point yet I fail to see how humans shall lead to better food or why we'd want them over more specialised races.
>>
>>2393590
You can never truly stop something like them. Cowardly people know how to hide their actions. We left them unsupervised once and almost blew up the base. As soon as the supervisors fall. Makes me worry.

>different benefits and problems.
In some cases I agree with you, but for this I agree to disagree.

Having better beds and water is not going to change what we focus on. Those are things we can use for later minions as well. I mean what lich wouldn't want to Tempur-Pedic mattress.

I just want a better general worker. Humans were the first to mind. if you know someone other than humans I'll agree to it. We need general workers to support the specialist. So we can shift the workforce around when necessary.

Like I love Orcs fighting and general mass production. Tho there will be times we are not fighting that we need a good chunk of people to be able to shift work. Especially we want a large army on call. Which leads me to think humans make a good move for that. What can have them do a lot of things and let the specials to focus on their task. Without having an abundance
>>
>>2393646
I guess I get what you mean.
>>
Rolled 56 (1d100)

>>2393646
I really think that Kobolds could fulfill all of this. They seem like goblins except less likely to backfire on us.
>>
Rolled 91 (1d100)

Maybe tieflings or imps? Tho dealing with demonic things would be likely best left to rule lawyers.

>>2393716
Yeah lets give them a try.

>>2393295
>C
1 Dwarven Stonemason and more Kobolds for workers with remaining energy.

>E / F
Core what do you think about having a feed of lava to directly absorb? If it's a bad move. Like stay do it not being about to cut it off if something big comes to check it out. Lets just focus of the glyphs to improve generation.

>H
>Build a crypt and a graveyard.
Unlikely we'll have the energy for the core to help, but if we can speed this up we should.
>Expand the sleeping quarters because it's going to get really cramped otherwise.
>Construct a training area for Trainorc to train everyone who needs training.

If we have workers free lets start making gambling dice and games.

Remaining time.
>Tell the assorted spooky ghosts to stop being spooky twats, and ask if any of them would want a physical body again (create appropriate number of golems for them)
>Construct something to contain that miasma, it could be useful later....
>See what the piles of undead are doing
>Brush up on our flesh-sculpting, it might be useful soon...
>Recycle any undead that are too damaged to be of use for combat (only the brain dead idiots though)
>>
>>2393716
In fact, we might could even get a rivalry going in between them.
>>
Rolled 43 (1d100)

>>2393804

I agree.

Also encourage a rivalry between the kobolds and goblins. It will be in the following format:

In general each group will be rewarded in proportion to the % of work they do for groups that need work done in the Dungeon, with this being modified by the level of approval the supervisory group has of the work. These resources will be dispensed on a regular timeframe, and so the assessment comes right before resources are disbursed. These resources shall include but are not limited to: summoning requests for the dungeon cores, favors from the overlord, usage of dungeon assets the goblins/kobolds would not normally have access to, etc. No sabotage is allowed for general work.

Either group may present a special project/research/etc. to attempt to gain influence with the Overlord with regards to the next resource disbursement, however when this is done the other group will have the chance to rebut with their own special project within 3 turns if they so desire. Sabotage of each other is permitted with regards to special projects, however our fury will be stupendous if that sabotage proves to be too detrimental to ourselves or the dungeon as a whole. Therefore, don't get caught.
>>
Rolled 45 (1d100)

>>2393384
I'll give you a hint. Its one of the starter lv0 options on the very first thread and obviously its not the goblins.

>>2393400
Kobolds are a bunch of tricksters who are only good at four things housekeeping, sailing, mining, and being tricky.

>>2393716
Goblins are clever but Kobolds are tricky. They are also cowardly but unlike Goblins they grow up and learned to cover their cowardliness with being tricky. Traps, ambushes, the works when it comes to tricks. Kobolds are very untrustworthy.

>>2393804
Imps are very cheap despite being demons but they are also very weak. Evil Magi love to have them as assistants. They aren't much good for anything else. Even demons don't use them for things like hard labor.
>>
Rolled 28 (1d100)

>>2393804
"I would be able to handle it so long as its not too much. Just keep some Lava Elementals handy and keep in mind if I absorb ALL of it. You won't be able to mine it for goodies."

"So really its a question of whether or not you mind losing out on what the magma contains."

>>2393846
Kobolds and Goblins don't actually have that great of the rivalry in the outside world. Mostly because Kobolds actually know how to make themselves useful and would rather not bother fighting some fellow clever cowards.

Goblins meanwhile consider kobolds are bunch of tricky dicks with a trap fetish.

Combine that with kobolds prefering their own holes or sailing the great waters. They have little reason to conflict with goblins. The only time they usually fight is when Kobolds find goblins with a valuable mine(usually silver because they love silver more than their annoyance of fighting clever cowards).
>>
Rolled 99 (1d100)

>>2393852

>Wretch Weakling 150 points
Not the Goblin Whelp, Slime, Kitten, Rat, Mice, Dog, Bug, Imp, Egg, Plant, Angry Mushroom, Wretched Elemental. I feel safe in ruling those out. Child Skeleton like to weak or dumb, Lowly Spirit cost is to much for a worker, and Eyed Tentacle? doubt that it is a Shoggoth. Leaves Golem or a weak criminal. I guess the wretch would be the correct one. Assuming they grow in power later like a baby goblin.

If people agree. I'm down to swap out from the Kobolds as the main workers. Yet still summon a few kobolds. They'll help us with planing fights.

>>2393875
Well it's not like we can take all the ocean for our selves just yet. So why not drain a bit for ya. We can try making a filter later on.
>>
>>2393905
I agree with your conclusion and will support the acquisition of at least some wretch weaklings to test this theory.
>>
>>2393905
Bingo. Wretches despite the name are the most beloved Workers of Overlords and even their Masters. Some would even argue they make excellent researchers and fighters even! Though I would have to disagree with that assessment Overlord. If Wretches truly excellent fighters then beings like the Orcs would never have been created.

You know what the BEST part is about Wretches Overlord?

Its you can make them from Life Force+whatever else you want to create a special type of Wretch!

Wretch Weaklings are named such because they require solely Energy...and the only reason WHY they are even created . Is because the Masters grew tired of-of all the bitching and crying about how 'difficult' it was in the beginning JUST because they didn't yet have access to Wretches yet!

Wretches Overlord...learn to love the little adorable monsters that they are.

They Love to Serve. They Love to Work. They do not Rest. They do not need pay. They are undyingly loyal even if you order them to their deaths. They are entertainingly sadistic and love feeling pain. Feel free to slap them around and they'll work even harder without complaint! Even other minions like wretches! They do all the hard work and annoying tasks all the while if you beat them they'll just work faster!

Everybody loves the wretched little creatures...except for Adventurers obviously and their gods. They hate them for being abominations, but honestly Overlord they are just jealous. Jealous that none of their own creatures are just so...perfect.

Of course there ARE downsides to the creatures. They don't pay you by existing(outside of work anyway). They don't reproduce without their Hives. They require special resources to create. Along with other problems.

Learn to love the adorable abominations that are the Wretched. Damn them heroes and their stupid name that stuck. They are far too evilly adorable and downright useful.
>>
Rolled 81 (1d100)

>>2394013
Huh we do have those 5 life focus and some mats to mix it. Would say building them off of a Death Diamond allow for them working in the undead area? Nullers Lead would probably make them great for dealing with unstable magic.
>>
I'll support >>2393804
But with >>2393905 changes.
>>
Rolled 48 (1d100)

>>2394032
May I suggest using something fiery, given that for us A) such materials are readily available and B) Extreme heat tolerance is an extremely useful trait for our workers.

Not right now, as we have more pressing concerns, but something to keep in mind for later.

5 life focus?

>>2393804
It may be wise to belay getting a stonemason, dealing with the undead situation is most urgent, followed by simply getting more workers.

Unfortunately I don't know what to do about the undead other than building graveyard and crypt.

With this in mind, it may actually be more important to get some wretches with necromantic properties/resistance rather than fire, at the moment.

Found the list we have of magical ores. Death Diamonds I'm certain would be a good choice for this, Rot Iron and Bone Marble may work as well. Such things may also be useful for creating vessels for the ghosts to possess.

Action plan is good, but I feel needs clarification of priorities. Dealing with undead situation first and foremost, making more minions secondary (but chronologically will take place first, I suppose). Everything else after that.
Sub-prioritize wretches in making minions. Focus on resistance to death energies when choosing materials to use in making them. Stonemason must wait due to high cost of summoning a dwarf with specific skill.

I wonder if Death Diamond would actually allow them to be wranglers of the mindless undead?
>>
>>2394869
Undead usually follow those who generate necromantic energies no? Therefore the death diamonds should allow such a feat.

I also agree with putting the stonemason on a lower priority than everything else, perhaps we could create a system to allow ourselves to harvest the necrotic miasma for energy, stopping it from killing our flesh and blood forces?
>>
Rolled 98 (1d100)

>>2394869
I down to use fire stone or the like. I wanted to turn the 5 life forces into power rangers wreches. Each getting a different material for testing resons.

I meant life force. We got 5 from killing our sickly spines.

---

Yeah we can hold off on the Stone Mason. Although part of me thinks they would help with the building. That should speed up the crypt.
>>
>>2394921
I am now imagining us having a Rot Iron green ranger lieutenant....
https://youtu.be/PyyPI3LUQVc
>>
>>2394921
I'm pretty sure that's just Energy.

A dwarven stone mason would help with building, but it's expensive. At least 1000, since the 2 dwarven smiths cost 2000. I think it's also a lot more of a quality enhancer than a speed enhancer. Speed of construction would be enhanced more by just having more workers (wretches), and we could get several for the cost of the stone mason.
>>
>>2394940
Or rather that the spirits were converted to Energy, and we just need Energy to make the Wretches.

Making singular wretches from a lot of different materials is a good idea, though.
>>
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119 KB JPG
Making a quick list of the personal projects we've thought of:
>Magi Suit: Goblin
>Super Morphin Power Wretches
>Flesh-sculpting a bunch of undead so we can get some guard-abominations (do we go full Clan Moldur anons?)
>Get some materials refined so we can get ourselves geared up (any ideas beyond this anons?)
>Getting ourselves a pic related, information from Genie with regards to what level of monster summoning it's on would be appreciated

Have I missed anything anons?
>>
>>2394936
Heh.

>>2394940
>just Energy
Then that's my bad from playing too much Overlord, if that's the case.

Yeah your right. We need speed more that the skill for the moment.

>>2394960
So we get a hand full with some mats mixed in. Then summon nomarl ones with remaining energy?
>>
>>2395073
I was thinking we go specialized for dealing with undead for now, but experiment with different materials soon. Then when we want more, after getting one of everything we can think of to make them with, go with fire-based stuff, assuming we have enough undead-specced ones. Unless we discover one that we really really like.

>>2395006
I think someone said something about golems designed to be possessed by our ghosts? I think the rot iron (and bone marble) might come in handy for that.
>>
>>2395006
Expanding:
>Ghost golems, made of Rot Iron and Bone Marble, perhaps shaped like some kind of big spooky deathknight....
>>
Did Genie ever specify what we are species wise...I don't think he has?
>>
Hey Genie could we get a list for the undead we've summoned, numbers and a brief description would be brilliant.
>>
Also anons, think we should try and make a few pic related https://www.d20pfsrd.com/bestiary/monster-listings/undead/necrocraft/
As flying guard creatures?
>>
>>2395550
Pic related...
>>
>>2395006
>Moldur?
Is that the Skaven Clan? We would need some ratmen to get the full effect. Although we could grave vampires and go Tzimisce.

>Gear
A mace or staff feel the go to. Gauntlets or helmet to help us channel. Something to help us being the dungeon effects with us.

Repair the arm chair, battle armour for the kitten, flame resistant cloths, and a nice pair of shoes.

>>2395200
Na. I believe that will be left up to us.

>>2395525
Like with the materials. We could probably think of some of the undead we want.

>>2395550
Those could be fun to have.
>>
>>2396528
Any ideas Anon? Undead aren't exactly my area of expertise, although something similar to a unit of graveguard might be nice...
>>
>>2396528
Perhaps some https://www.d20pfsrd.com/bestiary/monster-listings/undead/fear-guard/ ? Those could be rather nice.
>>
>>2396567
I know little of undead in folklore, but I have ideas from games and a few from table tops.

>Necro Tech
If we want a drill. We could have a mass of arms, bones, and teeth that dig.

Walking ladder made of detachable rib cages and arms or for attack like a centipede.

>Undead
A corpse carrier for when we need field repairs or upgrades.

Ghouls are a classic.

http://deadspace.wikia.com/wiki/Guardian For traps.

http://deadspace.wikia.com/wiki/Wheezers Generates poisonous gases to make the area more agree able to undead and cut off air to living. Good to control caves or slow a party down.

>>2396588
Yeah.
>>
Rolled 87 (1d100)

>>2394013
Genie, how much for the following?

>Tarry Slugcat

All are at least passingly familiar with the existence of the fabled slugcat, Intelligent, adorable, small, flexible, strangely magically resistant, thin-skinned, and above all delicious, the slugcat is one of nature's strangest quirks in a world beset by beasts and monsters that can tear men in half with ease. Yet despite their disadvantages they still manage to survive, and the occasional foray into the deep wilderness that finds a clutch is sure to sell them for an excellent price as either pets or delicacies (as they are not prone to reproducing in captivity) .

The Tarry Slugcat is a related creature. The research supervisory records of the magi indicate that once upon a time a clever and kind biomage acquired a slugcat as a pet. He immediately fell in love with the creature, and cherished it for it's whole life. Upon its death he attempted to purchase another, only to discover that there were simply no more available in his entire country!

"They're too rare" said the collectors "the native population is scarce, we cannot overdraw them without risking the whole species" they said.

These concerns were valid. The biomage was a good, ethical man and relented in his search. After paying an extravagant sum and promising to reshape both the collector and her daughter's looks the mage had secured a reservation for an entire litter of slugcat kittens from the next wave. For 10 years the biomage waited on the delivery, but for 10 years he did not hardly rest or spend a moment idle. For 5 more years after the delivery was made the mage was hardly seen or heard from. The local cityfolk would occasionally saw him visiting the market stalls, most typically purchasing exotic mushrooms, insects, plants, and other natural paraphernalia, never stating a purpose.

What transpired in those years exactly is a mystery, however a separate bestiary text from a few years after the death of the biomage showed a new entry added. Specifically, the Tarry Slugcat.
>>
Rolled 61 (1d100)

>>2396746

The Tarry Slugcat, while retaining the general shape of a slugcat dispenses with the glistening fur in exchange for jet-black fur, though even that is obscured by the tar that it gets its name from. Two large glands near the creature's mouth secrete a dark tarry substance at will, and the creature uses this substance in all sections of its life. This tar is simultaneously highly fertile for plants, fungi, and insects, and fortified with very potent disease-fighting compounds. As a result the tarcat (as it is colloquially known) compensates for its complete lack of a traditional immune system by constantly covering itself in the substance. Typical Tarry Slugcat behavior is to wander around its environment until it finds an appropriate natural species to bond with, and then begin to construct a nest in a confined space out of its tarry secretions while dotting the area with the components it has decided to form a symbiotic relationship with. Due to the tar's properties natural growths flourish and typically the tarcat selects at least a few elements to serve as natural defenses as well. It tends to spread its home, and anything it has incorporated into it, when it goes out to hunt (which generally consists of placing tar-traps for insects or using primitive weapons to hunt smaller creatures) its sticky tar-coated skin tends to spread its home environment out, and mature tarcat warrens offer the creature a surprising fighting advantage against intruders despite its diminutive size and lack of combat adaptations.
>>
>>2394032
You don't have Hive to create Wretched. Your a Magi Overlord with some work you could probably figure it out.

