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Rolled 35 (1d100)

The caves echo to the din of your builders working, drowning out the worryingly close sounds of dark and dangerous creatures lurking just beyond the newly re-closed tunnels of your home. The sentries stay on high alert as your tribesmen labor on the gate, occasionally fending off horrifying abominations from the deep or getting violently pulled down hidden tunnels by tentacled things only to quickly be rescued by their fellows.

Progress on the gate is surprisingly rapid despite your lack of experienced builders. The incredible individual strength of your tribesmen allows much larger layers of forged monster components to be lifted and hoisted into position at a time. The fortification soon begins to take shape in the darkened tunnels at the bottom of your cave complex. An imposing sliding gate and wall that fully seals off the entryway to the caves, its structural members composed of ebon black and off white long bones of slain monsters tied together with metal straps and ropes of ironlike sinew that've been riveted to sheets of scaled monsterhide of every color and shape imaginable. Out of deliberate gaps left in the the structure pours filthy water, choked with an iridescent sheen from the flameseap and fungal spores it has been infused with. This gate should only become more imposing as time allows the ecosystem of your home caves to expand outward.

It is a gate worthy to the Grave Tribe, and as the final bone is lifted into place a cheer goes up from all the workers and sentries both. Surely this structure shall resist the unknowable might of the underground monster hordes, the least creatures of which can rend a mutant in half with the flick of a wrist or devour them from the inside in seconds. Surely, it must...

>Alert!
-Underground Gate has been completed. Your Cave Lair has been resealed.
>>
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Rolled 63 (1d100)

>>2393470

The craftsmen working on your specialized, exotic armors thank the Elder Council profusely for their continued support, stating that they should hopefully have finished products to present next turn. They state that despite the lack of research into armor making they've still managed to develop some...very interesting sets, in addition to the baseline quality being very good.

>Alert!
-The waters of our cave are beginning to become acidic, especially those that pool in the lower flooded chambers...which are actually beginning to show signs of stabilizing. This is surprisingly a non-issue for our members for now, due to our mutant resiliencies.
-The Fungal Grotto fort reports that the Brycity Bandits warband has returned from their foray, loaded with loot. They also report increased monster activity.
-Elder Council, while the Special suits of armor our crafters are currently producing will surely be a boon, we should still consider manufacturing some of our consumable armament items in order to boost our available armaments.

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice

>Turn 33
>Resource Points: 1
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 50 Partially Wounded)
>>Food: Low
>>Water: Very Good
>>Morale: Average
>>Medicine: Low
>>Health: Good
>>Armaments: Very Low
>>Fuel: Flameseap [Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Scarce], Medium Hunter Armor[Very Low], Scavenged Ballistic Armors [Scarce].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Very Low], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Low], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [7], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 96 (1d100)

>>2393539

A note to players:
Sorry for the delay in the new thread, I was suddenly and unexpectedly shifted to the graveyard shift, 7 days a week. The quest will continue, but likely at a much slower pace as a result. Amusingly, my active hours are still approximately ~5-10pm EST. Thank you all for putting up with my flakiness!
>>
Rolled 37 (1d100)

>>2393470
Well. This calls for a celebration!

But our spirits must be dampened by a lack of food. A wise old shaman once said - "HUNGER caused by researching mind meld may only be cured by researching mind meld". Isay we get on it.

>Research: Mind meld and how it relates to curing the HUNGER. Use Mama Mira's bonus
>Support armorcrafting.
>>
>>2393539
Its been a while OP can we ask our people to update us on the relevant situation at hand? That is, if we're facing any imminent dangers or if we have more freedom to pursue stuff or any past goals we've mentioned.
>>
Rolled 64 (1d100)

>>2393555
I wanna do more mutative potions based on the monster materials we've collected, that or collect more monster materials.

But sure, vote
>>
>>2393555
I'll support this.

Also we should probably also work on expanding our fungal farms to reinforce our ammo, medicine and food regeneration rates.
>>
Rolled 50 (1d100)

>>2393601
Forgot to roll.
>>
Rolled 89 (1d100)

>>2393560

>Current Goings-On

-We have lost several parties of scavengers aboveground lately. The incidents in question have all been sufficiently vague and near enough to dangerous monsters that it could just be coincidence, but a trend does seem to be developing...

-We recently lost...ourselves, for approximately 5 turns. When we re-awoke we found that ALL OF OUR FUCKING STOCKPILES OF EVERYTHING except non-consumable weapons had been essentially cleared out. Tunnels into the underground at large that were sealed off had been reopened, and the Great Serpent brain we had infested with Mindmeld was gone, along with the zombie horde from our Fungal Grotto outpost.

-Subsequently to the above the underground experienced an upheaval of monsters. Though our caves did not appear to the be main target the sheer multitudes ensured we came under attack. We fought back, gained breathing room, and have now withdrawn and sealed our base off once more.

-Headhunter Mursik is presently off hunting the Monster Horde Commander. We detected his fight several turns ago, and have heard nothing since.

-Forces stationed at our Grotto Fort request resources and/or support to improve the outpost into a settlement. They also suggest constructing a network of outposts to monitor the aboveground.

-Mama Mira suggests we invest more resources into acquiring more advanced mutations. The Polimbic Lymph and Hurknoth Fungi are both of sufficient maturity to begin potion research, and possible conversion into mutagens.

-The Serpent's Heart which we invested into our cave system resulted in our insect hives reshaping the network, and it seems now to act as a sort of circulatory system which is passively spreading our fungal environment into all surrounding areas.
>>
Rolled 48 (1d100)

>>2393679

This is, of course, a non-exhaustive list.
>>
I'm going to point something out to the players who want that assimilating armor.

The ONLY mutants who have widespread access to Direct Assimilation technology are the Bandit/Mutant Hybrid Civs. Simply put its because they are the only ones insane enough to employ their methods.

Using such methods has very serious risks. Its why mutants don't directly assimilate stuff and instead work to break it down into a safe mutagen they can use.

So if you want that tech for your armor...guess who knows how to make it? It's probably something you'll have to trade for but so long as its not you directly absorbing it into yourself many of the inherit dangers and risks is neatly absorbed.

Consider that freebie given how much I help Strelok behind the scenes and its something that is literally right there with the civ starter stats. Its just not immediately apparent unless you think about it a bit.
>>
>>2393917
*NOT absorbed meant AVOIDED

Don't EVER let one of your mutants attempt to assimilate it directly ESPECIALLY because you don't have a Mama who can repair the damage and potentially save said mutant. Even mutant civs with Mama heroes don't try that shit for good reason. The sole exception being those lucky mutant factions with the Assimilation Mutation.

Since there is always an exception to the rule and that's it.
>>
>>2393924
Or you know crazy high as fuck mutant bandits.
>>
>>2393929
But if I'm to be honest here the ONLY reason mutant/bandit civ hybrids get away with it is due to the combining effect of Bandits Auto Upgrade and mutants Mutation trait. Results in their ability to directly assimilate stuff into themselves and its not at all a far leap to refine it further into special biotech equipment with similar properties. Even with the inherit tech penaltiesthough bandits have long figured out a way around that problem by being just that evil and crazy. Admittedly though Think Tank/Bandit civ hybrids are the best at it.