>>2396567
I will tell you the one and only rule about the undead. They do NOT Suffer the limitations of the Living but this is double edged sword.

Most undead is cursed and insanity is pretty common among them. Most undead don't be undead but there is something that is keeping them from the eternal slumber.

As for how many different kinds of undead...well lets just say there is a HUGE variety of them. They are considered their own ENTIRE archtype and types are HUGE. Just the Beasts alone represent how many species? Many of which are fantastical.

>>2395200
Your choice. Default is human and no Humans are NOT considered the baseline normal species. I use the same stat adjustments for them that I use in my Sci Fi games.
>>2395525
I already told you the types of undead as for how many you have that entirely depends on how much space you can come up with to house them. Otherwise, they'll be forced to wander outside(but considered Allied to you).

As for descriptions that would require purchasing bestiary info about them.

>>2396746
I like your work anon and as a free bonus I figured out what will happen.

You gained a free Worm and this new creature has part of your Beast Den. You only get 1 for free but they are considered unlocked at the dungeon store so you can buy more.

>>2396672
Undead are very complex topic because I always hated the lack of justice given to the Undead in various settings. I went through a lot of trouble over the years properly developing them into the well thought out nightmares they deserved to be.

They were always so poorly done it infuriated me.

Where're the tales of the Death Knights whose honor and duty wouldn't let them rest?

What about the tales of mad doctors creating undead monstrosities together because they are already dead so keeping the victims alive is no longer a concern?

What about the tales of necromancers and their history?

What about the stories of the undead that keep them from resting peacefully?

What of the undead civilizations lost to the past even now?

What of the undead so ancient they can't remember their living past or even why they became one of the undead?

What of the powerful geniuses who died but came back so they can continue their work?

What about the restless dead in graveyards who are forcefully suppressed by the living?

and I could go on.
>>
>>2397136
Alright so we'll summon the few we can with energy and work on a hive next. Since the undead really need a place first.
>>
Rolled 8 (1d100)

>>2393804
1 grey dwarf stone mason summoned. -1000.

"Doable would require digging a special tunnel and the assistance of the lava elementals without careful engineering. Which reminds me we don't even have a proper engineer."

>Crypt Constructed
-200

>Graveyard constructed
-1000

Sleeping quarters have been expanded once more.

Training yard constructed
-500

You don't have enough workers to go around. none of the rooms are working at optimum effiency. Even the goblins ask for more goblins to be summoned and I would have to agree. The only thing worse then ordinary goblins is Inbred goblins.

The ghosts reply they can't help it.
While you know how to collect miasma the problem is you don't have a way to properly store it.

Thanks to your Forbidden Knowledge. You know that should a concentration of undeathly miasma gather in high enough quantities and there is enough undead present. Undead are known to evolve. The ancient ones will breakthrough on their own but the fresh ones are too fresh to manage it. The traces of living still is too thick on them. Instead, if they gather themselves in a large enough piles their power will stack and they will start to purge the living traces on themselves. Giving the possibility of evolution.

The only problem is such concentrations are very rare outside the deadlands and so you don't really know that much about it. Besides the miasma being toxic to living things and invigorating to nonliving ones.

Some say in high enough concentrations undead will start to devour one another or even fuse together to form different beings. Bit of a misinformation that corpse crafted can create themselves naturally. Such things are false.

Though undead cannibalizing each other has been known to happen but it's practically unheard of in the deadlands where the miasma is thickest.

That doesn't mean to say undead piling on each other is opposite...oh quite contrary to in fact. For such things can only ever occur when there just happens to be enough undead of the same type congregating together and the miasma is strong. The undead will explode out living essence that is being forced out and other undead will come to feed on it. While the undead in the pile...will start evolving. As the living traces are forced out, the undead essence is concentrated, and the miasma is thick. They'll begin to change.

If there isn't enough juice for the change but they sense they are close. They'll start to devour each other until they have enough. Naturally piles of undead are quite big lures for other types of undead. The more ancient undead, however, will hang back because they no longer have the living traces on them and their age meant they already build up quite a significant amount of necrotic energies for their own breakthroughs. They don't feel the need to cannibalize other undead for their own necrotic energies.

So the danger of undead piles isn't that corpse crafted will arise from it spontaneously.
>>
>>2397208
The real danger of undead piles is the heavy concentrations of necrotic energies, explosions of life essences, and the undead within achieving breakthroughs. All three of which is quite attractive to other kinds of undead. Who will hang back to enjoy or if they are the same type/young they dive into the pile for themselves.

Now the most frightening part besides the undead potentially devouring each other and evolving. There are some major concerns. First of which is the possibility of a Fusion. For if undead starts eating each other are 'equals' and are in parallel. A transformation can be triggered. Secondly, if a necromage or powerful undead is overseeing and influencing it. Thirdly if a Corpse Doctor dives into the pile and starts their grisly work.

All of the above can cause great and terrible changes to occur.

Necromancers, for instance, are notorious for trying to develop high concentrations of miasma and large hordes of undead to trigger pileups that they can then influence for their gain.

Strangely enough even powerful and ancient undead know the value of a pileup of the fresh undead whom they normally look down upon.

Meanwhile, those spontaneous transformations are the rarest due to how difficult it is for them to occur naturally. Most of the time they are actually triggered on purpose.
>>
Rolled 5 (1d100)

>>2397254
Kobolds summoned -2000.
Gained 10 kobolds.

>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 2676
Minions 176
Heat Absorb 2000
Recycling 500

Upkeep
153


>Currency: 65 Energy.
>Pop (1 Overlord. 25 goblins. 8 orcs. 3 Grey Dwarves. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). Copper Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny). Crypt(tiny). Graveyard(tiny). Training Yard(tiny).
>>Defenses: None
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: Stone Spears. Stone Hammers. Stone Daggers. Stone Axe. Goblin Bombs.
>>Ammo: Stone Throwing Daggers. Stone Javelins. Throwing Stone Axe.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. Copper scale and crude plate.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
>>2397254
>>2397208
>>2397297
Looks like we need to manipulate these damn piles while we have the chance.

>Summon another Tarcat, of the appropriate gender for them to begin reproducing. Tell the goblins and such that if they so much as think about eating these motherfuckers we'll roast them alive inch-by-inch with the most excruciating pain magic we know.
>Perform research or attempt to influence the undead piles to attempt to create Undead Ruins and Ghost Swarms
>Perform research towards creating wretches, particularly we want them to self-propogate in a controllable fashion.
>Summon more goblins to stave off inbreeding. See if there's not a Level 1 species that could make them less likely to backfire on us. Some type that would make them more prone to stealthiness.
>Begin construction of glyphs to allow the Dungeon to absorb more energy
>>
Rolled 60 (1d100)

>>2397354
Dice.
>>
Rolled 53 (1d100)

>>2397297
I forgot we needed to remake the plan to get those wretches. Whelp we got some kobolds to work with. We'll need an engineer later. Unless we random roll one.

So with those buildings done. We can hopefully get the undead under control and not draw attention to the dungeon. Otherwise best to make use of the chance to upgrade the undead.

>F
Focus on placing the glyphs to improve generation of energy.

>B
Lets see about a wretch hive.

>H
So now the dwarves should be set and we got weapons needed for our orcs and other minions.

The elementals can start digging towards hotter areas to help income. Since I feel the risk for direct lava into the core is a bit risking with out the engi.

Also ask the Goblin magi about those future projects. Better to know and guide. Than run some unknown risk.

>C
Then we can summon some wretches to start us off. Once we get the new energy income.

---

How many Goblins would we need to deal with inbreeding?

>>2397354
I want to mix the thoughts you and I have. Yet I'm not sure how much we can do and research in one turn.
>>
Rolled 26 (1d100)

>>2397297
Summon 12 goblins

Figure out how to create a wretch hive and/or make some wretches. Then do so.

Make more space for undead.

See if we can create storage units for miasma.
>>
Rolled 48 (1d100)

>>2397417

I think the fewer things we do in a turn the better they'll turn out individually, though giving directions to underlings shouldn't occupy too much time.

I don't think we need to waste energy summoning wretches, I think they should be easily fast-tracked without having to pay for them by our experience as a magi. Especially with our Forbidden Knowledge bonus I anticipate both creating wretches and influencing the undead will not take much time at all.
>>
>>2397599
I want to grab summon wretches to quickly get a start on our low workers problem. It doesn't need to be a lot. Since we'll have to grab goblins for inbreeding problems. Plus I think having some around will aid in hive research.
>>
Rolled 61 (1d100)

>>2397618
Eh, I still think that we can figure it out /very/ easily. If you include fucking with the Undead Piles to get Undead Ruins and summoning another Tarcat I'll support your plan though.
>>
Rolled 86 (1d100)

>>2397635
Fair.

>F
Focus on placing the glyphs to improve generation of energy.

>B
Lets see about a wretch hive.

Research or attempt to influence the undead piles to attempt to create Undead Ruins and Ghost Swarms.

>H
So now the dwarves should be set and we got weapons needed for our orcs and other minions.

The elementals can start digging towards hotter areas to help income. Since I feel the risk for direct lava into the core is a bit risking with out the engi.

Also ask the Goblin magi about those future projects. Better to know and guide. Than run some unknown risk.

>C
Once we get the new energy income.

Summon another Tarcat, of the appropriate gender for them to begin reproducing.

Then summon some wretches 5-8 to start us off.

If energy remains the amount we can handle to deal with inbreeding problems. Maybe the 12 summon amount is correct for this.
>>
Rolled 95 (1d100)

>>2397662
Support
>>
Rolled 65 (1d100)

>>2397662
Yes
>>
Rolled 3 (1d100)

>>2397662
This.
>>
Rolled 8 (1d100)

>>2397662
You start carving out glyphs on the ceilings and floor. You would of done the walls too but you realized the digging crews would probably knock it down soon anyway. So rather then waste your hardwork you stick with the ceilings and floor which is far less likely to get screwed up. The extremely dull task with shitty tools and lot of carving soon you made the excellent decision of delegating. In particular, the only other being in this dump that can do magic. The only magic goblin.

Who was actually very excited to be taught something and actually do something...sort of magical. How the atrociously written glyphs even managed to function you have no idea. No seriously how the fa fuck has NOT blown up in its face yet? I mean first few, yeah but then it got it down...sort of. Your beginning to understand WHY other Magi hate goblin mages so much. That shit shouldn't be considered a functional magical glyph.

Fucking goblins.

Good news is soon the child scrawled graffiti glyphs that were made by the goblin soon started appearing all over the place. You gotta give the bastard credit. It is certainly fast. Though you have already given up on teaching the damned goblin how to write them down properly.

Goblin mage will continue to carve out poorly made glyphs but its power compared to your own is much weaker.

After delegating some of the work to the goblin you had time to look into the wretch hive. Before you made the deal and became an Overlord. You didn't exactly know much about the Wretches besides their seemingly infinite numbers and the only way to stop them is by taking out their hives. Fortunately for the rest of the world. The wretches as you found out after becoming an Overlord, are not made for free and actually require very troublesome materials to generate. As for how they created...well only the Masters know that and if you tried to find out yourself you'll take sanity damage.

Fortunately for the Overlords while the Masters didn't bequeath upon them HOW to make them personally they DID give the Overlords the way to create a Hive which can. A wretches hive requires the following Blood Essence of the Bonded Overlord, souls of innocence, bones of sin, world stone, pure magic aether, core flame, reaper rags, life crystal, wasting water, corpse gas, demon fangs, vile smiles, seer's eyes, giants flesh, dragon talon, spirit string, lost storybook, devils contract paper, Kraken ink, empty hourglass, leather, angel tears, phoenix ash, the deads deed scroll, and lastly Will of Minions the most important thing.

undead ruins require ruins. Ghost Swarms on the other hand...well they are less their own being and more a group of beings. Unless you're talking about a Ghost Hivemind. That shit is oh fucky shit. Even necromancers have a very hard time trying to trigger one to form. Not that they don't try mind you Ghost Hiveminds are freakishly powerful, but the criteria to cause a formation? Excruciatingly difficult most are by accident.
>>
Rolled 37 (1d100)

>>2398804
Still doesn't try necromancers from trying and failing to trigger them to form. Even Overlord Necromancers have difficulty forming them Overlord. Most Necromancers settle for the doable Ghost Chain Swarm. Which is very deadly and most importantly far easier to create. Nasty things chain swarms imagine a horde of ghosts chained up together. Practically its own immaterial and very pissed off army. Albeit notoriously unstable they have a way of going crazy even when bound to a single spot. Necromancers who use them soon learn to keep them on a very short leash and whatever you do DON'T break their chains.

Many an adventurer and holy priests made that mistake. They think those chains are enslaving them and trapping them together. Alas, it's not nearly that simple or cut and dry. The truth is Overlord their chains is what binds them to our world and it keeps them...connected.

A huge problem among undead is over time they become increasingly disconnected to the point their most ancient and powerful members...simply fade away into nothing from becoming so disconnected.

Its a common theory among Necromancers that contrary to everyone else thinking the Necromancer who invented the way to create Ghost Chain Swarms is a diabolical monster. That it was actually invented as a means of mercy for Ghosts. To keep themselves connected and to down to earth. So that one day when they no longer feel the need to stay finally...they can peacefully break their chain and pass on. So that they remember WHY they must stay here still, keep themselves grounded(stable), and give them some company.

The belief that they are actually terrible undead monsters comes from how devastating they are in combat. Truth is an unfortunate side effect of what they are. They were never made to hurt living or dead originally.

Still they are difficult to handle given how they are an entire mob of ghosts pushed together by the bonds to this living world they have still to untie. Unsurprisingly really why they are so difficult to handle and they aren't that difficult to make.

Just be careful with them. They are difficult to handle even for Overlords. On the other hand, they make excellent ghostly guardians and require minimum management when used as guards(particularly in empty areas with little intruders).
>>
Rolled 19 (1d100)

>>2398825
The dwarves still need a proper forge but their tools they have in hand is no longer complete trash. They hate using the other two forges giving their lack of quality.

Elementals are tunneling beneath the magma ocean. Where heat is increasingly intense. The minions aren't very happy about it due to the possibility of 'flooding' due to a breach. Lava and fire elementals don't care about that.

The goblin mage says he still doesn't have projects in mind but he's been talking with the orcs and kobolds for ideas/inspiration.

tarry tarcat summoned -500.

8 weak wretches summoned -1200

30 goblin whelps summoned -1500

For goblins due to how fast they mature and breed. Inbreeding is a serious concern among goblins but its indirectly curbed by how often goblin tribes get crushed and the survivors scatter. To join new tribes or to form their own.