Actually, Mutant Bandits are the de facto Biotech masters of the Bandit Faction Archtype. With the exception being any bandits from biotech Think Tanks, but those mutants have the advantage of the Mutation ability.
>>
Rolled 46 (1d100)

>>2393539
>G Double Ammo refill.
I believe a third armor backing means using another resource and a resource for research. I vote work on the consumable armament items.

Then with the new gear we'll gather for resources to research and build more.
>>
Rolled 65 (1d100)

>>2393555
Backing
>>
Rolled 43 (1d100)

>>2394143
>>2393975
Yep
>>
Rolled 85 (1d100)

>>2393555
Vote

We will need resources after this turn.

>>2393975
A third armor backing means using more materials, and getting more armor in return.

We have but a single resource point, and almost everything requires resources. Producing consumable armaments definitely does. We CAN'T do double ammo refill with just one, and it seems much smarter to use our last one for now on getting more armor.

The research, I hope, can be done with fungal materials only, taking whatever penalty is necessary for not having a resource for it.

I believe the best thing we can do this turn is make sure we produce armor in sufficient quantities. Getting resources and producing ammo should be done immediately afterwards.
>>
Rolled 64 (1d100)

>>2394850
If we can spend two turns/actions on the armor for 1 resource. Not sure why not for weapons. Since, I believe, was stated we could.

Yet I don't have the time to debate this and I feel I'll not win this. Since I know the body research has been wanted for awhile. So next will scavenge and keep on the armour to max the effectiveness.
>>
>>2393679
>-Forces stationed at our Grotto Fort request resources and/or support to improve the outpost into a settlement. They also suggest constructing a network of outposts to monitor the aboveground.
Any specific requests by our populace should be bumped up in priority.

I suggest we do this particular thing ASAP, perhaps the turn after a resource collection action.

>-Mama Mira suggests we invest more resources into acquiring more advanced mutations. The Polimbic Lymph and Hurknoth Fungi are both of sufficient maturity to begin potion research, and possible conversion into mutagens.
Mother's advice in particular should be carefully considered.
>>
Rolled 18 (1d100)

>>2394867
You're getting resources and materials mixed up. The distinction is actually really important.

>>2367050
'>ll say that for any kind of multi-turn production using rare materials you'll need to supply 1 unit of material every 2 turns (so 1st turn it's due, then the 3rd turn, and so on). Resources will be required every turn generally, as per normal.


>In return you can look forward to significantly increasing your yield. Probably about by a factor of how many times you had to dump materials in.

It appears we were actually thinking of the very same post.

>>2394871
Agreed. Next turn resources, turn after that craft ammo+work on Grotto Fort?

I'd actually like to get resources this turn rather than research, but not enough to want to spend time debating it. Because I do also really want to research.

We also need to do some scouting, figure out what's going on around us. Our spirit warriors are still MIA. Maybe next turn alongside scavenging.
>>
>>2394876
Actually you are entirely correct, fact is our resources are too low to support both actions at maximum efficiency. So we'd be better off continuing armour production and gathering resources and then doing the research next turn.
>>
Rolled 96 (1d100)

>>2394928
Good point.

Action 1
Continue armor production, spend another x-rare material

Action 2
Scavenge for raw materials
Use increased caution.
>>
>>2394941
I change my support to this from >>2393601.
>>
Rolled 43 (1d100)

>>2394876
Yeah, it would seem that I did. It's been awhile. So thanks for clearing that up for me.

>>2394941
There has to be some tactics we can use to reduce our people going missing. Like work in a net with eye sigh of 3 others or something.
>>
>>2395044
Yeah, something like that.
Work in larger groups than usual
Make sure there are dedicated warriors with each group
Keep groups within signalling distance of each other

I almost added these things, but I didn't know what combination of them would actually work best. So I left it up to interpretation, figuring our people would have a better grasp of the specifics than myself.

Of course if anyone wants to write a brief vignette about scavenging with greater care than usual, I'm sure it would help greatly.
>>
Rolled 70 (1d100)

>>2394941
>>2393975
>>2393555

Hmm, so there are 3 different action plans with enough votes to go through...but 2 of them would have 1 action wasted on account of not enough resources.

Please link here with your vote for action plan.

>Plan 1
-Research: Mind meld and how it relates to curing the HUNGER. Use Mama Mira's bonus
-Support armorcrafting.

>Plan 2
-Double Ammo refill.

>Plan 3
-Continue armor production, spend another x-rare material
-Scavenge for raw materials. Use increased caution.
>>
>>2396186
>Plan 3
>>
Rolled 3 (1d100)

>>2396186
Plan 3. I don't even know my action plan for ammo got enough.

I just wish I could come up better templates to protect our boys. But believe in them.
>>
>>2396286

Consider your dudes as having fairly good basic skills and knowing the terrain...but not necessarily having any advanced theoretical knowledge or organization. Presently your military operates well in units of hunting cadres, but you have few military men with any particular specialties. The exceptions being, of course, your zombie infiltrator and handlers.

As such you could freely describe some sort of small or large unit tactics you'd like your military to employ, train them for a while in it, and then you'd be likely to reap the benefits. Describing a fully blown military culture or hierarchy would get even further bonuses, but depending on how detailed you got and how well it enmeshed with your current tribal culture there may or may not be hidden bonuses/maluses.
>>
Rolled 31 (1d100)

>>2396186
Plan 3
>>
Rolled 77 (1d100)

>>2396186

>Continue armor production, spend another X-Rare Monster Material [LOCKED]

>Scavenge for resources [LOCKED]
>>
Rolled 23 (1d100)

>>2393539

The crafters eagerly accept the action dedicated to them, and shortly emerge with their finished products, which come mainly in two categories.

First is the Mishmaster Armor. This is an ancient armor pattern your smiths managed to find the directions for in a lucky search of the Hall of the Ancients. It is an unusual armor set designed specifically to address the difficulties of trying to combine a menagerie of different but extremely valuable components. Its features are difficult to describe, as the core facet of the armor is giving the wearer the ability to exchange which monster components are brought to the fore so as to be able to adapt to the situation at hand. Given the X-Rare Monster Materials invested into its construction, the suits you've created contain several different vision-modifying lenses, extensive armor plates and scaled leathers organized such that they can be extended for combat or retracted for scouting with a little time, several different means of traversing chasms and other difficult terrain that is often encountered underground, and deep deep pockets for storing consumable items and coming back with piles and piles of sweet loot. The suits generally display the best of both worlds between hardline utility armor and medium combat armor. Best of all there's still room for more upgrades, especially fungal in nature, if research is invested into such things.

With the armor pattern rediscovered we should be able to repeat production of them with any grade of monster components, but quality will obviously be affected depending on what we use in their construction.