>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 2975
Minions 178
Heat Absorb 3000
Recycling 500

Upkeep
153


>Currency: 440 energy.
>Pop (1 Overlord. 60 goblins. 8 orcs. 3 Grey Dwarves. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). Copper Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny). Crypt(tiny). Graveyard(tiny). Training Yard(tiny).
>>Defenses: None
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: Stone Spears. Stone Hammers. Stone Daggers. Stone Axe. Goblin Bombs.
>>Ammo: Stone Throwing Daggers. Stone Javelins. Throwing Stone Axe.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. Copper scale and crude plate.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 94 (1d100)

>>2398865
Well, that and getting absorbed into other tribes. Dungeons are different. They can quickly run into inbreeding problems which makes the already annoying goblins so much worse(and most importantly dumber/even weaker). Which considering how the goblins only saving grace is their cleverness is a big concern.

Which is why Overlords either take over a few goblin tribes or purchase quite a few goblins from the market. Once goblins lose their cleverness...why even fucking bother? That's about the only thing good about them.

Once you get passed their immaturity, cowardliness, and weakness they aren't half bad. Well at least they don't mind taking dangerous work and cleverness can be surprisingly useful at times(just look at goblin made war machines which even orcs love).

When you want a disposable workforce who don't care about hazards or accidents but still need a functioning brain. Goblins are a good choice. So long as you can swallow the havoc they cause when they get any 'ideas'.

Sadly in terms of combat, they leave much to be desired. Not even Overlords are fond of them as fodder. Too short and weak. They ARE surprisingly skilled in gang fighting and the clever things they come up with...are not to be underestimated.

Just ask the dwarves how often goblins managed to blow a hole in their exquisite defenses and bypass their extremely well made traps. With nothing more than a few goblins, some rope, couple nails, and a single rat.

Their cleverness and cowardice have brought nothing but great misery to goblin enemies. Never actually because they can fight worth a damn. Oh no, its due to the clever bullshit that only a Goblin would ever take seriously much less actually pull it off.
>>
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>>2398825
>A: take a peak at that dwarven mining operation that we noticed a while ago using Overlords Scry
>B:Research Advanced puppet crafting
>B:Research the next tier of digging and stoneworking
>B:Unlock the next level of metal forging
>B:Unlock the next level of beasts
>B:Unlock the next level of sentient summoning
>C: summon 4 wretches
>E:Watch dorfs forge, take notes and look for anything you can improve
>Get the dorfs a dorf forge, tell them to focus on making equipment for the orcs, but to set out any extremely high quality materials for our own personal work
>G:Craft a magical focussing staff to enhance our abilities, and create a crown of domination, some enchanted armour for ourselves, just go with what works, and craft some enchanted forging gear, do all of this with the dorfs pitching in when it concerns something they might be more knowledgeable of.
>F:See if the "flame worm" idea has worked out, if it has begin the flame chicken plan.

H:Other
>Have our most sneaky minions set up some traps at the the entrance
>Upgrade the tavern
>See if we have any "leader" undead, you could've sworn you saw a flash of the black grail and the sound of a horse during your resurrection spree....
>Get those of graveguard organised and guarding the entrance
>Look for any spooks not interacting in the undead mounds

Time for lore!(that I'm shamelessly borrowing from other places)

>The Black Grail Blades were the resurrected corpses of twelve long dead Paladins of Persparo, the human god of faith and honour. Greater and more infamous than even the Vampires of the far south, they are among the mightiest Undead to have ever walked the World.

>The Black Blades wander from place to place,often alone, enlisting in various undead forces to fight for the honour and glory of combat, echoing their previous devotion to Persparo, with some whispering that the pure power of their devotion to honour and combat, along with their need to gain revenge on any they deem have slighted them, keeps them animated more than any necromantic energy.

If any anons want to give the twelve blades names, feel free!

>Graveguard
>The reanimated corpses of warriors of all shapes and sizes, the only thing that differentiates a Graveguard from other undead is the memory of the combat techniques they used in life, putting it to lethal use against the living.

>Most Graveguard end up resurrected with the armour and weaponry they used in life, although some Overlords re equip them.
>>
Rolled 67 (1d100)

>>2398951
Dice.
>>
>>2398887
So Genie what do you think of the little lore entries anons have been doing thus far?
>>
Rolled 63 (1d100)

>>2398951
We can't afford all that. Not even close. Not bad as a list of short-term goals though.

I'd suggest summoning another 8 wretches. Then do 1 or 2 of the other things you listed that we have to pay for to do.

Also the stuff with the undead, we need to be sure to do that. We need to do something to make sure they don't get out of control. Really should be a high priority, especially since as is they're giving away our position.

To that end, I really want to expand the graveyard and crypt.

Also, we should probably tell the Elementals to stop digging beneath the magma ocean.

Death knights are always badass. Your Order of them...well, I can't see us recruiting them at our current development level, but as far as ancient undead go, they wouldn't be the worst to parlay with.

>>2398804
So for now we can only summon wretch weaklings, until we get all that stuff and build a Hive?

Well, still good to have some minions who will work without complaint or tricks while not suffering the drawbacks of the totally mindless.
>>
Rolled 16 (1d100)

>>2398865
God 30 more of the Goblins. Well since workers weren't mention. That deals with that problem for the moment.

>Blood Essence of the Bonded Overlord, souls of innocence, bones of sin, world stone, pure magic aether, core flame, reaper rags, life crystal, wasting water, corpse gas, demon fangs, vile smiles, seer's eyes, giants flesh, dragon talon, spirit string, lost storybook, devils contract paper, Kraken ink, empty hourglass, leather, angel tears, phoenix ash, the deads deed scroll, and lastly Will of Minions.
That's a big shopping list. Which thankfully we have some of the items. Possibly more if we tell the goblin whelps bed time stories and then let them hold the book for a little while.

Dwarf Stone Masion, once the forge is done. Can you build some doors to help deal with lava breaches? Otherwise our only back up plan is elementals and asking the core to quickly build one.

Also thanks for running this Genie. It's fun getting to build dungeons.

>>2398951
I think a few of those B actions just need us to get the tools and buildings made. Tho a skilled laborer or two would help. Like a beast master to improve our current beast. Then going out and finding more.

Before the next tier of sentient summons. We should finish improving the living conditions. So we can save on upkeep and gain more from the minions.

>>2398972
>>2398951
What do y'all think about using a undead town as cover? We got ruins started. We could try growing that and making deals with the undead. A place from them to "live" and we'll help in ways a overlord can. I'm sure there are undead who would work for us. Just by helping them get some letters out to family or the like.

Then one day the fire lord would be happy. Getting to take out a ocean town.
>>
>>2399030
Using an undead settlement as a cover story COULD work, but we'd need a sufficiently intelligent "leader" undead to really top off the act.
>>
Rolled 25 (1d100)

>>2398865

>Get the dwarves what they need for a forge and foundry to their liking.

>The elementals can stop digging towards the lake now.

>Research some way to get passive magic generation to feed our water circle. Surely there are some magic plants or creatures we could establish an ecosystem for so we can get a slow drip?

>Purchase more medicinal plants and fungi and insect.

>Upgrade the tavern. Perhaps we can personally put in some glyphs relating to feeling intoxicated, or perhaps we could slap some onto the brewery components.

>Check in on the Kobolds and dwarves, see what they are up to and what they want.
>>
Rolled 65 (1d100)

>>2398951
Eh, that level of undead is a bit much to ask for off of that little fluff anon. Also an undead that's still loyal to a god would be directly opposed to US as an Overlord.
>>
>>2398951
Eh your not getting one of those black grail blades anon. Death Knights are generally a strangely honorable bunch despite the rumors to the contrary. Their honor and duty are what usually animated them in the first place. Not that the necromancers haven't figured out to make them but they are rather lacking compared to the real thing.

>>2398964
Lovely.

>>2398972
Yup or you pay extra to summon them from the market.
>>
>>2400093
How much to buy all the things we don't have for the hive?
>>
>>2400263
Anywhere from 100,000 to million. Some of those items are very rare. Some of the stuff meanwhile like leather is far more common and easier to get a hold of.
>>
Rolled 63 (1d100)

>>2400656
Would it be reasonably possible to find a Wretch Hive in the wild and relocate it here?
>>
>>2400671
Its certainly possible. Usually in the lairs of dead Overlords. Sometimes they get looted and misplaced somewhere else.

Of course you could attempt to make another deal with the Masters in exchange for a Hive Overlord.
>>
Rolled 7 (1d10)

>>2400686
Does it take an action to determine what the conditions of such a deal would be?

If not, rolling to determine what cost the Master will demand for a Wretch Hive of a sort useful to our talents as an Overlord particularly. We prefer upfront costs.
>>
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Rolled 60 (1d100)

>>2400707
Damn, we've really got to be more persuasive than that. Have an art in exchange for a reroll!
>>
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Rolled 7 (1d100)

>>2400709
Oh come on now Masters, we beseech thee as thou most humble servant! We seek to spread your influence upon this world and render it a broken and subjugated husk only in accordance to how you might will it. We simply require a small boon in order to get ourselves started!
>>
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Rolled 54 (1d100)

>>2400723
>>2400707
Well maybe triple 7s will do something.
>>
Rolled 45 (1d100)

>>2400730
Oh well, I'll quit taunting the Dice Gods and Masters now.
>>
Rolled 24 (1d100)

>>2398951
Sending out some orcs and goblins. They report the dwarfs were smart like you Overlord and had a plug to cover the entrance when the flooding came. The rest of the place, however, has been destroyed and they were forced to hide underground.

Bit of a misnomer given the location but its true in a matter of speaking.

With some proper tools and forges. You start going over more advanced puppet crafting. Some puppets like Clay and Mud are simple enough to make. More complex things like Corpse Puppets and armor puppets are more complex. You bought more books and scrolls about puppet crafting.

-1000

Giving you the research materials to study and a certain goblin mage made an interesting point. Golems are closest to puppets in that they have a pilot forged inside them during the creation process. Puppets replace this pilot container with a control module. The complexity of more advanced puppets is through harder to handle materials and more the complex controls. Like built in hidden weapons or tools. That takes special finesse to make and control.

The easiest way to test if the puppet in question functions if you don't have a skilled puppetmaster? Have a spirit possess it and explain any issues with the body.

Which meant dragging in the poor Dark Flame spirit who after realizing what was about to happen screamed and pulled in some replacement wraiths to play within its stead.

After that, it fled far away.

Even with the help advanced puppets are complex things to make.

Meanwhile, the diggers after being made near useless by the earth elementals noticed something peculiar about their digging. They do not require supports to built instead they use the earth and rock itself to support the structure. They also instinctively know the fastest and most effective way to mine out materials and dig. Sadly much of this stems from them being earth elementals but the diggers believe we could learn some things by studying them.

As for stoneworking, the dwarf stone mason is about to go insane over the shoddy work and very poor standards of the rest of the minions.

Bronze forging is being researched but keep in mind Overlord Bronze is one of the few mundane metals that can channel magic through it well. Iron suffers badly. Copper is too soft but it also works rather well. Bronze is more or less the middle of the road. Not as good as copper but tougher. More apt to channel magic then iron.

If you could get the recipe of Orichalcum would be optimum. Its the only metal alloy made solely of mundane materials that not only channels magic very well but is also stronger than steel. You can't get any better than it without resorting to magical materials.

>You do not have enough points to unlock the next level for animals.

>You do not have enough points to unlock the next sentient level.

Now if you merely wanted to something specific that is notably cheaper.

-600 4 weak wretches summoned.
>>
Rolled 17 (1d100)

>>2400764
Dwarven forge methods are studied. Orcs complain they are too slow and the goblins complain they care too much about safety over results. The dwarves meanwhile complain about their excessively low standards and shit skills. It looks like a fight may soon break out between them.

You meanwhile approach the dungeon core and smiths about forging some equipment for yourself. Sadly you are lacking a Mystical Library, magi forge, Enchantry and Alchemy Laboratory. All of which are vital in the creation of enchanted items.

The dwarves tell you they can forge you some bronze equipment and then you can carve in the magical glyphs, but they remind you do not have a Dwarven Rune Master. As for actual enchanting you don't have the facilities for it. Actual enchanting is more then just magical glyphs.

Gain Magically Engraved Bronze Staff and Magically Engraved Armor.

Dwarven Forge Underconstruction ETA Unknown(dwarfs take awhile)

Most of the worms died from the heat but a few survived and are slowly multiplying.

Kobolds have started setting up traps in the entrance of the dungeon. They claim it will take awhile but it will be very thorough for they dare not slack while serving an Overlord.

You head to the surface despite the miasma. Instead of heading towards the undead piles you approached the undead hanging out on the outskirts.

"Hm an Overlord? Here I thought it was a damned necromancer," speaks an undead seated upon a rock in a meditative position. "Well, Overlord I have to hand it to you your one with an excellent grasp of timing. Moving in just as the magma flood cooled and reaping in all the death before it could properly disperse yet. You are certainly good. Clearly not a power hungry necromancer. They never would have allowed a dead pile to go unmolested and evolve on its own. Use it for their own purposes."

"You're awfully well spoken," you retort noticing the small clumps of undead and those going solo.

"Yes well, this is one of the only spots that aren't in a crowded smoking ruin. Can't stand ruins. Reminds me of their overcrowded graveyards and corrupt crypts. So what is it that you seek?" Asks the undead still not having opened its eyes and you just realized it never actually spoken with its mouth.

"I'm in need of some undead leaders. You wouldn't happen to have any suggestions or leads?"

"Heh. Undead Leaders are the only type of undead who stay far away from undead pileups. They don't like the thought of their followers getting sucked in and growing beyond their control. This is a terrible spot to look for some. If you want some head to old battlefields and dead cities. Or you know to break into some tombs of great leaders and hope you get lucky."

"While I was out I thought I caught a glimpse of a death knight of the order of the Black Grail. Was I imagining things?"

"Death Knights down here? Hm...yes actually I think you might be onto something. I would look around in the dwarven ruins. Their honor has a way of it."
>>
Rolled 3 (1d100)

>>2400862
"How about an undead horse? I thought dwarves weren't fond of riding."

"Heh they aren't. Usually, they ride battle boars or mountain goats if anything at all. They specialize in the infantry. Still, they certainly have their own version of death knights."

"The one I saw rides a horse."

"Hm...awfully long way for one of them to be down here. Unless...an ex Adventurer is what you saw. Those kinds can be found all over the place. What are you not favorable to dwarven Ancestral Warriors and Death Changed Soldiers?"

"I rather doubt such honorable warriors would lightly consider the service of an Overlord."

"Hm fair enough guess you want some with brains. Only Grey and Dark Dwarves consider serving an Overlord as something not shameful."

"You know of any Graveguards around here?"

"Nah unless you crack open a tomb. Those things are all over the place in tombs. Many a warrior asks for the rites to allow themselves to rise again should someone attempt to desecrate or rob the place."

"I didn't mean them."

"Ah oh you mean those necromancer knock offs? Don't know why you would want them. Damn things are cheap rip offs compared to the real deal. In that case, I wouldn't know. I stay away from necromancers and their ilk."

"Strange words for an undead."

"Once necromancers started to use necromancy for their own gains and power. Instead of communicating and helping the dead. I stay far away. You should too Overlord. They have a way of pissing on graves and making enemies these days."

"Know of any battlegrounds or nearby dead cities?"

"HAH just look aroun-oh right magma covered most of them up. Just look for the nearby newly dead cities. Probably can find some around."

"One last thing what the fuck are you anyway and what do you know about the rest of the undead hanging on the outskirts?"

"Thats two things Overlord."

"What can I say your an oddly helpful and chatty sort."