>Acquired 100 Mishmaster Armor [Exotic]

Your crafters are more excited about the second set of armors that they created, based on a masterwork suit that was presented to them by one of the tribe's rarely seen ancient craftsmen. These suits are composed of monster parts that are still alive and still capable of exercising the functions they displayed in the creatures they were extracted from. Each of the suits is, due to the limited expertise we have in such things, completely unique but all display powerful abilities. Some are capable of producing shooting venom coated quills and bones spears, others can veritably flood an area with toxic fluids, hyperfast reflexes and enhanced senses are incorporated into a handful, and there are stranger capabilities aside. The smiths state this is an incredible feat and unlikely to be reproducible consistently unless we invest significant research into it and possibly try to purchase something to assist from outside parties. They also advise that the armors are rather high upkeep and suggest that we should not give them to baseline recruits, perhaps some sort of trial should be implemented for the right to wear one.

>Acquired Living Monster Armors [50]
>>
Rolled 64 (1d100)

>>2397516

Meanwhile we go out scavenging for resources aboveground. There are no casualties this time, but that only really served to make all the guards and scavengers MORE on edge. Fortunately the monsters didn't hardly bother us, we suspect that the more aggressive ones temporarily left the area in pursuit of the Brycity Bandits warband.

>Acquired 11 Resources

>Alert!
-Headhunter Mursik has returned with the Spirit Warriors, all looking rather worse for wear. The Headhunter was carrying a huge monster arm with claws the size of swords and shining like dark diamonds, it seems to be the only prize they brought back.
-Monsters are beginning to repopulate the area we had slaughtered clear around our newly constructed underground gate. It seems the deep underground monsters that surged up have supplanted the former residents. The near-surface underground has become more dangerous.
-Our Grotto reports that zombies are beginning to flow out of the underground once more. Maybe the fight is over?

>Warning!
-Food supplies are getting dangerously low!

>What do?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>>
Rolled 24 (1d100)

>>2397558

>Turn 34
>Resource Points: 11
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 40 Partially Wounded)
>>Food: Very Low
>>Water: Very Good
>>Morale: Average
>>Medicine: Low
>>Health: Good
>>Armaments: Low
>>Fuel: Flameseap [Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Below Average], Medium Hunter Armor[50], Exotic Mishmaster Armor[100], Living Armors [50], Scavenged Ballistic Armors [50].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Very Low], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Below Average], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [6], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 16 (1d100)

>>2397558
Glad everyone was able to make it back. We got a set of armor for us Mursik.

Should we give the spirit warriors the Living Monster Armors?

>G
Lets get the fort more built up and able to auto hunt.

>Hunt
Gear up hunters and lets get food to feed us.
>>
>>2397577
>>>>>>B. Try to improve the base
We must expand our fungi farms to stabilise our food situation.

>>>>>D. Research technology.
We must figure out the source of this strange hunger, for this we shall turn to the skills of mother Mira.
>>
Rolled 64 (1d100)

>>2397598
Support

I don't know.
>>
Rolled 63 (1d100)

>>2397598
Certainly we can't starve, get the food!
>>
Hey! I'm reading through the old logs so I get a gist of current events. cant wait to join you guys!
>>
Rolled 14 (1d100)

>>2397558
Headhunter Mursik, what happened? On another note you have a new set of specialized hunter barding. And the spirit warriors may like a set of armor our crafts created while you were all on your hunt.

>b
Improving the top side base would produce greater results in the future, and needs to be improved before the next monster mania.

>g
If we need more food then we need more food. At least enough until we can ask Brewed Mother Mira to investigate this. Something about the mindmeld?
>>
Rolled 56 (1d100)

>>2397598

>Construct a Hunter's Lodge at the Grotto [LOCKED]

>Go out hunting [LOCKED]

>>Would you like to release anything rare to support the construction of the lodge?
>Ultra Rare
>X-Rare
>Rare

>>2399335

>Headhunter Mursik
"Fucker called in backup. Thought they'd only have one Commander-type that could do that in the horde and then at most a combatant. Watched and this guy looked like the combatant...Haha, noooooooo sirreee. Called down just about every goddamn horror and abomination you could imagine just about as soon it could, I'm talking the real nasty shit that even /I/ don't want to deal with.

Still, managed to take the bastard's arm. Think I'll talk to the smiths and see if they can't integrate this into my new suit..."

-Mursik is pleased at the new armor. He has immediately taken his own. After looking over the available Living Armors he has handpicked 25 for his Spirit Warriors, putting the rest into Mishmaster Armor.
>>
Rolled 59 (1d100)

>>2399960

Forgot.

>>Would you like to release anything rare to support the construction of the lodge?
>Ultra Rare
>X-Rare
>Rare
>None/Regular
>>
Rolled 35 (1d100)

>>2397577

Construction of a hunting lodge at the Grotto went well. The structure is fairly basic, but quite cozy and serviceable. The men stationed there are grateful to have something to do aside from going on patrol, and for somewhere to sleep aside from the barracks.

It's been a while since you had taken a close look at the Grotto fort. Through the course of material deliveries and the construction you notice that the area has...bloomed considerably. Even a few hundred meters beyond the grotto's entrance significant fungal growth has taken root, much of it being of the defensive varieties employed at your own cave. There are also so many spores in the air that your workers almost immediately relax upon the soothing feeling of powder touching their skin, just like home. Of course such concentrations would be deadly to non-mutants without sealed armor and respirators. That fact only serves to put the deliverymen and workers more at ease.

The troops stationed here have not been idle either, evidence of further fortification is evident in the fort's walls, and by the presence of an extensive network of concealed watchposts that dot the area immediately surrounding your fort. It is altogether developing extremely well considering we have poured no further resources into it.

>Hunter's Lodge Completed at Grotto Fort. You will now receive passive food and Monster Material income.
>>
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Rolled 38 (1d100)

>>2400017

Our hunters are dispatched to hunt again, and come back with a decent haul. Some report feelings of being watched again, but nothing came of it.

>Headhunter Mursik
"I see you finally decided to put something useful into the Grotto. Very good, an excellent start. If you want to notice a real difference though we need to establish MORE of them. I even think I have some old plans for some hunting-specific forts that should be quick and easy to build."

>Hunter Fort Blueprint acquired.

>Alert!
-The Grotto Cadre Leader requests we construct some living quarters there so that Mother Mira and some Fungal Tenders be sent over to begin passively building fungal farms. Mother Mira is quite agreeable to this suggestion.
-Monster Activity underground and overground is beginning to ramp up.

>Turn 35
>Resource Points: 10
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 30 Partially Wounded)
>>Food: Below Average
>>Water: Very Good
>>Morale: Average
>>Medicine: Low
>>Health: Good
>>Armaments: Low
>>Fuel: Flameseap [Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: ????
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Below Average], Spore Grenades (Assorted) [Low], Bodywurm Eggs [Average].
>>Armor: Mucausoid Furs [Below Average], Medium Hunter Armor[50], Exotic Mishmaster Armor[100], Living Armors [50], Scavenged Ballistic Armors [50].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Very Low], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Fungal Materials [Below Average], Zed Materials [1], Monster Materials [High] (Rare [10], X-Rare [6], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 31 (1d100)

>>2400086

>Map Legend
Purple w/ White - You
Pink w/ Purple w/ White - Fungal Grotto
Magenta - Monster Dens/Infested Locations
Pink - Zombie Concentrations/Hordes/Hives
Grey - Mountains or Compounds/Buildings/Facilities
Red - BANDITS
Black - Known Underground Accesspoints
Blue - Water
Brown - Swamp Lowlands, less forested
Green - Swamp Highlands, more forested
>>
>>2400086
>Action 1
We shall construct of living quarters at the fungal grotto.