"You can blame that on you being a surprisingly reasonable Overlord. Guess your still new right?"

"How'd you know?"

"Heh Old Overlords...well you can always tell. As for the rest of the other hanging out. You got a groups of feeders. Good old fashion scavengers. The last of them are watchers. As for the solo ones they are ancients you don't wanna mess with."

"Guess that explains what you are."

"Heh yup, I'm ancient. Only ancients and freshies come to achieve breakthroughs. Everyone else stays away because coming here is nothing but trouble to them here unless your one of the three groups."

"Any idea how I can find Death Knights?"

"...Eh easiest way I know is Dead Orders. Always Death Knights part of Dead Orders. Like the Order of the Black Rose or Grail. Certain battlefields and crypts MIGHT have some. Otherwise, they wander around a lot. Death Knights don't like staying in place when they got business to attend. Those who do...are bound there. Those ones are drowsy grumpy assholes. Stay far away from them if you wanna live."

"What's so bad about them?"
>>
Rolled 4 (1d100)

>>2400764

More critter fluff

>Glutton Beetle
About the size of a fist in adulthood, the Glutton Beetle is typically a solitary creature, with the exception being when it is mating season. During mating season successful Glutton Beetle males will have their entire shell coated in hard eggs by the female, removing the limited flight they had been capable of before. Even after the eggs have hatched the young still cling to the male until adolescence, but it is during this stage where the male plays host to living young that the Glutton Beetle earns its name. In an effort to provide food to its young the Beetle has developed an incredibly broad palette, and has been observed eating nearly anything from corpses to elementally-charged stones. As long as it contains some sort of energy the Beetle will ravenously pursue it as a food source, furthermore it shows an odd preference for switching between as many different kinds of sustenance as possible as rapidly as possible. All of these elements mix in the Beetle's gut, and the semi-digested mixture is secreted out of special glands on the carapace for the young to consume. The whole creature is about the size of a human's fist usually, but when the young are birthed is effectively doubles in size from the expansion of its stomach and the coating of Beetle Grubs.

While the Glutton Beetle itself is largely unremarkable aside from its high tolerance to food sources it deserves note that due to its eating habits it serves as an effective pollinator for all sorts of plants and fungi. Furthermore the young often die from the elementally charged secretions they consume, and fall off the adult's shell to fertilize the ground or provide food for other creatures. Those that do not tend to develop some sort of alignment to one or more elements (and indeed creatures who consume the failed young do likewise), though keeping the strains in a controlled environment makes it possible to produce plain Beetles once more. All of these factors combine to make the Glutton Beetle an attractive species to any Dungeonkeeper who seeks to be able to effectively spread and branch out his existing species.

The Tarcats will embed the dead young in their den walls, which will be colonized by plants, fungi, and other bugs, and will induce useful elemental/mutant varieties.
>>
Rolled 88 (1d100)

>>2400966
"People like to say the Unbound Death Knights are the most dangerous. Truth is it's the Bound ones. To bind a Death Knight in place is very difficult thing hinging on duty and honor. More importantly, they don't stay around long unless they murder the ever living shit out of whoever is stupid enough to show up. Including a LOT of holy people attempting to take care of them. Very few undead can endure endless waves of those self-righteous holy assholes. Those who can...well lets just say they're something even Ancient Undead would think twice about facing even if their fresh."

"Sounds like I'm screwed when it comes to tracking down a Death Knight. You sure there isn't anything that can attract them?"

"Heh yup, there is. The Rites of Deathless Honor and Undying Duty will attract them, but to do those rites...its a very risky thing. If your not worthy the enraged undead will kill you and devour your soul. If you ARE worthy they will come to Acknowledge you and when you die they'll welcome you back. Only those who wish to join a Dead Order or desire their aid are foolish enough to try it. Death Knights...they are not by any means easy to control or gain their services. They take their oaths most seriously. After all in a matter of speaking only the most 'worthy' and honorable are capable of coming back as a Death Knight. They won't serve just anyone."

"But if you ask the church they are forsaken monstrosities who broke their vows and were forced to wander the earth for eternity as punishment. If that were true they never would have the right to come back as one of those honorable and dutiful Death Knights. They like to put them on the same level as those created by Necromancers. Now those things are soulless and honorless abominations. Naturally, the two hate each other."
>>
Rolled 83 (1d100)

>>2401040
>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 2975
Minions 178
Heat Absorb 3000
Recycling 500

Upkeep
153


>Currency: 1815 energy.
>Pop (1 Overlord. 60 goblins. 8 orcs. 3 Grey Dwarves. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). Copper Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny). Crypt(tiny). Graveyard(tiny). Training Yard(tiny).
>>Defenses: None
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 1 terry tarcat. fire worms.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Goblin Bombs.
>>Ammo: stone. copper.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. Copper mail.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 31 (1d100)

>>2401052

>Use our Scry and try to find/acquire a Wretch Hive
>If we fail to see any hints of a Hive then ask the Masters what they demand for one if crit they upgrade the one we acquired for free
>Summon some Glutton Beetles
>Get the Dwarfs what they need for their smithy/forge.
>Earth Elementals, under the direction of the dwarves, are to separate them as best they can so them and the goblins don't fight.
>Upgrade the Tavern with magic
>>
Rolled 97 (1d100)

>>2401074
If we game them a puppet golem fighting game. Do ya think it would help vet their frustrations? Perhaps pottery lessons to claim the soul or chicken fights.

As for asking our masters. I think we are better off finding the parts over time. Think of the hive as a way to prove our selves to them.

After we gear our boys I want to follow up on those leads for the undead leader we need for the town idea.

>>2401052
Hm numbers are off. Don't we have 2 tarcats.

"Magi goblin, thoughts on feeding mana to a spell for water?"
>>
Rolled 35 (1d100)

>>2401116
Ooh, that's a good idea. All the fun of fighting without losing any minions over it. It might even allow the Dwarves and Goblins to work things out with each other. Without killing.

>>2401074
Append
>Create some puppets and a puppet arena in the Tavern. Disputes can be resolved there. Summon a Grey Dwarf that can even the playing field to let Dwarfs create puppets just like the Goblins can.
>>
Rolled 65 (1d100)

Learn how to eat souls.
>>
Rolled 63 (1d100)

>>2401116
>>2401151
Supporting, may I also suggest
>Expand the tavern
>>
Rolled 3 (1d100)

>>2401897
Yeah.

We'll need to expand the food at some point as well. Yet for now forges and weapons.
>>
>>2401116

The hive would provide top-tier workers, and further it would produce more workers for the duration of its life. The sooner we get one the more effective and profitable it will be.

On another note, what do anons think of selling our goblins and orcs back to the Dungeon and getting more dwarves instead? We could possibly even see what it costs to purchase Dark Dwarves from the Market.
>>
Rolled 39 (1d100)

>>2401936
Could've sworn I put dice in there...

Sneaky dice link for critfish. >>2401074
>>
Rolled 12 (1d100)

>>2400707
>>2400747
Well, your first roll there didn't even count due to it being a d10

>>2401936
>>2401937
Sure, but if we can't luck our way into finding one, the best way to go about getting one would probably be to actively look for the ingredients.

As for the dwarves, I feel amivalent about that proposal.

While you're at it, you could try for a called roll or two. Like a 42.
>>
>>2401936
Depends on how much normal dorfs cost, and how many workers we need to work at max efficiency.
>>
>>2402007
Expanding upon this, while a slow replacement plan utilising dorfs may be feasible the goblins may prove useful as a cheap labour force or as lifeforce batteries for wretch construction

Although I personally think that we should keep the orcs as a primary combat force, being vaguely cheap and having a natural affinity for fighting.

I am also the opinion that we should begin expanding existing facilities before building any new ones, perhaps replacing the goblin forge with a dwarf forge depending on future occurrences.
>>
>>2402033
I am also of the opinion*
>>
How much does it cost to upgrade the overlord scrying ability? Can we temporarely boost the scrying ability to scan the whole volcano for cool stuff?
>>
Rolled 95 (1d100)

>>2401962
I was talking about making a deal with the Masters for one, on account of the benefits having one would offer as an alternative to lucking our way into finding one.

As for the goblins as a workforce...they've really been more trouble than they're worth thus far. They've gotten us attacked TWICE without us even sending them outside. I feel like they have their place, but the dangers they bring probably aren't good for a new dungeon that doesn't have many assets to its name.

>>2402007
Grey Dwarfs of specified professions cost 1000 each. Dark Dwarfs shouldn't be too much more. As for workers, I still think Wretches are the best workers we have available and are far superior to goblins. If we have Dark Dwarves + wretches then we should get all the mischief/innovation we saw with goblins, all the productivity of workers that don't sleep, and also tremendously higher quality due to dwarves.

>>2402033
I just really don't think goblins are worth it for right now. We can sell all our goblins this second and probably get a decent amount of change, use that to purchase wretches and dark dorfs, and probably be in pretty good shape.

I'm ambivalent towards orcs as our main fighting force, but I think they'd play nice with dark dwarves anyway so it shouldn't be an issue.

Also if we need money for summoning any of this stuff we should consider selling off some of our stockpiled metals/ores/gems/fire rock. We have Assorted Minerals(Excessive) so we can sell some to see what sort of price it fetches.
>>
>>2402460
>They've gotten us attacked TWICE
What was the second time?
>>
Rolled 39 (1d100)

>>2402479
The first time they blew up some magma while fucking with fire gems and got a bunch of flaming skeletons that were surprisingly strong to attack us. Our personal magic wasn't very useful against them but fortunately we'd just made a mud puppet so we were able to take them.

The 2nd time was last thread's clusterfuck where they blew up a bunch of bombs which drew 4 different groups to attack us. Any one of those groups looked like they would've given us a very bad (possibly fatal) time, and we only got out of that by the skin of our teeth.
>>
>>2401936
Yes it would make things easier with new workers.Yet it will very likely cost us a lot in turn. From masters likely looking for overlords to be go getters. Not people they give hints to. After only trying for one turn. It would look very bad on our part.

>effective and profitable
We need plans and experiences to happen first. Otherwise we got a nice hive debit and nothing ready to use said workers. So lets just buy wretches over time and look for the hive until we got things ready to need a large amount of workers. Then we can take a debit for the hint and be better off to pay it.

>Orcs
We need fighters and they are breed for combat. We should keep them.

>Goblins
They can get out of hand, but working with orc and ogers we need them. They have good synergy.

>Dark Dwarves
They are mad and very unlikely to make things easier for diplomacy. We have normal dwarfs working under us. The dark dwarves would make problems with them and make it harder to sway our neighboring dwarves to us.

>>2402033
>Replacing goblin forge
We should have a forge for for each user and since other races don't do well using the others' forges.

>>2402332
I want to know as well.
>>
Rolled 77 (1d100)

>>2402610
>Yes it would make things easier with new workers.Yet it will very likely cost us a lot in turn. From masters likely looking for overlords to be go getters. Not people they give hints to. After only trying for one turn. It would look very bad on our part.
What are you trying to say here? It's quite unclear.

We've already got plans for a supply of good workers, namely mining out the magma plains constantly and also throwing them at literally any other work we want done. Expanding the mushroom/insect/plant/chicken/pig farms, supplementing the dwarven smiths, expanding the caverns in general, constructing things for us, etc. You can NEVER have too many workers when those workers have no upkeep and don't get into mischief.

Orcs are find to stick around, but I think they're already getting tired of not fighitng and might try a coup on us soon.

Goblins are terrible, everyone hates them for a reason. Sure they've got synergy with orcs and ogres but there are other ways to build an effective combat force. These goblins will be the death of us.

>Dark Dwarves
>They are mad and very unlikely to make things easier for diplomacy. We have normal dwarfs working under us. The dark dwarves would make problems with them and make it harder to sway our neighboring dwarves to us.
We have grey dwarves working for us, not regular dwarves. Regular dwarves will NEVER serve an Overlord. Dark Dwarves are no more insane or worse for diplomacy than goblins are, so chuck that point out too.
>>
Rolled 90 (1d100)

>>2401052
Thoughts on a revamped action plan.

>F
Use our Scry to find/acquire a Wretch Hive and possibly find a suitable undead leader we need. I wanna push the undead town cover if that's alright.

>H

>Fighting area.
We can using it for puppet golem fighting and training. Assuming we can make them controlable from this idea "Puppets replace this pilot container with a control module." Give minions a place to vent viva golem fights and general combat. Do try to keep good sportsmanship. No fighting off the field.

>Upgrade Tavern.
Make it bigger to fit more minions and in glyphes to help cool down the room. Get a minion to work on dice to allow gambling.

>Support the Dwarfs with what they need for their smithy/forge.
Be it using the earth elementals to dig or fire to get the forge warmed up.

>C
A engineer to help with planing. As to wish race I'll wish to leave up to the core. Since they will be building around them and in their "body". We need explosion/sound prof testing areas for the goblins. Then a gate to feed lava to the core. Possibly added a filter to it to gather materials.

>Summon 3 Glutton Beetles

>E - Depending on remaining Energy.
Mystical Library, Magi forge, Enchantry, and Alchemy Laboratory. We've been needing at least the library.

---

I'm debating on sending minions out to explore. They can gather things for outside to help the dungeon and possibly bring new minions. We knew of orcs and kobolds that we might be able to get.
>>
>>2402686
Looking good Anon!
>>
Rolled 32 (1d100)

>>2402686
Sure, I'll support it.
>>
Rolled 84 (1d100)

>>2402686
>>2402694
And the dice
>>
>>2402680
>What
To not make this to long of a post. I basically want to look good for the beings we made a deal with. So I feel the asking for a hint after only one turn on looking. Will look bad on our part. Do to our "Bosses" likely using us a piece to fight the gods. I want to come off as the "go getter" type. To make them feel we are worth a good deal.

>Plans
I feel we need to hone our plans more. We are still very young and could do with more typing things on the small scale. Before we get to big with minions lacking experience, unless we pay more.

>Workers
A part of me thinks the cost of asking for the hint to gain said workers isn't worth it. Even with the expansion, I feel that we wouldn't gain enough. I just don't trust deals with the unknown. Do they really have no upkeep? As for too many yeah you can. Growing to fast can lead to cracks in something we over looked.

>Orcs
Battle area. Also they'll likely be fine. Since I'm sure they want proper gear before fighting.

>Dark Dwarves
Na the goblin madness is children not understanding and making stuff work somehow. The Dark dwarves is different.

How does a dwarf become a grey dwarf? We can likely get the normal ones when their weak and convert them over.
>>
Old thread 2 saved.

http://suptg.thisisnotatrueending.com/qstarchive/2364694/
>>
Rolled 77 (1d100)

>>2402750
I wasn't talking about asking for a hint for how to get/make a hive, I was talking about asking for a whole damn hive. That means that we come off as someone who knows what they want and makes a wise choice of when's a good time to deal for it, not as a wimp.

Wretches have no upkeep, it was stated in this very thread: >>2394013

This means that your third point is invalid, because if we're worried about expanding too fast we can just tell the hordes of workers to chill out for a while.

Orcs are not content with training and arena fights, they need proper war and conflict. See: >>2370273

Also in that selfsame post the Dungeon Core lauds how valuable Dark Dwarves are as minions, whereas it has previously only derided goblins for being shitty, cowardly troublemakers.

Also we're a goddamn Overlord, Dark Dwarves are exactly our style.