>Action 2
We should look into harvesting the extensive growth of fungi around and in the fungal grotto, both for resources (e,g food, medicine, armaments) as well as for any new strains of fungi we can take advantage of. This work should be done under the command of mother Mira.
>>
Rolled 27 (1d100)

>>2400178
Forgot to roll.
>>
>>2399963
>>X-Rare
>>
Rolled 15 (1d100)

>>2399963
>rare

Lets focus on the one fort we have for now. I agree to the building and sending the Brew Master.

Can our Head Hunter look into this thing observing our hunters? This time we will strike first.
>>
Rolled 52 (1d100)

>>2400268
Please include dice with every vote if you'd like it to be counted.
>>
Rolled 36 (1d100)

>>2400086
With the monsters ramping up. I wonder if we should make that deal with the bandits. Target their enemies with our tricks to draw monsters and get stuff for it. May as well send a letter if possible. See if there is interest and then we can act.

Then after the monster mayhem. I would like to push for more forts. With their scouting we may find our enemy.

>>2400178
I'll back ya. Then next turn we should put time into finishing the fort defenses and ammo. Hopefully leaving time to hunt more food and prepping for the wave of monsters.
>>
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Rolled 92 (1d100)

>>2400304
Whoops.
>>
>>2400304
"Hey Mursik, would you suggest building fortified outposts?

It occured to me we might benefit from better warning of incoming threats, and if these were hidden we'd have some places our warriors could hide and resupply in to attack an enemy. I think this is better than just waiting until its a threat at our doorstep."
>>
>>2400319
>"Hey Mursik, would you suggest building fortified outposts?
Huh? Didn't he just suggest that?
>>
Rolled 30 (1d100)

>>2400319

>Headhunter Mursik
"Well presently we're hemorrhaging people regularly on scavenging runs to some unknown force that's operating in our nearby territory unobserved. Establishing forts would ensure that whoever or whatever it is would have a much harder time operating undetected, and it would expand the amount of ground our scavengers could safely cover by providing locations to station quick-reaction forces.

We're also depleting our food supply on the regular, and establishing Hunter Forts would also provide passive food and monster material income in addition to the above benefits. Furthermore it would increase the amount of experience our military is gaining when left alone.

There's also fairly little chance of these forts being discovered due to our tech...not really registering on more advanced factions' radar, but they'll still protect our HQ and expand our sphere of influence.

So what do you /think/ my opinion on building fortified outposts is? By my guesstimate we'd need about....5 to be adequately defended near the base, the Grotto is fairly far away and kinda on its own to be honest. 5 would also probably put us in the positive for getting food again too, bonus points for being able to mix meat into the mushroom burgers!"
>>
>>2400331
oh lol mybad, I'm reading this from phone but I didn't see if he said so.
>>
Rolled 6 (1d100)

>>2400347
To be honest, I want to suggest we double up on this.

Actoin 1 + 2
Build the suggested Forts. Preferably, five of them laid out in a pentagon like fashion around our base to provide complete coverage. Distanced as Mursik suggests or if needed we can show on the map.
>>
>>2400347
Ok. We can build just one more with the designs our headhunter has provided. With rare materials. In the suggested location. We might need a higher population to support each fort.
>>
Rolled 47 (1d100)

>>2400372
>>2400347
Forgot to roll
>>
>>2400372
>We might need a higher population to support each fort.
Depends on your strategic mindset.

If anything each fort can be considered a force multiplier for the people we have. Think of them as Viet Cong bases instead of traditional forts. Unseen, subtle, but ready for action.
>>
Rolled 61 (1d100)

>>2400086
>Act 1
Work on the hunter forts around our base. Under the guide of Headhunter.

>Act2
Request accepted. Mira build the quarters.
>>
Rolled 59 (1d100)

>>2400372

The stats for a Hunter Fort are as follows
>>Infrastructure: Hunter's Fortification, Barracks, Hunter Armory
>>Defenses: Primitive Tunnels, Monster Wall, Fortified Lodge, Entrapped Environs, Fortified Entrenchments.
>>Summary: ++Hunting, +Defense, ++Hidden
>>Pop Cap: 100 [Military Only]

It's a fairly basic and rugged but extremely serviceable design that leaves plenty of room for upgrades while providing good benefits from the start. Really quite a gem, it would've taken a few turns of research or an expert to come up with something equivalent. Each Fort requires 2 actions/resources and access to monster materials of some sort (even common) to construct.

If any of you remember the Bloodsnow Bandits Ultrabunkers and how safe they made us feel/difficult they made us to attack, establishing forts around your HQ is exactly the same as that.
>>
Rolled 2 (1d100)

>>2400387

That's a very good description of tribal forts in general, yes.

>>2400475
These base stats can of course be expanded with more effort, and if you dump research into improving the design then you'll be able to upgrade existing forts (for instance with civilian living quarters so they passively expand) at a discount .
>>
Rolled 48 (1d100)

>>2400392
Voting for this

>The shaman offers a quick and private... prayer? As the work begins
>"For centuries we have lived below the earth, like a my-cieling-'em network with no chance to spread its spores. But now... now we break through. Now we live in the harsh world below the sun, to be salivated after by the hungry. Our Forts and living quarters, though new, will follow all the cunning our fungal bretheren show in fruiting, springing up in obscure places, camouflaged against the terrain. Our symbiotes will spread across this land, allies fungal, zombie and insect forming our homes as we carry them to new haunts. We are the tribe's spores, and the ground is fertile."
>>
Rolled 27 (1d100)

>>2399963
Rare.

>>2400392
I'll support, but remember we still need to make consumable armaments.

Use rare materials for the fort.
X-rare for the living quarters.
>>
Rolled 48 (1d100)

>>2400392

>Work on the Hunter Forts around the base [LOCKED]

>Construct the Living Quarters at the Grotto, supported by Mother Mira [LOCKED]

>>Release 1 Rare Monster Material for Fort Construction?
>Y
>N

>>Release 1 X-Rare Monster Material for Living Quarters Construction?
>Y
>N
>>
>>2402467
>>Release 1 Rare Monster Material for Fort Construction?
>Y

>>Release 1 X-Rare Monster Material for Living Quarters Construction?
>Y


We've got a good surplus and these will provide us benefit given time.
>>
>>2402467
Yes to both
>>
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Rolled 49 (1d100)

>>2400086

Construction has begun on a Hunter Fort to our north, near one of the underground access points there at Headhunter Mursik's direction Good progress is made, but our workers comment that if we are going to be engaging in construction consistently then burning some rare materials on tools would likely prove a wise investment.

>1 turn until North Hunter Fort completion
>Fluff bonus detected

While performing construction in the field a few of our men noticed that the design could be somewhat expanded to accommodate more people without sacrificing its concealment or defense, and that the increased room would allow for material and foodstuff pre-processing at the outpost itself.