Let's ask the Dungeon Core and our Grey Dwarves how likely it is that we'd ever be able to ally dwarves shall we? Because again referenced here: >>2370273 it sounds like the only use Overlords have for Dwarves is corrupting them into Grey Dwarves, which is probably about what the Dark Dwarves would prefer to do anyway so why not have minions that approve of us?

>>2401052
To the Dungeon Core and Grey Dwarves:
"How likely are we to be able to ally with the nearby dwarves? The voices the masters put in my head are arguing with one another.

Barring alliance, what other use would I have for them? Why would I do that instead of summoning or recruiting Dark Dwarves?"

Also whats the cost to unlock and summon:
Dark Dwarves (Unlock)
Dark Dwarf (Random)
Dark Dwarf (Specific Profession/Gender)
>>
>>2402680
Contrary to popular belief Dark Dwarves DO actually have honor code among them. Otherwise, nobody not even the evil races would trust them enough to ally with them. They are also the only dwarf race who actually good at magic albeit they do lean on the crazy side, then again you wouldn't find a sane dwarf willing to ally themselves with elves given their long history of grudges.

Grey Dwarves on the other hand...well they are also called the Shadow Dwarves and are a bunch of shady hairy midgets who are the only dwarf race you can trust to stab you in the back. Dwarves hate the shady bastards and everyone else is relieved that there is such thing as dishonorable dwarves.

They don't exactly have many allies but they are also willing to deal with all manner of unsavory types and if your in need of a dwarven quality hidden weapon(which is considered dishonorable one by dwarves and hence never crafted) Grey Dwarves got you covered.

>>2401116
"Eh we got enough magical materials to use to charge them but eh if we include a Magic gathering formation and combine it with the water generation then that would be best Boss."

>>2402332
Thanks to you being a Magi your Scrying is already greatly upgraded. Further improvements to increase it isn't easy. As you pretty much already got all the easy ones. For upgrading your best bet is going to be scrying materials, scry samples(for when looking for something specific), and better scrying devices. Your actual scrying technique would require some serious researching to improve because your a Magi Overlord fueled by Forbidden Knowledge. Its not an easy thing to improve on.

>>2402460
Dwarves are not prone to innovation. They are very set on their ways on the other hand they are VERY good at improving upon preexisting knowledge but developing entirely new stuff is something they struggle with.

Not even the eccentric dark dwarves are much better. They are just better than their kin with magic. Other dwarves really do not like them because of their terrible taste in allies and love of magic(which is a very sensitive topic among dwarves).

Goblins with their mischief are actually due to a surprisingly similar reason to the Orcs and their love of warfare. Goblins if they don't have had any neighbors to target with turn on themselves. The same is true for Orcs if they don't have anyone else to war against they will turn on themselves.

On the topic of goblins the older orc trainer has this to say about them.

"Orcs are Terrors of War and Goblins are Terrors of Cleverness. Ogres are Terrors of Savagery. Orcs always knew this about goblins. Without a target, they will turn on themselves just like how orcs without someone else to fight will begin to fight themselves. For us Orcs, we get along with goblins for one very simple reason. We both need targets."

"Everyone makes the mistake of underestimating goblins in fighting, goblins strength lies not in direct confrontation, unlike us Orcs."
>>
>>2402816
>I wasn't talking about asking...
My bad for miss reading.

>...I was talking about asking for a whole damn hive.
That's even worse. To ask someone for a loan we can't even put a dent into. That's how you lose your everything.

>Upkeep
No rest and no pay. Okay cool.

>Orcs
I was planing to fight. We're an overlord, we are gonna be fighting something. I just believe we have time. Opposed to you thinking they are already getting tired of not fighitng and are gotta start a coup. Since they haven't said anything and I'm sure they would once they are ready to fight. I don't count the fighting over different views about the forges into that.

>Dark
>2372465
Forsaken creatures that they are their cruelty and insanity is well known. Makes dealing with them difficult even for an Overlords.

>2370273
>Most Overlords make do with corrupting their kin into suitable replacements.

I don't know. While they were not spoken as badly like the elves. I still rather make more grey or try corrupting them in some way first. Before pure Dark Dwarfs.
>>
Rolled 52 (1d100)

>>2402868
>That's even worse.
We were screwed in that fashion from the get-go by being an Overlord.

>Forsaken creatures
That's in reference to outside Dark Dwarves. One we summon would take the Oath of the Overlord and we wouldn't have to really worry about that too much.

>>2402867
>Dwarves are not prone to innovation
Yes but if we purchased some Dark Dwarves of the appropriate professions they'd have knowledge of technologies and could unlock them for us, right?
>>
>>2402884
Why make it worse? Just because we made a deal for power. Doesn't mean we need to make more deals and gain more debit. Especially so early on.
>>
Rolled 91 (1d100)

>>2402867
"Their expertise lays in indirect confrontation. From causing havoc behind enemy lines to creating powerful machines of war."

"Goblins are weak yes...but they are smart enough to know it and their cowardice ensures that they stick with what they do best. Avoiding direct confrontation and targeting their enemies indirect hard to deal with ways."

"Everyone considers goblins terrible vermin for a very good reason, but only us Orcs are able to appreciate their strengths the most. They are so weak yet still such a terrible foe to face. We orcs are only good in direct confrontations we lack the cleverness to handle indirect confrontations. For that reason, we orcs have always suffered even if we won all the battles we orcs would still somehow manage to lose the war. It was not until the orcs allied with goblins were we finally able to turn things around."

"Nobody thought such an alliance would be so successful. Now people fear orcs and goblins working together. For we are able to perfectly counter each other's weaknesses and together we are far stronger than apart."

"The masters always appreciated the orcs ability to be capable of making havoc in war but few masters are able to appreciate the terror that is goblin havoc making."

>>2402750
The origin story of Grey Dwarves is that they were dwarves who lost their honor and grew to love treachery.

>>2402816
"Ever since Dwarves made the decision to venerate their ancestors more than the gods due to gods jealousy of dwarven craftsmanship they are actually among the more reasonable enemies of Overlords and their masters."

"Except for one major problem, Dwarves are notorious grudge holders and their grudges are passed down. Its due to their grudges and hatred for old enemies that they are stiff opponents and not actually due to their Gods urging."

Grey Dwarves state that other dwarves heads are shoved up far too high in their own asses to ever consider allying with us. With the notable exception of Dark Dwarves but they are crazy.

Dark Dwarf unlock is 2000.
Dark dwarves cost 2500 per a summon.
special dark dwarves cost 5000 per a summon.

>>2402884
Overlord Oath doesn't stop minions from hating each other and getting in each other's way. It only keeps them loyal and serving the Overlord. Otherwise, infighting among Overlord ranks and corruption wouldn't be so common. Ity generally why Overlords are a bunch of hardasses and specialize in specific groups of minion types who can work well together.

It takes a while for their tech know how to spread into the rest of the masses.
>>
Rolled 80 (1d100)

>>2402918
I think maybe this all got out of hand anyway, because we still don't know what the price of such a thing would be and this discussion hinges on that specific cost.

Would something along these lines appeal to you, as a general path forward?

>Continue to summon wrteches as our main workforce, make some endeavors towards acquiring a hive by some means
>Command the goblins and orcs to begin strategizing how to take over that Dwarven Mining Outpost, as a test of their abilities.
>Allow the Grey Dwarves, directing the Earth Elementals to rework all our stonework and have this become standard practice for the future so that they don't want to rip their eyes out upon seeing goblin/orcish work.
>Unlock and summon 1 Dark Dwarf Goblin Overseer
>>
Rolled 64 (1d100)

>>2402924

>Thundermist Vine
The Thundermist Vine was shaped by its home environment, the outskirts of desert oases. It is thought that it is a cousin of some of the succulent vines that inhabit the lush and humid cores of oases, but due to the typical overcrowding of such an environment it was forced to spread out. As time went on the plant became more adapted to the dunes of the desert. At this point it exhibits an extremely tough outer skin to protect itself from sandstorms and other windblown debris, but more importantly it serves two purposes in its home niche. Firstly colonies of the vine spread throughout the outlying dunes of an oasis, stabilizing them and preventing the brutal desert winds from whipping the more delicate plants (while also allowing precious moisture from the oasis to drift onto the vines themselves), and secondly over time it stores the static charge generated by the slow action of shifting sands in the dunes into its fruits along with what scant air moisture it collects. A fully developed colony will be covered in these fruits, which will burst into clouds of shocking water mist upon being disturbed...making it one of the first of the infamous defenses desert oases use to preserve their fertility from the beasts that roam around them. When transplanted into less hostile environments the vine tends to prefer hanging down, the tendrils curling and coiling over themselves to form nearly impenetrable mats. The electrifying fruits also develop, though with less intense an electrical effect. Ornamental varieties are employed in desert palaces with berries that glow with an internal light even as the plant forms sturdy walls, but harsher breeds have enhanced the internal process and have fruits that dwarf the explosions of the wild breed to ensure anyone that attempts to cut through a Thundermist Vine wall has a very bad day.

Perhaps with some research or spells we might be able to align the Thundermist Vine into something more fire-aligned. It would certainly make a good basis.
>>
>>2402940
Hm, Yeah.

As for the cost we have an idea, at least for energy cost of parts. >>2400656
>>
Rolled 37 (1d100)

>>2403012
Yeah but I suspect the Masters' deals demand an entirely different kind of price.
>>
Rolled 55 (1d100)

>>2402686
You use scrying to locate a Wretch Hive. You managed to fine three possibilities. One is located above you somewhere in a dark citadel. One is located somewhere in the magma ocean. You think you grasped there was some kind of island and it was located there. The third meanwhile is somewhere deeper underground. Located in some dark tear crawling with monsters.

>Arena constructed close to the tavern.

Beast fights, occasional puppets, and ordinary fights are a thing there.

The tavern has been expanded. -500.

Elementals ordered to assist the dwarves in building the dwarven forge. It still going to take awhile since dwarves are not exactly known for their speed. Insisting things must be done right and slowly to ensure quality control.

Evilgineer has been summoned. -1300.

3 glutton beetles summoned -150.

Mystical library under construction.

>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 3665
Minions 178
Heat Absorb 3100
Recycling 500

Upkeep
163


>Currency: 3665 energy.
>Pop (1 Overlord. 60 goblins. 8 orcs. 3 Grey Dwarves. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Low
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). Copper Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny). Crypt(tiny). Graveyard(tiny). Training Yard(tiny).
>>Defenses: None
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 1 terry tarcat. fire worms.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Goblin Bombs.
>>Ammo: stone. copper.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. Copper mail.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 23 (1d100)

>>2403100

>Summon more Earth and Lava Elementals (Lesser)
10 of each
>Summon more weakling wretches
20

Have the new Elementals start to expand the Magma Mining Plains, under the direction of the Evilgineer. Assign 10 wretches among our farms for tending them, assign the other 10 to mining in the plains.

>Orcs, Goblins, time to go to work
Your task is to make that Dwarven mining outpost ours. You will be allowed significant leeway in this task, but you must submit your plans to me for approval. Begin with scouting.

>Get some Thundermist Vines: >>2403003

>Unoccupied Fire Elementals, Lava Elementals, Dark Flame Spirit
We want a Wretch Hive. There is presently one out in the Magma Sea on an island. Go scout for it/scout it out. You will be rewarded if you bring it back, but you may need more resources.

>Ourselves
See if we can't acquire the recipe for Orichalchum. If we can afford it from the market let's just buy it.

After directing all our minions to their various tasks we should begin carving more glyphs for energy absorption into the Dungeon. The tunnel we constructed under the Magma Sea may be a good place to start. Use Orichalchum if we got the recipe.
>>
Rolled 55 (1d100)

>>2403100
Good. Now which one to attempt grabbing.

>F
Setting up the water spell to give us more.

>E
Well Evilgineer, welcome to the dungeon. Two task for you at the moment. A way to feed the core lava safely and a testing area for the goblins. That will hopefully keep attention down.

>>2403157
Want to try drawing in elementals with our fire stones? Save us energy.
>>
Rolled 62 (1d100)

>>2403181

Sure, revising:

>Evilgineer
Well Evilgineer, welcome to the dungeon. Two task for you at the moment. A way to feed the core lava safely and a testing area for the goblins. That will hopefully keep attention down.

>Orcs, Goblins, time to go to work
Your task is to make that Dwarven mining outpost ours. You will be allowed significant leeway in this task, but you must submit your plans to me for approval. Begin with scouting.

>Get some Thundermist Vines: >>2403003 (You)

>Unoccupied Fire Elementals, Lava Elementals, Dark Flame Spirit
We want a Wretch Hive. There is presently one out in the Magma Sea on an island. Go scout for it/scout it out. You will be rewarded if you bring it back, but you may need more resources.

>Ourselves
See how much the recipe for Orichalchum is on the market.

>Set up the water spell/magic collection formation to give us more.

>Attempt to lure some elementals in/into our service using our Fire Gems and any other applicable rare materials.
The Dark Flame Spirit, Fire, and Lava Elementals may wait until we're done with this before departing on their mission seeing as we might acquire some backup for them.
>>
Rolled 6 (1d100)

>>2403202
Fantastic.
>>
Rolled 51 (1d100)

>>2403202
Nice.
>>
Rolled 82 (1d100)

>>2403202
Supporting.
>>
Rolled 67 (1d100)

>>2403202
Blatant critfish This roll is an 89
>>
Rolled 6 (1d100)

>>2403100
>>2403956

The Blatant Critfish is a a midsized fish of extremely unusual properties.

Extensive study has been invested into studying Critfish, which are by all accounts some of the most hated creatures in the world. The source of this hate and interest is the same: Critfish have an uncanny habit of doing...just about anything. If it were not for deliberate and widespread culls that went on in ancient times the Critfish would be endemic to nearly the whole world over. They seem to be able to live in magma streams, fresh water, salt water, survive for extended periods being fossilized in rock or frozen, all without apparent physiological or magical explanation (as all study into them has revealed no force native to this universe or any parallel ones that influences them). Strangely enough, critfish are also known to nearly spontaneously die off in droves in environments they seemed to be perfectly adapted to. They seem to be able to face down Lava Lords (sometimes) and accidentally die when a minnow runs into them (sometimes) in equal measure, with no apparent rhyme or reason as to how or why.

These unpredictable, unexplainable effects have a tendency to transfer onto nearby environments and creatures. While the blessing of Critfish are truly stupendous, these are often outweighed by what happens when their curious abilities go awry, hence the ancient purges.

The Blatant subspecies possesses all of these inscrutable abilities, and also a flashy coat of scales that ensures its antics are well observed by those around it. This does not actually lessen its chances of survival, as it is typically a very bad idea trying to touch one no matter how powerful you think you are and even beasts instinctively know this.

They are still available on the market for a fairly affordable price though, though only the most brave or foolish of Overlords have the guts to maintain some in their dungeons.
>>
>>2405287
Call it cross-promotion. Those in the overlord get to know more. Luckily I'm in both games.
>>
I hope Genie didn't go on the /qst/ to heaven....
>>
Rolled 27 (1d100)

>>2403202
"Feeding the dungeon core eh? Guess we'll need to talk as for the Goblins...the best thing will be to build another Layer Overlord. That will take care of the goblins attracting attention."

The Evilginner and Dungeon Core are talking about something.

Orcs and Goblins ordered to take the dwarven outposts. Both minions ask for additional reinforcements to be summoned.