>Hunter Fort Pop Cap increased to 300. 100 Non-Military Slots available.

Mother Mira was delighted to depart to the Fungal Grotto, and sets off with a large collection of apprentices. Soon after she reaches the Grotto several large plumes of spores erupt, there are incredible roaring and shaking noises, and new giant mushrooms spring forth from no apparent source.

The interiors are quickly hollowed out and reinforced with the X-Rare Monster Materials.

>X-Rare Materials Detected, assessing bonuses
>Acquired: Luxury Livingshrooms, ++Pop Growth, +Fortification
>>
Rolled 41 (1d100)

>>2402583

>Fungal Grotto Pop Cap is now 800, with Civilian Slots available
>Would you like to name your Grotto Outpost?

>Alert!
-We have detected some uncontacted mutants wandering around near our Grotto outpost.
-Zombie clusters around the underground access points are starting to disperse, it is possible nearby factions will come under siege (or could be made to come under siege).
-Monster activity is increasing again.
-Deep Monsters have fully supplanted those that used to live in the underground that our gate accesses. Underground Hostility has increased.
-The strange old world faction has stopped by the nearby ruined facility once more and set up temporary camp.

>Warning!
-Several transports have flown lowover the canopy in our area, we did not see where they came from or where they went.

>Turn 36
>Resource Points: 8
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 20 Partially Wounded)
>>Food: Below Average
>>Water: Very Good
>>Morale: Above Average
>>Medicine: Low
>>Health: Good
>>Armaments: Low
>>Fuel: Flameseap [Low], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Who?
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Average], Spore Grenades (Assorted) [Below Average], Bodywurm Eggs [Above Average].
>>Armor: Mucausoid Furs [Average], Medium Hunter Armor[50], Exotic Mishmaster Armor[100], Living Armors [50], Scavenged Ballistic Armors [50].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Scarce], Graverot Potion [Very Low], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Rare Fungal Materials [2], Fungal Materials [Average], Zed Materials [1], Monster Materials [High] (Rare [9], X-Rare [5], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 69 (1d100)

>>2402467
Yes

Yes
>>
Rolled 18 (1d100)

>>2402602
>Act1
Mursik, get some scouts and look for targets worth sieging viva the zombies. If needed we can try the trade meet vetting after the scouting.

>Act 2
Lets fill up our consumables to improve our armaments. Then we can work on tools for more fort building.
>>
>>2402785
This seems like a reasonable course of action.


Also we need to capture / tame that species of digging insect-monsters we were going to get before the monster mayhem so we can expand our various colonies underground more easily.
>>
Rolled 86 (1d100)

>>2402785
seems about right
>>
Rolled 4 (1d100)

>>2402785
Vote
Release monster materials for making consumables. Not sure whether we should use normal or rare though. Anything higher seems like a waste, but rare might be worth it.

Other things to keep in mind:
Scouting the aftermath of the underground battle
Find out why the acidity has increased in our waters
Observe and potentially Contact mutants
Observe old world faction
>>
Rolled 83 (1d100)

>>2403495
Damn that's a crap roll.

More Other things to keep in mind:
Research into armor
Making more armor, what we have is good, having enough of it for everyone would be better
Fund Mira's Research; hurknoth lungs, polimbic lymph, Hunger, mindmeld, other fungi; we have a lot of avenues to explore here
>>
Rolled 75 (1d100)

>>2402785
>With Mursik look for good targets to lead zombie hordes into. [LOCKED]

>Construct consumable armaments [LOCKED]
>>
Rolled 12 (1d100)

>>2402602

Mursik heads out with the scouts to locate good targets we could possibly lure the zombie hordes into. He identifies the following:

>Strange Remnants in a Research Complex
This is the facility to our east that the strange old world remnants visit regularly. If we can manage a breakthrough then we might be able to acquire some mutagens or other scientific materials that sell for a pretty penny to technological factions. The remnants seem to rely mostly on stealth for protection, but that really just means they've surely got something badass hidden somewhere. This target is between all of the hordes, so it would be swamped from all sides but there's more in the complex that just the remnants.

>Paramilitary River Crossroads
A paramilitary fort on the river crossing to our southeast. It serves mainly as strategic hub for river patrol boats that escort other faction's forces around the swamp for trade or transport purposes. It is heavily defended, and we do not know where the HQ of the associated faction is, but if successful in our assault we would surely acquire quite a bit of valuable equipment and vehicles.

>Contaminated Monster Den
There's a nearby contaminated monster den that we've seen quite a few nasty (see: ready to be turned into exotic materials) monsters lurking around. Attacking this location would probably result in quite a bit of zombie compost and the chance to harvest some exotic monster components.

>Bandit Outpost
The closest by bandit fort is associated with the Brycity Bandits. We could lure the zombies to it, but they chance of discovery is high given that we don't know how much they know about us.

Headhunter Mursik expects these opportunities to remain open for a few turns before the hordes begin to drift apart on their own. We could also attempt to strike a further target, but that would take another action to identify.
>>
Rolled 11 (1d100)

>>2404857

Our craftsmen get to work on a production run of consumable armaments. Blowdarts are manufactured in quantity out the multitude of monster spines, stingers, and bones we have on hand and dosed with toxins and poison cocktails passed down and refined by generations. Spore Grenades are also created en masse, the esoteric production process long memorized by your craftsmen even with most of your Fungal Tenders out at the Grotto. They even harvest the Bodywurm fields and replenish our stock of them to full.

>Alert!
-The uncontacted mutants near the Grotto are poking around quite vigorously, and you men wonder how they should respond.

>Meet them with force and attempt to drive them off.
>Greet them outside the Grotto, see what they're doing.
>Invite them into the Grotto, see what they're doing.
>Invite them into the Grotto, murder them once there. Their corpses will be a delight for the mushrooms.
>Other?

>Warning!
-Our patrols near the half-finished Hunter Fort have picked up faint evidence of troop movements sometime in the recent past.

-Mursik
"This is why we establish outposts."


>Turn 37
>Resource Points: 7
>Pop 645 Grave Mutants (150 at Grotto)
>Military 520 (150 at Grotto, 10 Partially Wounded)
>>Food: Below Average
>>Water: Very Good
>>Morale: Above Average
>>Medicine: Low
>>Health: Good
>>Armaments: Average
>>Fuel: Flameseap [Average], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Who?
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Above Average], Bodywurm Eggs [Plentiful].
>>Armor: Mucausoid Furs [Average], Medium Hunter Armor[50], Exotic Mishmaster Armor[100], Living Armors [50], Scavenged Ballistic Armors [50].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Low], Graverot Potion [Very Low], Hurknoth Lung Fungus [Average], Polimbic Lymph Fungus [Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Rare Fungal Materials [2], Fungal Materials [Average], Zed Materials [1], Monster Materials [High] (Rare [9], X-Rare [5], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military].
>>
Rolled 55 (1d100)

>>2404857
>>Contaminated Monster Den
Feels to be the best target. Yet since we have a few turns.

>Act1
Lets stalk these mutant. Learn what we can about them and then we'll ether talk or take them out.

>Act2
Finish the fort and then we can follow those tracks.
>>
Rolled 78 (1d100)

>>2404942
This.
>>
Rolled 88 (1d100)

>>2404881
>Greet them outside the Grotto, see what they're doing.

Action 1
Craft some tools with rare materials

Action 2
Finish the fort

>>2404942
Agree about the monster den.
I don't think stalking them is an option right now, the implication appears to be that they're going to find our grotto.

Get ready to diplomacy.
>>
Rolled 94 (1d100)

>>2404990
They might find the grotto. They actually seem to be paying attention to and collecting some of the fungi around there right now. They've been making their way steadily closer in this task, but it's difficult to tell if that's deliberate or not.

Stalking is indeed an option and would gain you more information.
>>
Rolled 41 (1d100)

>>2405005
Ah, alright.

>>2404942
I will support this wholly then.

Maybe with another doubles. Can I get a 77? A se-se-se-seventy seven?
>>
Rolled 27 (1d100)

>>2404942

>Stalk these mutants, attempt to learn their purpose here. [LOCKED]

>Finish the fort. [LOCKED]

Writan'
>>
Rolled 23 (1d100)

>>2404881

"Whassa are we even DOING here man?"

"You know what we're fucking doing here. Don't try to act like a dimwit, Skrick."

"Wella how about we pretend I forgot then eh? We could even say I forgot because all these GODDAMN SPORES are fucking eating into my SKIN and I'm the designated smeller so I'm not covered up like yousa FUCKS. I don't even know why! The only thing I smell is MUSHROOMS, but oh you know what a minute ago I caught a whiff on the wind of SOME MORE FUCKING MUSHROOMS."

"Okay then, you want me to go over it again? I'll fucking go over it again. Here's what happened.

1/2) One day for no apparent reason a whole bunch of fungal overgrowth like you only see in the caves starts sprouting up around here. We're talking fucking rare, exotic shit not even the goddamn tribals have seen before. At the same damn time a zombie swarm takes up residence in that same area...a zombie swarm that is non-fungal in nature. On account of this no one can even really investigate the shit to see where'd the fucking mushrooms come from or even which event came first.

3) Equally as suddenly all the zombies fucking leave the area that has fungal overgrowth increasing all over it...now they've been infested with fungi, but still clearly aren't fungal zombies. The horde cuts a path straight for the closest underground entrance and disappears not to be seen again.

4) With the area now freed of its erstwhile guardians, suddenly SOMEONE who is a completely unknown and unheard of entity conveniently FLOODS THE FUCKING MARKET with more rare fungal materials than you could even imagine shaking a fist at. The glut of materials ensures that even the people who detected it mostly forget about that little patch of such stuff that sprouted up not too long ago because it wouldn't even really be worth it to go through the trouble of trekking to harvest it."

"Yeaha" *ACHOOO* "but it still doesn't really explain why /we're/ here."

The other mutant, who had been sawing at the base of a particularly fat, round mushroom with serrated claws that seemed to sprout directly from his fingertips rips the item from its mycelium mat an chucks it at the other mutant. The other mutant quickly blanches and sputters in a fit as the spores engulf its moist skin and tinge him bright pink with their pigmentation.

"I was getting to that, fuckhead.

Well we come in when Mama Bresser gets ahold of some of those rare fungal materials and starts to take an interest in them...See, according to her they're goddamn downright strange to the genetic level and she suspects...something's up.

Needs more samples to be sure though, we only bought so much of the shit. And so we're here until we've harvested enough to make her happy. Personally, I don't like it, smells like something fishy to me and I'd rather us not get caught up in whatever's going on. Mama's orders are Mama's orders though."

"Oh, smells fishy huh? Haha funny joke, dick."
>>
Rolled 81 (1d100)

>>2405170

>Hunter Fort+ North has been completed!
>Gained [Tiny] Passive Food and Monster Material income.

Your Hunter Fort has been garrisoned with 50 troops and 20 civilians. It is a fine work, and your citizens beam at the thought that our tribe is beginning the process of showing the outsiders the superiority of the Grave Tribe. The Builders state that we might consider coming back with Rare Fungal materials at some later point, as currently the outpost only has the most common varieties of defensive fungi, but this should likely be done to all the forts after they're built to save on materials and time.

>Headhunter Mursik
"Very good work, and the first of many I hope. We really should try not to lose steam in building more. Doing so might even be more effective at identifying the intruders than trying to track them, I talked to the scouts who saw the tracks and whoever left them were no amateurs."

>Alert!
-Monster Activity continues to ramp up. It's still fairly far off from a rampage though. Increased Monster Activity is improving income from our Hunter Fort.
-3 Turns left to guide Zombie Hordes.

>Turn 37
>Resource Points: 7
>Pop 645 Grave Mutants (250 at Grotto, 70 at HF-N)
>Military 520 (150 at Grotto, 50 at HF-N)
>>Food: Low
>>Water: Very Good
>>Morale: Above Average
>>Medicine: Low
>>Health: Good
>>Armaments: Average
>>Fuel: Flameseap [Average], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Who?
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Above Average], Bodywurm Eggs [Plentiful].
>>Armor: Mucausoid Furs [Average], Medium Hunter Armor[50], Exotic Mishmaster Armor[100], Living Armors [50], Scavenged Ballistic Armors [50].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Low], Graverot Potion [Low], Hurknoth Lung Fungus [Above Average], Polimbic Lymph Fungus [Above Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Rare Fungal Materials [3], Fungal Materials [Above Average], Zed Materials [1], Monster Materials [High] (Rare [9], X-Rare [5], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military, 100 Civilian], Hunter Fort N [50 Military, 20 Civilian].
>>
Rolled 42 (1d100)

>>2405193
Turn 38*
Resource Points: 6*
>>
Rolled 83 (1d100)

>>2405193
Action 1
Begin construction of a second fort. I'm sure Mursik knows a good location for it.

Action 2
Craft some tools for construction, they'll pay for themselves if we're going to keep building forts.
Use rare monster materials.

Food is low, we'll need another hunting action soon. We also still need more armor for everyone. Could do with more grenades as well. Probably next couple turns will need an action for hunting, then scavenging for resources.

>>2405170
Last line is interesting. If those guys have amphibious adaptations, they could be useful.
>>
Rolled 39 (1d100)

>>2405193
Dam... we gotta hunt again.

While I want to make more forts. I worry about having no no people left to do things. Since all 5 plus the Grotto would be 600 of our pop.

Also dam our hangover was to strong. It seems we went all over. I hope we got more than just the Zed stuff, but I have no clue where we stored it.

>Act 1
Hunt.

>Act 2
Ether it's building the tools to speed up the other 4 forts or dealing with these mutants. Probably best to act on the mutants. Since we've let them hang around to long.

Now do we knock them out and interrogate or just tell them to get off our lawn and trade. If Mursik believe we can interrogate them with out much trouble, do it. If not lets sneak up and talk from the shadows.
>>
>>2405251
It's not soon. We need to hunt now or are people will likely go primal again. Since I believe next turn would put our food amount to low for them.
>>
Rolled 80 (1d100)

>>2405255

You're due for a pop increase here in a few turns. It'll actually be pretty sizeable, considering that you built those luxury housing units at the Grotto, the bonuses from your Cave Lair, and you were doing very well on health/medicine until you got your guys injured and never spent a resource to heal them non-passively.