"Stinking hairy midgets tunnels are strong. Tough to dig into and they smart. Covered entrance up airtight. Keep from flooding," grumbles a goblin pointing at a crude map.

"Right now they lost their outside fortifictions in the flood. Dwarves are slow builders but always of high quality," states an Orc. "Goblins you have a way in yeah?"

"Hm could use bombs but last time we used bombs we attracted troubl-ooh I got itz! This is easy!"

Goblins and Orcs have departed and stated they will have taken the dwarven outpost by next turn at the latest. They say if they have more reinforcements it would work a lot faster.

Goblin scouts have returned with a strange plant they recgonized that looked eerily similar to the Thundermist Vines the Overlord had acquired. Called Volcanic Thundermist Vines and it relies upon geothermal energy instead of sunlight.

Elementals and spirit have left in search of the island in the magma sea that holds the Wretch Hive. Unknown how long it will take before they return.

Orichalcum recipe is 100 million energy.

water forming and magic collection formations created and fused together. It took a few tries but now they produce water naturally on their own.

Offerings have been placed outside and in the elemental summoning circles. We will have wait till the undead depart before we can see how well it works for luring in elementals from outside.
>>
Rolled 12 (1d100)

>>2407403
>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?

Totals generated 3765
Minions 178
Heat Absorb 3200
Recycling 500

Upkeep
163


>Currency: 6930 energy.
>Pop (1 Overlord. 60 goblins. 8 orcs. 3 Grey Dwarves. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Below Average
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). Copper Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny). Crypt(tiny). Graveyard(tiny). Training Yard(tiny).
>>Defenses: None
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 1 terry tarcat. fire worms.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Goblin Bombs.
>>Ammo: stone. copper.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. Copper mail.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 76 (1d100)

>>2407410

>Expand the Crypt and Graveyard with energy

Well the Dungeon jumped for joy at housing the undead so we should really make the room to house more undead.

>Carve Heat Abosorption Glyphs into fucking everything, try to factory-line our production process of them so minions can be tasked with putting them in but we don't lose power.

>Summon 12 Orcs

>Earth Elementals
Expand all of our farms. Evilgineer, if you have any input on this then let us know.

>Perform research to see if we can't figure out the recipe for Orichalcum without paying such a ridiculous price. Surely this counts as a secret so we'll get a bonus.
>>
Rolled 39 (1d100)

>>2407449
I thought only magical minions could carve the glyphs?
>>2398804
>>
Rolled 27 (1d100)

>>2407449
We can try making bronze or copper glyph molds. To keep the design correct.

Also lets starting making a lower layer for goblins. Keep the testing from the outside.
>>
Rolled 100 (1d100)

>>2407533
The idea is for us to carve the glyphs, and then minions apply them, kind of like how the goblins came up with molds and such for producing glyphs.

>>2407575
I figured we could hole them up in the mining outpost and get them to send us wealth until the inevitable backlash comes. Gives us some time to construct the Goblin Layer.
>>
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>>2407596
Welp. You finally got one.
>>
>>2407596
Heh

Fair.
>>
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>>2407596
Witnessed.
>>
Rolled 16 (1d100)

>>2407449
100 linked. So its a crit!

The dungeon sucked up the undead and miasma on the surface to supercharge the energy that was then spent to expand the crypt and graveyard.

-2000 energy.

Crude Copper Heat Absorption glyphs carved EVERYWHERE. After the goblin mage taught the rest of the goblins how. The goblin mage meanwhile after asking the Dungeon Core about the best spots to place them handled it personally with properly made glyphs.

Much copper has been consumed in making those Glyphs Overlord thereby enhancing their effects.

-6000 12 orcs summoned.

Earth elementals have expanded the farms on a large scale. Evilgineer made sure to include some upgrades while they were at it.

The Overlord meanwhile started researching Orichalcum personally. Why pay for the recipe cost when you can just figure it out yourself?

After paying for some metallurgy books and talking to the forgers. He started to piece it together. Orichalcum is commonly made by the dwarves. Its the strongest mundane metal that is the best at channeling magic. As such its very valuable.

Orichalcum is believed to have been invented during the Late Bronze to early Iron Age. Only a few people ever knew how to make it and its a closely guarded secret. The Magi value it highly as iron and steel were never very good at channeling magic.

Its an alloy...but clearly not an iron derived one. It must be modified bronze base to figure it out. Taking out many ores and metal bars you got to work in the Orcish Forge due to its ability to mass produce which is what you need. Many mass-produced experiments it took as you puzzled it out.

Closer and closer you got.

some components of Orichalcum: copper, silver, mercury, meteoric iron, graphite, lead, gold, sodium, sulfur, and others. All at different ratios all required to be placed in a specific order and then mixed. Remixed. Mixed with other mixes. Carefully refined.

So complex is the task you felt more like an alchemist than a refinery worker. After a while, though you slowly figured it out. The secrets behind Orichalcum. The unique alloy solely made of mundane materials that are strong and has a great capacity for magic.

Meanwhile, at a certain dwarven mine, some orcs were standing guard while some goblins messed with a strange contraption. While a magic goblin stuffed it with ghosts till it reached the point of exploding.

"Dem stupid hairy midgets won't know what hit em," cackles the Magic Goblin. "Now how Am I going to detonate and get away at the same time...oh I know hey guys-" the magic goblin looked around and noticed everyone had moved far away.

>>2407533
Anyone can carve out some crude glyphs and formations. Magi just know the true meaning and intricacies behind it. Only they can actually get good at it.

>>2407596
The first layer costs 1000. The second layer costs 10000. Layers are randomized unless you pay extra to customize it. Shit can get REALLY freaky.
>>
Rolled 46 (1d100)

>>2408229
"You FUCKERS," curses the magic goblin as the rest of the goblins waves at him as if they were saying goodbye. Looking down at the contraption that was about to explode. Took one look at ghost he still had, let it go before trying to run away in time. Desperately hoping he would get far enough away.

Alas, his short goblin legs betrayed him. He did not get in time before a blast of necrotic energy and hellish screaming of damned spirits roared out.

The undead who were piled up were finally calming down when they heard a sound. As one the undead looked over. The wraiths were the first to head over. As other undead slowly moved forward as well.

Soon those wraiths arrived at the scene and smelled it. Life. Hidden behind a stone door and hiding under the ground, but those ghosts can't be stopped by such things. Unlike the rest that showed up to investigate. They swarmed inside passing through rock as if it were air.

While the dwarves were thus distracted the goblins took advantage of the hellish howls of the wraiths to detonate some bombs. Blowing open the door as the orcs and goblins poured inside to attack the already panicked dwarves.

It took some time but soon the mine fell and is now yours Overlord! We didn't even suffer a SINGLE casualty!

Totals generated 6765
Minions 178
Heat Absorb 6200
Recycling 500

Upkeep
163


>Currency: 4930 energy.
>Pop (1 Overlord. 60 goblins. 8 orcs. 3 Grey Dwarves. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Below Average
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). Copper Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(tiny). Insect Farm+(tiny). Worm Farm(tiny). Medical Plant Farm(Tiny). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(tiny). Magma Mining Flood Plain(small). Cave Chicken Farm(tiny). Beast Den(tiny). Crypt(tiny). Graveyard(tiny). Training Yard(tiny).
>>Defenses: None
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 1 terry tarcat. fire worms.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Goblin Bombs.
>>Ammo: stone. copper.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. Copper mail.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 6 (1d100)

>>2408300
So have we unlocked Orichalcum then?

If not include a personal action to continue the research.

>Goblins, Orcs, appropriate undead.
Mine the shit out of that outpost. We the Overlord can go over there and get appropriate undead to work as miners if necessary, for they do not tire and should be highly productive. Goblins and Orcs task meanwhile is to fortify the location so that it can withstand the inevitable counterattack when the Dwarves come looking after their next shipment does not arrive. Summon appropriate number of goblins to support that.

>Overlord
If we don't have Orichalcum unlocked then continue to research for it.

If we do have it unlocked then instead spend the time investing undead into our crypt and graveyard. We should have the room now.

And as our second personal action oversee getting more elementals with the bait we put out a few turns ago, seeing as the undead have left to fuck that outpost up this should be viable now.

>Earth Elementals
Excellent work, elementals. Now expand the Magma Mining Flood Plain, under the Evilgineer's supervision.

>Grey Dwarves
What do you request, Grey Dwarves? (Give the Grey Dwarves 5000 Energy to spend as they see fit).

>Other:
Begin putting away 1000 energy per turn as a reward for the Dark Flame Spirit if he comes back with a wretch hive.
>>
Rolled 21 (1d100)

>>2408379
Seems reasonable.

>>2408300
So the magic goblin is...okay?
>>
Rolled 71 (1d100)

>>2408439
I'm actually debating whether we want the goblins and orcs at the outpost, now that it seems to be infested with undead.

Then again we just built these sick suites for undead back at the Dungeon, so it seems a shame to leave most of them there. I'm unsure of what the best way to divide our forces is, but I'm convinced it is important to figure that particular problem out.

>Dungeon Core
"Now that we possess that mining outpost, how should our forces be divided? The underground portions of it should still be dwarven stonework, perhaps it would be best to summon more Grey Dwarves and have them staff the location?"
>>
Rolled 66 (1d100)

>>2408300

>Plastore
Plastore is an unusual claylike metal typically formed where magma containing high quantities of magnesium and iron meet mercury-veined rock in the presence of water. Accordingly it is very rare, but it’s unusual properties ensure that it is highly sought after whenever natural deposits are discovered and there has been considerable research into attempting to duplicate the substance (though to little avail, leading some to suggest there is some magical component involved in its formation. This is unconfirmed but it is noted that the material does form more often in Magma Seas inhabit by pseudomagical creatures)

Plastore, once refined, is able to be worked into practically any shape while heated without requiring magical manipulation whatsoever. This amazing pliability combines with robust durability and springiness after its been allowed to set to ensure that Plastore is highly valued by architects, engineers, and machinists for its ability to greatly simplify the development of their works.
>>
Rolled 9 (1d100)

>>2408300

Hollow Devourer Geodes
These magically infused basalt spheres are thought to form around fragments of purified Devourer Crystals that have broken off into lava somehow. The minuscule amounts of devourer crystals occasionally clump together and form a tough heat-resistant outer skin. Over time the crystals leach energy out of the magma and the bubbles get larger, their valuable properties are only made apparent when a foreign substance punctures the shell and falls into the hollow core. When that occurs the devourer crystals, having been starved for an age in their isolated shell, immediately consume the substance. This shock of abundant energy followed by momentary palatable sustenance and back to abundant energy triggers a reaction in the crystals, and they begin to harness energy leakage through the shell to grow into more of whatever substance had been consumed. This process continues until the geode is completely filled with the new substance, typically causing it to sink to the bottom of the sea it’s in, or until the geode is removed from its energy source. In the event that the latter happens the devourer crystals will reform on the new interior of the globe, ready to repeat the process but this time with a far thicker skin for foreign objects to penetrate.

All of this contributes to the value of devourer geodes. All such objects are valuable, as their action of development can result in freakish combinations of various substances that cannot be duplicated by other means, but even when solid and pure the substances that are replicated tend to be valuable on their own. The most valuable geodes of all are the ancient hollow ones, that have expanded to be the size of rooms without ever being penetrated, as they serve as ready-made replication chambers for any substance that is put in them.

Still, any user or miner of devourer geodes must take care lest they crack open a partially filled globe and are consumed by the crystals within.
>>
https://pastebin.com/tUfsgcC1
Hopefully we can summon one!
>>
Rolled 68 (1d100)

>>2408379
Supporting
>>
Rolled 74 (1d100)

>>2409202

Is that all OC? Quite impressive.
>>
Rolled 73 (1d100)

>>2408379
I wonder if we can summon some grey dwarfs and steal all the built dwarven stuff or at least help make the most of the place.
>>
Rolled 45 (1d100)

>>2409875
That or Dark Dwarves to just take over running the place. Whoever ends up taking it over I think we should trap the shit out of it and blow it up when the counterattack comes. Preferably in such a way that no forces can be traced back here but instead are directed towards someone else we want gone.
>>
Hey Genie, how much would it cost to unlock the Cartharc Riftworm and only the Riftworm?
>>
>>2409986
And adding onto this, I think you forgot to update the information text, the farms are still listed as tiny!
>>
Rolled 59 (1d100)

>>2409986
I mean, you want to unlock a several mile long worm that's also pretty much immune to weaponry and useful as a troop transport en masse?

Or do you want to get a juvenile version that's only a few meters long or something?
>>
>>2410014
We don't even have enough room for an adult, so a juvenile would be just fine AND if we get it young enough we can give it some of the elemental beetle bits.
>>
>>2410021
Then lets give the beetle bits to the worm pit we have. That's were we start breeding The Worm.
>>
>>2410111
We should have plenty of beetle bits to go around with our expanded farms, although there's probably nothing special about the Glutton Beetles just yet. Anon's worm will be special as opposed to our worms given time though.

Which makes me think that now the farms are larger we should probably spend some time upgrading them with our various magical ores/items. Divide each farm into sections (or combine the farms and then divide it into sections) for various elements. We've got plenty of space and plenty of that stuff to go around and developing critters of various alignments will unlock them (or possibly upgrade them) in the dungeon shop.

>>2410021
Our beetles aren't likely elemental just yet. I think that we may've unlocked the Riftworm on account of your fluff but not necessarily gotten one yet. If we haven't gotten one for free they're likely to be pretty damn expensive even as juveniles...
>>
Rolled 54 (1d100)

>>2408379
Let's revise this.

>Goblins, Orcs
"Let it not be said that I do not appreciate my minions. You have proven yourselves competent and worthwhile. If you keep this up then the first layer of the dungeon I purchase may very well be a goblin/orc layer for you."

Spend 1500 Energy on beer and food and such as a reward for the goblins and orcs.

If the Dungeon Core does not think it's a wise idea to put the Grey Dwarves into the mining outpost then the Goblins and Orcs should move there. If the Grey Dwarves are going to head there then the Goblins/Orcs have this turn off.

>Undead
Ensconce the Undead that we control into our newly expanded Crypt and Graveyard. The ones that we don't control attempt to bribe with our rare materials, the Death Diamonds in particular might be useful in this. Really we want the whole outpost to be cleared out of undead, make whatever deals we need to to get them out of there.

>Earth Elementals, fire and lava elementals
You did such a good job expanding the farms that now we want you to expand the Magma Mining Plain, again under the supervision of the Evilgineer. This expansion may include a diverter system to feed magma directly to the core at the Evilgineer's discretion.

>Grey Dwarves
You have a new task. Go look at the Mining Outpost and see if it's to your liking. Document what we have acquired, and inform us if we should staff this with more Grey Dwarves or not.

>Overlord
For one thing assist in getting the Undead into the dungeon as described above.

If we didn't actually unlock Orichalcum, continue to research it.

If we did unlock Orichalcum then instead personally supervise the elemental-baiting that we put out a turn or two ago and try to pick up some sweet new elementals.
>>
Rolled 98 (1d100)

>>2410527
Forgot

>Other
Put away 1000 Energy per turn until the Dark Flame Spirit and his group come back, as a reward for them if they return with a hive.
>>
Rolled 18 (1d100)

>>2410527
>>2410531
Excellent.
>>
Rolled 43 (1d100)

>>2410527
>>2410531
I'll back it.
>>
Rolled 53 (1d100)

>>2410527
"A Horde Layer," mutters the magic goblin scratching its chin before looking over at the older orc to see what he would say.