It's surprising you guys haven't been more focused on pop growth as mutants, but I guess you haven't really lost too many people yet either on account of good plans and good rolls.

>>2405259
The Hunter Fort will defray that a little bit, you've got 2 turns before it hits Very Low and then you'll have another 2 turns before you're out and your actions get overridden+morale takes a drastic hit.
>>
Rolled 68 (1d100)

>>2405255
Yeah, alright. Let's Hunt. We'll have to do it soon anyway, might as well do it now instead.

Second action, make tools.

I'm not sure it even would take an action to deal with the other mutants, but doing nothing is an option. We now know they're going to go home once they've collected samples. Not the best option, as we'll have to deal with them sooner or later.
I would prefer talking (even though I'm not good at it). I feel that taking captives is an unnecessary complication. I'm sure Mursik will say we could do it easily. However they were sent specifically to get samples near our grotto, their people will know something's up if they don't return on time, in addition to captives distracting us from other matters.

>I hope we got more than just the Zed stuff, but I have no clue where we stored it.
I think it was probably with the serpent brain.

>>2405269
I think we'll need to expand farms, in addition to hunting forts. Could we get a farm going at the grotto?
>>
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Rolled 43 (1d100)

>>2405269

Even this aside you can also garrison your forts with less people if needbe. Once you complete all 5 they won't each individually need as many people for the same amount of income/protection either, as it'll be treated like there's constantly roving bands of hunters between them.

>>2405298
Mira and the civilians at the Grotto are starting on organizing the wild fungi you spreaded into farms. It can be sped along by devoting resources and actions to it. Passive work takes a long time.
>>
Rolled 3 (1d100)

>>2405298
I vote for this.

>>2405269
How would we do pop growth? research medicine? Pop increase was one of those things I never understood from Genie's games.
>>
>>2405361
I know one time people hard core focused mutants for it.

I image quality of life upgrades and other things to improve baby care would help.
>>
Rolled 63 (1d100)

>>2405361
we increase population by hunting more monster for rare materials and building forts. I wonder how Mira is doing.

Headhunter Mursik, how are you? What do you thin about attacking the dangerous monsters through the gate to retrieve more materials for the forts?
>>
Rolled 84 (1d100)

>>2405361
You can improve pop growth directly by ensuring your consumption stats stay high. In order of importance:
Health/Medicine
-Morale
-Food/Water

Mutants grow at 1/2 the rate of human Cubs by default, so they get pop growth assessed every 20 turns instead of every 10. The average level of the above stats over that duration is taken, with medicine/health most heavily weighted, and modifies the basic 10% pop growth per assessment.

Aside from that you can build or upgrade facilities or develop technologies that are designed to directly affect pop growth. For instance the housing units in the Grotto have been supplemented with pheromone-producing monsters glands and parts that are known or thought to improve fertility and urge to get it on as an effect of having X-Rare materials applied.

>Mother Mira
“I could probably come up with some potions that could improve fertility. We could think about constructing a communal spa where the water is steeped in and lined with appropriate monster and fungal materials. I’m sure I have something on hand that’s appropriate but I’d still have to do a bit of research through my notes to dial in the specifics.

Such a project might want to wait until we’re done here though. All of our fungal production will be increased considerably once I’m done setting up the farms here. Though Mursik’s project of establishing Forts is a better use of manpower for now.”
>>
Rolled 57 (1d100)

>>2405762

You can improve fertility using several different kinds of rare materials, but your tribesmen immediately know of a few tricks using fungi and monster parts due to their familiarity with those, this is evidenced by the pop growth bonus of your lair as well.

>Headhunter Mursik
“Doin’ just great, Council. You keep on building the rest of the forts and I’ll be doing even better, also I appreciate the armor. This stuff is some right proper scary shit, who was it that made it again? None of the fucknut craftsmen could tell me, and I want that damn arm I got added in. That trophy nearly cost me my goddamn life.

As for retrieving more materials for the forts...I think we have plenty of rare materials and should continue to use them on the topside forts. They make them considerably tougher to crack and harder to detect, I wouldn’t be surprised if they’re just completely passed by in the next Mayhem.

However, it had occurred to me that after we finish the ring of overground forts we should consider constructing at least one outside the gate. That would serve as early warning for the underground, it would provide us with more valuable components than our aboveground forts would, and...in the long run we could develop training facilities there that would make our warriors far and above more experienced than what any other mutant clan or human tribe might field.
>>
Rolled 61 (1d100)

>>2405823
thank you for your input heroes.

While Mother Mira is busied with the fungal farms per fort, is it possible to use some of our rare monster materials to produce some medicine?

anyone have the link of the list of archived threads? the guys name who created the armor is on the tip of my tongue

is it too late to use rare monster parts to improve the Fungal Grotto?

>make/improve meds with monster parts [rare rating]

>improve existing forts with monster parts and utilize extra space.

>crafting hero when
https://www.youtube.com/watch?v=Ua0zMsDiAyg
>>
>>2405833
If we are to do more work on the forts. Lets craft the tools first, Build forts up, and then improve them. Like said here >>2405193 " this should likely be done to all the forts after they're built to save on materials and time."
>>
Rolled 58 (1d100)

>>2405833

>Mother Mira
“We could make some medicine from our rare monster components dearie, but it would be a bit of a waste. It would be better to create a medicinal garden supplemented by such materials, or alchemical tools out of them. That way every time we use the garden or tools we gain the benefit of their quality, instead of the single time we consume the medicines. This applies for most rare or exotic materials. While we’re rather flush with the stuff right now it will be a long time before we find more, so we want to use them on things we will get continual use out of.”
>>
Rolled 1 (1d100)

>>2405833
You can use the rare monster parts on the Grotto, it’s never too late to apply upgrades of a new type. You would have to state a specific type of thing you’d like to improve there though, and you might find it advantageous to do some research first although you guys do have considerable ancestral knowledge.

For instance
>Research reusable trap designs
>Construct trap fields out of Rare Monster Materials at the grotto

Or you could designate that you want to improve the upcoming fungal farms, or the defenses at large, or etc. The more detailed you get at what you’re targeting (and if you describe exactly how you plan to implement it) the more effect you’ll notice from their use.

As such any fluff around the properties of monster materials has a pretty broad license, otherwise you wouldn’t be able to come up with theoretical engineering niches for the stuff. Watching some Monster Hunter play videos has been an excellent way for myself to get in the mindset for engineering with monster components.
>>
>>2405872
>1
FUCK
>>
Rolled 26 (1d100)

>>2405876
Eh, that one doesn’t actually directly effect you. In fact, the dice continue to love you guys...
>>
Rolled 95 (1d100)

>>2405872
ok uh. Can we send someone to the old library to see if there are any records of our ancestors ever making outposts on the surface or in the caverns? maybe we could glean some old knowledge on how to incorporate rock eating bug nests to significantly increase space within a fort and as a deterrent, or more robust moss that creates relaxant spores that can't be seen by the naked eye?