"Horde layer...is ill advised Overlord. Not unless you have many enemies and require an cheap endless army to fight them with," speaks the orc. "This place is not rich in enemies."

"Be nice being able to blow shit up all we want without having to worry about drawing attention," grumbles the goblin.

The grey dwarves advising leaving the mining outpost alone. For when the dwarves come back...they are truly terrible foes to face in war.

The undead has been dispersing. Though for some reason many of them appear to be heading in one specific direction. We do not know why. The undead under your control has retreated back to the dungeon and entered their new homes.

Magma mining plains are being expanded under the supervision of the Evilgineer deals with some of the miners.

"If we divert magma directly to the core we won't be able to mine it for goodies," complains the miners.

"Overlords orders. He wants it all to be disassembled. The stuff in the plain can be cooled and mined out," grunts the Evilgineer as he looks at some blueprints.

Grey Dwarves investigate the mining outpost but quickly withdraw from it.

The elemental baiting is having some results, but sometimes it didn't just attract elementals. Powerful monsters with a thing for rocky and fiery materials have also appeared. As such things have quickly proven to be rather troublesome.

>>2408813
>>2408900
I like you.

>>2409202
and I really like you.
>>
Rolled 70 (1d100)

>>2410774
Totals generated 7865
Minions 178
Heat Absorb 6700
Recycling 1000

Upkeep
163


>Currency: 11295 energy.
>Pop (1 Overlord. 60 goblins. 8 orcs. 3 Grey Dwarves. 1 human. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Very Good
>>Water: Below Average
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). bronze Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(medium). Insect Farm+(medium). Worm Farm(medium). Medical Plant Farm(medium). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(medium). Magma Mining Flood Plain(medium). Cave Chicken Farm(medium). Beast Den(tiny). Crypt+(medium). Graveyard+(medium). Training Yard(tiny).
>>Defenses: Booby trapped entrance.
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 2 terry tarcat. fire worms.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Goblin Bombs.
>>Ammo: stone. copper.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. bronze mail.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 64 (1d100)

>>2410792

I’m for listening to our Grey Dwarves with regards to the outpost.

Apparently we did properly unlock the recipe for Orichalcum. We should capitalize on this.

>Evilgineer
“What is the best way to capitalize on our discovery of the Orichalcum recipe? Perhaps a hybrid Orc/Goblin forge /foundry specifically for the metal? Produce tools for the miners and upgrade our glyph network to it?”
>>
Rolled 100 (1d100)

>>2410792

Do the Grey Dwarves have an opinion on us robbing the outpost before abandoning it?

Perhaps we should personally see where the undead are going.
>>
Rolled 23 (1d100)

>>2410792

Boomer Colonies

Boomer Colonies are in fact collections of symbiotic microbes that are occasionally found in semi-active lava tubes. A Boomer Colony will superficially camouflage itself to look like other darkened, unremarkable volcanic rocks and is betrayed only by a lip of faint pinkish-orange fleshiness near the base of where it is attached to the rock. The skin and insides of the Boomer Colony are two different breeds of microbes, the skin constantly distilling a slurry of various nutrients out of the exotic gases often present in geologically active underground areas that the underlying flesh uses, along with heat and minerals absorbed from the cave walls, to expand the colony.

This complex of microbes would be useful of itself, especially as the compounds put off by the skin of the colony is often usable as a base or enhancer of medicines and potions, and the flesh is reported to taste just like roast boar. The Boomer Colony gets its name from the final stage of its lifecycle. In special nodes distributed through the flesh of the colony a third breed of microbes is maintained, generally suppressed and kept contained when the colony is healthy and undamaged. These microbes have been observed to generate hydrogen peroxide in high concentrations, which contributes to some of the metabolic reactions of the colony under normal conditions, it’s gradual decay from interacting with the flesh keeping the whole warm and concealed in the environment. When the colony is damaged, or when the local nutrients begin to wear thin and the flesh can no longer suppress the 3rd bacteria, this hydrogen peroxide begins to leak and react with the flesh more rapidly. In the event of intentional damage to the colony this usually results in hours of steam infused with highly reactive compounds know to corrode equipment shooting out onto the hapless assailant. In the event of starvation or less acute damage the reaction is slower, and the flesh in contact tends to dissolve into a sticky slurry before containment fully fails and the hydrogen peroxide explosively decomposes. The effect blows the colony apart forcefully, with enough force to shatter the rock face it had been attached to. The stickiness ensures that the Colony pieces latch onto new areas to repeat the process (or onto nearby creatures or enemies to continually corrode them) and that some of it remains in the original location, which has now had new mineral sources opened for consumption.
>>
>>2410899
I’ll support robbing the base and trailing the undead.

Do>>2410899
And
>Expand the foundry because more refined metal means more good stuff
>Check on the dorf forge construction
>Get numbers on our own undead
>Attempt to tame some of those monsters who are eating our elemental bait
>>
Rolled 8 (1d100)

>>2411070
>>
Rolled 61 (1d100)

>>2411070

What about summoning a Volcanic Beast Tamer to do that instead? We’ve probably got the spare change.
>>
Rolled 68 (1d100)

>>2411106
Of course if someone could come up with some fluff for one it’d probably go better or be discounted. Can’t really think of what would force someone into such a profession though.
>>
Rolled 63 (1d100)

>>2410899
After checking in the with the dwarfs you depart with the undead. Curious to see where you are going. Which turned out to be a much longer journey then you were expecting...with only the dead as company.

Meanwhile back in the dungeon...

Dwarfs upon realizing the Overlord was gone fled. To the fallen dwarven mine and hid there. The kobolds meanwhile once they got the news dug a very deep hole and refused to come out. Leaving a very concerned dungeon core and evilgineer holding a cat which he pet before speaking.

"You know I heard about what happened last time when the Overlord left and the goblins blew everything up. So what do you think they'll do this time?" Asks the Evilginner to the Dungeon Core.

"...Well they have orcs this time so its hard to say."

"Not really there isn't anybody nearby to fight with."

"...Yeah that only makes this even worse."

"Afraid they'll blow everything up again?"

"Oh if only. If it was just that we would be getting off lightly. I mean what do expect to leave a bunch of children with nothing but a group of strong fighting obsessed morons?"

"...I should have left with the Overlord shouldn't I?"

"Oh yes, you should have. Unlike me, you can actually run far away."

----
Deep in the dungeon the goblins and orcs were having a meeting at the tavern with the leftover booze and food from previously.

"ALRIGHT LADS LAST TIME WE BLEW SHIT UP SO WHAT DO WE DO NOW?" Yells one of the goblins.

"FIGHT FIGHT FIGHT FIGHT!" Roars the orcs.

"FUN FUN FUN FUN FUN!" Yells the goblins.

"SO FIGHTING AND FUN?"

"YEAH!" agrees on everybody.
-----
After a long journey, the Overlord finally sees what attracted the undead. A vast necropolis carved into the rock. Thick with necrotic energy and deathly miasma. Crawling with the undead and corpses.

"Huh, that's one big necropolis," mutters the Overlord looking at the vast necropolis. "So many undead...and oh wow we got necrotic abominations, ancient dead, corpse crafted, and the works. That's just from here."

"Well no way I can consider going in there alone even as an Overlord. Guess its time to go back now that I know the route. Good thing I made sure there were some proper babysitters this time. So what's the worse that can happen?"

----
Back at the Dungeon at that moment. "MOVE MOVE MOVE GET THE WAR MACHINES ROLLING OUT AND INTO POSITION! WE GOT DWARVES INCOMING!" Roars an orc

"AHHHH EARTH AND FIRE ELEMENTALS ANGRY," scream panicked goblins running around.

"AAAAHHHH WE SUMMONED TOO MANY ELEMENTALS AND WE DON'T HAVE AN OVERLORD TO KEEP THEM UNDER CONTROL!" Shrieks the magic goblin running out of the summoning room with a horde of out of control elementals right behind him.

"DWARVEN ARMY INCOMING OH GAWD WE CAN'T HOLD THEM OFF!" Screams a panicked orc.

"HOLD THE LINE UNTIL THE OVERLORD RETURNS!" Shouts an Orc desperately trying to stop the dwarven sappers, siege engines, and the army behind them.
>>
>>2411128
Well maybe anons will learn that we should use Wretches and sell the goblins from this.
>>
>>2411158
Ok Anon, presumably we’ll be coming up behind the dorfs, so apart from mass necromancy, waking every scary thing in the ocean and turning everywhere the dorfs are into fiery mud, do you have any ideas to reduce this problem before it hits FUBAR tier?
>>
Rolled 88 (1d100)

>>2411169
Use the goblins, they’re good at drawing unwanted attention, clearly!

But really there should be a way out. We’ve got resources at our disposal, particularly quite a bit of Dungeon Currency that could be used to summon something clever (if we could come up with such a thing).

So the trick is just figuring out what clever thing we need to summon or do. For this we should really ideally have more information on our surrounding environment but what we do know is:

-There are nearby mushroom forests
-There’s the magma sea and everything that inhabits it
-The Dwarves undoubtedly came prepared for the obstacles they would encounter around the magma sea (and possibly orca/goblins) and should be less prepared against other things.

Perhaps the proper components for a spell that will make the mushroom forests bloom, turn the spores toxic, and send winds towards the dwarves? Otherwise the goblins have evidently summoned a bunch of elementals and made them angry, we as the Overlord might could overcharge that.

Also why not summon a bunch of scary things from the sea? We’ve done so unintentionally with our fire gems and it hasn’t absolutely ruined us (unlike the goblins and orcs who are trying to).
>>
Rolled 15 (1d100)

>>2411169

Ohhh.

Ohh hoh ho.

Yeah, I’ve got it anon.

>Spell of fertility/blooming/sporespout on the nearby mushroom forests
>Curse/Blessing of Rust upon the spores/mushrooms
>Spell to manipulate winds to blow the sporecloud towards the dwarves

And then summon a bunch of rust monsters to be unleashed into them as well.
>>
Rolled 30 (1d100)

>>2411297
>>2411219
I can support both of these.
>>
Rolled 62 (1d100)

>>2411297
>>2411219
And command the elementals they summoned.

>>2411158
Well, now that we can definitely actually afford it. Oh, we could even afford to summon wretches other than weaklings!
>>
>>2411297
vote, lets summon or see If we can get an undead mount to get back quicker
>>
>>2411568
>>2411458
>>2411602
Someone should probably format it into a proper plan of action or it’s unlikely to go very well.
>>
Rolled 5 (1d100)

>>2411878
I'm just saying dealing with the horde of elementals summoned by magic goblin should probably be the first thing we do. Get them under control and send them to fight.

Hopefully that will buy us time to do whatever else we're going to try.
>>
Rolled 44 (1d100)

>>2411568
Even if we decide to keep the goblins/orcs we need to shell out for a Horde Overseer so this stops happening every time we leave.
>>
Rolled 62 (1d100)

>>2411158
Why? We told the goblins and orcs to fight the dwarfs. This is the out come of that and us not leaving a proper leader to cover. Which we talked about making a leader to oversee them.

>>2411878
I'll try.

>>2411128
On the way back home our Overlord's Scry should come into effect and our connection to the core. We'll start with imbuing the mushrooms near the dungeon with rust curse to set up the spore cloud. We'll use Spell of fertility/blooming/sporespout on the nearby mushroom forests to prime and set off when the winds change to hit the dwarfs.

While that is happening the dungeon core will need to prep a heat trap (turning off a/c) for the dwarfs and ready to flood the room with the elementals. Viva moving the walls and bait to guide the uncontrolled horde. If even if the dwarfs can handle the heat. Our elementals should kick it up past their resistance. If we are in range to gain control of the elemental horde. These could be changed to adjust the trap and keep our elementals at range. Viva earth bending to make the area harder to walk in, uneven footing and mud.

Once they are hit with the rust we'll have our stone weapons at the ready. If the rust is a bust. We'll have the minions fight till the heat trap is ready to cook the hairy basters. Then fall back into the trap.

If all has gone well. We can mop up, but if not. We poor on the bugs like the time the goblins got swarmed farming. Buying more time to set up the undead arena. We'll vent in some of the miasma into the next area and let the undead take a wack at it. Giving time for the orcs and goblins to recover.

Depending on the dungeon build speed. We can make routs to allow minions to get behind the dwarfs. Once they get into the trap. Letting us hit them on both sides. Since i would assume they would try to dig out of the oven they got trapped in.

---

Hm I think these needs some refining or I'm missing something. Oh yeah we can call the grey dwarfs to help us attack from behind. The kobolds can help improve the traps (Heat and undead).

>>2410792
Huh the numbers are off. We have 12 more orcs, I think.
>>
Rolled 55 (1d100)

>>2411128

How viable would it be to do the following?

>Overlord
-Acquire appropriate magic-enhancing crystals from our reserves, perhaps Death Diamonds seeing as they relate to the necromantic which might be applicable here, or perhaps something more nature-based
-Crush them motherfuckers and snort (or whatever is appropriate to burn their power to fuel a spell)
-Use Forbidden Knowledge and cast a spell of Corrosive Bloom on the Mushroom Forest
-Cast wind spells as appropriate to blow the spores onto the dwarves. In order to get the spores up into the air in the first place we can scry for a magma deposit that could be agitated, to blast them all up into the air.

Also get those elementals under control.

>Goblins/Orcs
Goblins, of course, have the honor of going out to set the bombs to blow the magma deposit. Magic Goblin and bombmaker included.

Orcs need to assume control of the Flaming Mud Puppets to support themselves on the front line, for what it's worth. Their task is simply to hold for now.

>Other
Consult the Evilgineer and Dungeon Core and summon 1 Beast Master/Monster Master type guy.

With the rest of our energy summon as many Rust Monsters as we can afford, and drive them out at the dwarves, obviously the Monster/Beast tamer guy will lead this effort.

>Elementals
The elementals are to assist us in our magic if appropriate, and to supplement the Orcs and holding the line if necessary, but are primarily a reserve force for now.

If not occupied helping us the Earth and Lava Elementals need to sabotage the Dwarven sappers and maintain the integrity of our defenses.
>>
Rolled 53 (1d100)

>>2412223
Or maybe it would be better for us to allow the Dwarves to crack our defenses, make them think they've begun to win so they draw in for the kill to be hit by our rust monsters. Then they have to face the rust monsters in front while the spores have time to coat the area behind them, so their retreat costs them as well. It also gives time for this commotion to draw the attention of magma critters, and if we allow the dwarves inside our dungeon a bit then we'll begin to gain energy off of them.
>>
>>2412237
I get the feeling that rust will only do so much. Since the dwarfs are probably use to dealing with it and the monsters after metals. I'm hoping we can cook them and then hit them while they are drained. Tho if the spores are having some effect. We can summon some monsters.
>>
>>2412250
Eh, that doesn’t mean they were prepared to encounter them on this excursion. Still the plan does feel like it needs to use our existing resources better.
>>
Rolled 65 (1d100)

>>2411128

First off
>Other
-Sell half of our reserves of minerals and metals to the market for Currency, excepting any materials mentioned in the following.

Dungeon Core, let's do a bit of quick...rearrangement. We need to the dungeon to have the following format

>Entrance
>Entrance leads to Magma Plain
>At tail end of magma plain 4 different tunnels
1) Farming Sections
2) Beast Den
3) Undead Sections
4) Other Sections

Somewhere in the middle of the Magma Plain should be the tunnel we bored towards the Magma Sea.

The magma plain should be oriented such that the entrances mentioned are at the highest point, and not in danger of flooding.

Now that that's done, let's get into the tactical actions.

>Overlord
Get inside and get control of everything. Expend our remaining Fire Gems to seed the area behind the Dwarven Lines on our way in.

>Orcs, Goblins
Orcs, hold your line but fall back across the Magma Plain. Give ground as you need to and lure the Dwarves into the Dungeon proper. As the dwarves move in, flood the magma plain so as to delay their progress and disrupt their formations. We want them to stay away from the edges of the chamber and concentrate towards the center.

Goblins, take some of the elementals we have controlled that weren't already pissed at you and begin constructing fortifications in the Magma Plain (in front of the Magma Sea Tunnel) for the Orcs to fall back to. Ensure you form some of your stone/lava kannons your developed a while back (if possible pay the Dungeon to form the fortifications so goblins can focus on kannon construction). You are to conceal these before their first firing and load them Death Diamond grapeshot for their first salvo. After that switch to your water bombs, the Dwarves will not be expecting water attacks here. The Orcs will be responsible for firing the first salvo, after that goblins can take over.

>Earth/Lava Elementals
The remaining elementals (mainly earth and lava) are to begin carving out tunnels between the Undead crypts and the flanks of the Magma plain. Do not break through the walls yet, but we will attempt to perform a surprise pincer attack on the dwarves at some point. Do the same for the Beast Den to the other flank.

>Fire Elementals
Deploy and harry the dwarves as they make their way along the plains. Again, keep them away from the walls of the chamber.

>Other
Pay for a Beastmaster/Monster Tamer of the Dungeon Core's preference, and summon approximately a fuckton of rust monsters into the beast den.

>Overlord
If we have time and spare materials, cast spells of toughness and defense on the orcs/goblins, spells of hunger on the Rust Monsters, and wards against Holy on the Undead.
>>
Rolled 42 (1d100)

>>2412537
Supporting.
>>
Rolled 53 (1d100)

>>2412537
Supporting this I suppose...
>>
Rolled 26 (1d100)

>>2411128
One particularly smart goblin noticed the goblins fleeing from the rampaging elementals and the incoming dwarven army...then he got a terribly clever idea. With a big vile grin he started to wave his arms excitedly at the fleeing goblins and pointing towards the incoming dwarfs. Goblins being the clever creatures they are even when panicked noticed and when they looked over. Instead of certain doom, they saw possible salvation.

Orcs didn't realize it right away but those dwarves sure did. Seeing those desperately fleeing goblins charging right at them as if they were escaping the gates of hell and all the pissed off rampaging elementals behind them.

"GODDAMN GOBLINS how the flying fuck did they manage to piss off this many elementals so quickly and lead them all here," cursed a Dwarf Officer before screaming at his men, "FORMATIONS GET INTO DEFENSIVE FORMATIONS NOW AND SHOOT THOSE FUCKING GOBLINS DOWN NOW!"

Alas for the dwarves goblins are agile little shits and short. Making them difficult targets at range and more importantly...there were a lot of goblins. They couldn't kill enough of them before the goblins arrived and just behind them the elementals. Who slammed into the dwarven ranks and unleashed their elemental rage. The goblins meanwhile took advantage of the chaos to escape for their very lives.

The orcs meanwhile who were previously panicking stood there and stared in awe at the utter carnage they now witnessed. Before one older orc pointed out to everyone else "See this? THIS is why we orcz is wise enough to not be the victim of goblin mischief. They turned this sure slaughter right around on the dwarves."

"But...but we were deadmen howda goblins turn dis all thing around just like dat," mutters a confused orc? Before he got padded on the back by another orc.

"Dere dere mate we isn't smart enough to know why. Just wise enough to not be da victim."

"True dat," agrees the other orcs.

"You all...think we should get into the action?" Asks another orc.

"Nah those fucking elementals are attacking everything. Us included best just sit back and enjoy the show," explains another more experienced orc. "Fucking goblins I tell yah you never know what kinda shit they gonna pull next."

"Yeah but weren't they the ones who got us into this mess in the first place? Is it really such a good idea to like...be on their side so much?" Asks an unusually smart orc.

"Heh if you think you can replace the goblins go right ahead."

"..."

"Yeah, I didn't think so."

----
Short time later at another unofficial meeting in the tavern after celebrations and looting(along with poor quality repairs). Votes were being tallied and there was a board with poorly scrawled 'ideas' on it.

"Alright so everybody agrees on this 'fuck this hot ass beach without dungeon AC', but nobody can agree on whether or not we go deeper underground or go towards the surface," speaks the Evilgineer before the crowd of orcs and goblins.
>>
Rolled 81 (1d100)

>>2413355
Oh what a tease.

Still don’t think they’re worth it though.
>>
Rolled 98 (1d100)

>>2413409
Then again maybe we should be like the orcs and keep some around just so we don’t have to be hostile with any we encounter in the future...

...Nah still not worth it I don’t think.
>>
Rolled 57 (1d100)

>>2413355
"So anybody got any ideas?" Asks the evilgineer when an elemental raises its 'hand'. Resulting in heavy sighs all around with even a few orcs and goblins slamming their heads into the table in the attempt to knock themselves out. Only the goblins who tried were lucky enough to succeed.

"We elementals have all agreed unanimously upon sticking close to the beach. Given the division among both the orc and goblins unable to achieve consensus. Why is that we are being ignored?"

"Goddamn never should have followed the orcs idea of giving the elementals rights so they would stop fucking shit up," grumbles a goblin.

"Yeah well, what could of we have done with the Overlord still gone huh?" Defends a nearby orc with a bruise on his forehead.

"Just because you have consensus among your own does not mean you carry enough votes to force others to go along with it. Not to mention everyone BUT you have agreed upon NOT staying close to the Magma Ocean. Its just they can't agree on where to go from there," explains the Evilgineer to the displeased elementals.

"We do not concede to just allow our own to be bullied and controlled by others!" Stands up an elemental speaker. "What difference does this make from before for us huh?"

"Well, for one thing, we all agreed to disagree. You want to stay close to the beach then go right ahead. We won't stop you but in exchange, you must concede on our right to move away from it," stands up a goblin speaker.

"Yeah dat's right," agrees a large orc.

"We will agree but only if you concede your right to elemental aid. We elementals do not wish to venture far from the beach!" Counters the standing elemental.

"No deal otherwise why would we even bother dealing with you sons of bitches?" Yelps the goblin speaker in protest.

"We might be able to discuss this additional term but only if you also concede upon being able to call upon our ai," intercedes the orc speaker trying to stay impartial.

"Ah goddamn it," mutters the Evilgineer as the arguing starts up yet again. "Every fucking time Core. When does it end?"

"When the Overlord comes back or someone suitably bossy takes hold," speaks the Dungeon inside his mind.

"...I am starting to doubt he'll ever return."

"Oh he'll be back. I can sense him coming back."

"I sure hope so these damned goblins and orcs are going to drive me crazy."
>>
Rolled 79 (1d100)

>>2413436
Is there more coming or should we write an action plan?
>>
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>>2413436
please continue
>>
Rolled 13 (1d100)

https://pastebin.com/nqkeTiKB

Beastmaster fluff.

Volcanic Critter specialty. We could get either a living student of the Kabal or one of the ancient undead ones, depending on costs.
>>
Rolled 77 (1d100)

>>2413436
Soon arguing broke out among the orcs and goblins which soon turned into a drunken bar brawl. Fortunately, the dungeon core was smart enough to misplace their weapons. Otherwise, lives would of likely have been lost. Three figures slipped away who weren't elementals.

All three of them headed towards dungeon core. The heart of the dungeon itself. There they sat down at some chairs and looked at each other.

"We have all been fighting about this shit for DAYS on end, now I brought you two out to come to a solution to this bullshit," decrees the Evilgineer looking at the goblin and orc both. "So your the smartest of your groups now come up with something...now." The orc and goblin looked at each other before both mutually spitting on the Evilgineer before they started to chuckle and slap each other on the back for the same idea.

As the Evilgineer wiped the spit off his face the two of them chuckled some more before replying. "You don't get it 'engineer' they all insist on their own preference," stated the orc leaning back into his admittedly very uncomfortable stone chair.

Those who were willing to be reasonable...well they already flipped or stayed neutral," further explains the goblin. "We can't do shit with how things are. Not until the Overlord comes back and makes the decision."

"The Overlord has gone on a rather lengthy sojourn. He's studying necromancy and the undead. Learning an awful lot too," suddenly interrupted the dungeon core. "We cannot rely on him to return anytime soon. In fact, demanding so would destroy the period of enlightenment he's enjoying."

This caused the goblins eyes to sparkle as he asked, "Truly he's entered a period of enlightenment?"

"Yes. Why else would he travel with the undead and live by their side? Much less abandon his dungeon? All the way to a great necropolis of death. We CANNOT interrupt him. If we snap him out of his enlightenment the consequences would be devastating. Enlightenment cannot be acquired through seeking it has to be found."

"Hm so much for delaying tactics," grunts the orc with an irritated hiss.

"Or asking him for help," agrees the goblin rubbing his large ear nervously.

"You know if we had the numbers we never would of have to fight over this in the first place," grumbles the orc.

"Aye that is tru-wait what did you say?" Suddenly perks up the goblin looking at the orc.

"I said we don't have the numbers to do both," reminds the orc unaware of the solution he just sprouted.

"GENIUS, Dungeon Core we need you to summon reinforcements immediately," calls the Evilgineer not missing it, unlike the orc.

"Nobody has the right to use the Dungeon's special abilities unless given direct permission by or oversight has done the Overlord," shoots down the dungeon core.

"DAMN IT...wait a second," says the orc finally catching on. "We saw an orcish party and kobolds earlier right? Why don't we just go out there and recruit instead?"

"Hm...yes this is doable," agrees the goblin.
>>
Rolled 14 (1d100)

>>2418684
"It will take some time and a lot of scouting but i think its doable," explains the orc. "We have each orc lead a party of goblins and cover as much ground as possible. Reaching out to whoever may be tempted into the service of our Overlord."

"Yeah but we don't have the Overlord here to do the Oaths, otherwise we'll just end up with another elemental bonanza and we only got away with that by letting them take their rage out on the dwarves and conceding to various things. All of which we could have avoided with an Overlord present," hisses the Goblin.

This causes the orc to turn sad and bow his head.

"Now now there big guy, we just gotta be smart about it all. We can't just take anybody. Only Overlords getaway with that."

"Hm...your right. Should we form a horde or create a vile alliance instead?" Asks the orc. "We gotta think bout dis ere carefully..."

"Hm yes I agree," nods the goblin. "Let's see here we are underground next to a magma ocean. The rulers of this place are the Lava Lords ruling their lands and forming a loose allied coalition. No Kings. Elementals and monsters rampage through this area freely. Death is common and the situation is thoroughly hopeless. I think it would be difficult to find our fellow Horde brethren."

"No, it would be easy," shakes the orcs head. "Plenty of beings is forced to da outskirts and brutalized. Even here. We rally them as always and fuck da kingdoms and country. Even gods fall before da Horde. They all be prejudiced against and get stuck living in shitty places. Otherwise, why did we encounter trolls, orcs, and so on so easily?"

"Hm you have a point," concedes the goblin. "But don't forget all those monsters and undead. Along with the more civilized hateful Lava Lords and dark elves. Creating an unholy alliance isn't impossible."

"Yeah but convincing them would be difficult," spits the orc. "They cannot stand weakness without taking advantage and our Overlord is absent. We can't afford to approach them while we are so weak. Otherwise, they will happily fuck us."

"...So we approach the more honorable variety then and the greedy. We gots vast amount of wealth built up and those with a good code won't take advantage of our weakness. Instead, they'll offer aid like sending wood for the fire in depths of winter."

"I still don't like this," shrugs the orc. "We were making a lot of assumptions. If we stick with our fellow downtrodden it would be easier and more reliable."

"Yeah but the Overlord can hardly stand us, he puts up with our shit because he can't afford anyone better," Explains the Goblin. "So we gotta give da boss reason to keep us and show we can play nice with those arrogant assholes with tiny pricks."

"Dat's only because the Overlord is new. Lots of Overlords have relied upon the Horde and led them. We are considered Classics for an excellent reason."

"Yeah sure for barbaric warlord savages who make a dark deal with those strang Masters, what we got iz a well educated Magi."
>>
>>2418724
"They like using outsiders, undead, and automatons. Dealing with living reasonable beings isn't a great fondness of theirs unless they are one of those dominatrix mind raping enslaver assholes. If we keep giving him reason to stick with those we be toast. Either murdered and reanimated or offered as sacrifices to outsider beings," points out the goblin.

"How about you stick with the horde idea until your strong enough to do the other," interrupts the Evilgineer. "I think your both overthinking this."

The orc and goblin look at the evilgineer before spitting on their hand and shaking hands. "Let's do dis."

New thread will be up shortly with a changed stat sheet.

Totals generated 9065
Minions 178
Heat Absorb 7700
Recycling 1200

>Currency: 20295 energy.
>Pop (1 Overlord. 60 goblins. 20 orcs. 3 Grey Dwarves. 1 human. 10 kobolds. Elementals 5 lesser fire, lesser 15 earth, lesser 4 Lava. 5 low earth, 5 low lava. 1 Dark Flame Spirit)
>Military 1(Overlord)
>>Food: Good
>>Water: Below Average
>>Morale: Medium
>>Medicine: Low
>>Health: Average
>>Armaments: Low
>>Fuel: Fire Rock(plentiful). Fire Gems(scarce). Magic Crystals(moderate).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). bronze Forging(crude).
>>Reputation: Who?
>>Infrastructure: Worried Dungeon Core. Fungi Farm+(medium). Insect Farm+(medium). Worm Farm(medium). Medical Plant Farm(medium). Goblin Magma Forge+(tiny). Orcish Forge(tiny). Sleeping Quarters(medium). Clay Kiln(tiny). Tavern(tiny). Cave Pig Farm+(medium). Magma Mining Flood Plain(medium). Cave Chicken Farm(medium). Beast Den(tiny). Crypt+(medium). Graveyard+(medium). Training Yard(tiny).
>>Defenses: Booby trapped entrance.
>>Creatures: normal Bugs. Mystery Lv0 Egg. 1 Kitten. 3 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 2 terry tarcat. fire worms.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Goblin Bombs.
>>Ammo: stone. copper.
>>Armor: Mushroom Head Shields. Stone Scale. Leather. bronze mail.
>>Communications: Dungeon View. Overlord's Scry.
>>Materials: Flame Mud(average). Fire Rock(plentiful). Fire Gems(tiny). Crushed Flaming Bone(high). Assorted minerals(excessive).Random Refined Metals(moderate). Corpse Dust(high). Corpse Ash(high). Flame Flesh(moderate).
>Other: Crude Poorly Made Tools(Scarce). Poorly made fire clay pots. Stone Tools.
>>
Rolled 11 (1d100)

>>2418743

Heat absorb keeps going up, oh goody...

Now just imagine how much it’ll go up when the tunes are all Orichalcum instead of shitty copper.
>>
New Thread >>2418770




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