Mother Mira: another medicinal garden in one of the expanded tunnels then? After the tunnels were more effectively arranged, surely there is room? more so since people are moving into the forts. Some monster parts to boost the 'natural' growth and potency of the plants perhaps? medicinal and solutions so potent, even for our physiology, that may require Homeopathy?

how many actions can we make a turn again?
>>
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>>2405911
yis

>>2405903
I know its not detailed, but its something, right? should I try writing something more detailed?
>>
Rolled 54 (1d100)

>>2405912
>>2405911

2 actions per turn.

It’s good, but you haven’t quite put the dots together about HOW you would use monster parts in the construction and/or initial construction of a medicinal garden. You say “some parts to boost the natural growth and potency of the medicinal plants” but what exactly are you going to do with them to accomplish that? If you can identify what exactly you should do to achieve that you get a hefty bonus, if you come up with a solution I’d never thought of it’s a bigger bonus. What you’ve got there combined with Mother Mira’s expertise would result in some improved medicinal gardens, but if you make the connection yourself the heroic expertise gets applied on top of that rather than in unlocking it, if that makes any sense.

As for your action regarding the Forts, this would direct your men to search the libraries. Given the hints about your past you can judge whether or not this would be a more fruitful form of research than experimenting from scratch. If you were to come up with the details of a plan for how to arrange defenses yourself then that would essentially bypass the research requirement entirely and result in a high quality product in this case.

You’ve got almost completely free license to come up with wild types of fungi and insects, and ways in which they might interact. If you fluff up a way in which to incorporate rock-eating insects that expand your holdings and it’s vaguely reasonable it’ll be approved.
>>
Rolled 14 (1d100)

>>2405984
Of course, shortfalls in player imagination can typically be made up for with research. Player ideas that grasp a bit too far are also often implemented to a lesser degree, or can be attained with greatly reduced research investments because you have a clearly defined goal in mind rather than just “improve armor” for example.
>>
Rolled 43 (1d100)

>>2405911
>>2405912
This is a good start, but I thought this turn we were making construction tools and hunting to replenish our food.

As for improving a garden, how about monster parts that serve as natural lures for bugs? These bugs are killed by the symbiotic bugs already present in our fungal systems, and subsequently are used as nutrients by the fungi. Pheremones, luminescence, and even infrasounds could all be used in drawing in insects. An even better version may 'zap' the foreign bugs itself.

Other idea include heating and watering systems derived from monster parts. Light would be useful for plants, for fungi not so much.

.>>2405298
When hunting, as before with scavenging, use caution. Move in packs, no going solo (unless you're Mursik), stay close so we have an unbroken chain of hunting groups within signalling distance of each other.

As for the tools, we're using rare monster materials for them.
Fulmine Glands: There are several monsters that utilize bioelectricity in some way, and this is the general term for the organs they use for that. Most known varieties are difficult to weaponize effectively, but they can more easily be incorporated into tools, where unwieldiness is less of an issue. They can, with other parts, be used for arc welding.
Unlike other tribals who have to rely on natural (if peak) human strength, the grave tribe can find use in simply making tools bigger and sturdier. Not tools for fine work obviously, but oversized shovels, picks, hammers, and the like have their uses. Fortunately there are lots of monsters with big, sturdy bones.
>>
>>2406001
Im awake. I think i understand now. I need to make my oen detailed fluff for it to work.
>>
Rolled 30 (1d100)

Can't believe I forgot about this.
>>2405833
https://docs.google.com/document/d/1Sdp3_3IeYmw9cJI-HMK5WyGQ6LIa8Dp2upXlOqdD4O0/edit#heading=h.laifzx1786zb

Notes on our tribe, links to the previous threads are at the bottom.

Anyway, I think we really need to find out what happened with the Brain. Yet I'm also afraid to check.

>>2404881
>Greet them outside the Grotto, see what they're doing.
Still favor this response.

We found out they're here because their Mama Bresser is interested in our fungus; does Mama Mira have any thoughts on this?

Also, still favoring hunting and tool crafting for our actions.
>>
>>2406974
We can send our hero to check out the brain.
>>
Rolled 83 (1d100)

>>2405255

>Hunt! [LOCKED]

>Construct Building Tools out of Rare Monster Materials [LOCKED]
>>
Rolled 63 (1d100)

>>2405193

>Warning!
-A large explosion has been detected near the Strange Remnants in the research facility to our east! Monster and zombie hordes have both spawned and are pouring in that direction!
-We have lost the ability to direct the zombie hordes.

Our men have been dispatched to hunt for sustenance again. They are beginning to map out and understand the patterns and practices of various common prey species of the swamp, and how to use them as bait for creatures that are worth eating. Several of our hunters are beginning to develop latent adaptations that are improving their hunting skills.

The craftsmen meanwhile get to work on constructing tools using the Rare Monster Materials. They complete a small amount, but state that due to our lack of expanded crafting facilities it's difficult to manufacture such things quickly or in bulk.

>Gained: Tribal Builder Tools++ [Very Low]

Production is ongoing in the background, but the crafters do not anticipate many more will be made unless we support them on this as we did the armor. They do state it will probably be worthwhile to do so, with our forts likely to be much more sturdy when constructed with these.
>>
Rolled 31 (1d100)

>>2407318

>Alert!
-Mother Mira reports good progress on the farms at the Grotto. She can finish them if left alone but requests a few turns of help and/or some rare monster materials.

>Turn 39
>Resource Points: 5
>Pop 645 Grave Mutants
>Military 520
>>Food: Average
>>Water: Very Good
>>Morale: Above Average
>>Medicine: Low
>>Health: Good
>>Armaments: Above Average
>>Fuel: Flameseap [Average], Eternal Flamegas
>>Tech: Advanced Fungal Use. Advanced Zombie Manipulation. Advanced Tribal Drugmaking. Monster Component Harvesting. Tribal Tech.
>>Reputation: Who?
>>Infrastructure: Communal Housing Pits, Hall of the Ancients, Fungal Farms [Extensive], Flooded Caverns [Extensive], Cathedral of the Un-Fallen, Training/Torture Chambers, Mucausoid Farms, Insect Farms.
>>Defenses: Hidden Cave Lair. Mind-Meld Fungus, Trap Network, Toxic Spore Clouds, Fungal Overgrowth [Assorted, Deadly], Nideth Wasp Infestations, Mucausoid Alpha Dens, Insect Hive Circulatory Networks, Bloodwyrm Infestations, Specialized Insect Nests.
>>Vehicles/Slaves: 200 Zombie Harvesters.
>>Power: The Eternal Flame, N/A
>>Weapons: Alloy Spears, Blowguns, Kryn-Knives, Assorted Natural/Primitive Weapons.
>>Ammo: Poisoned Blowdats [Plentiful], Spore Grenades (Assorted) [Above Average], Bodywurm Eggs [Plentiful].
>>Armor: Mucausoid Furs [Above Average], Medium Hunter Armor[50], Exotic Mishmaster Armor[100], Living Armors [50], Scavenged Ballistic Armors [50].
>>Other: Grave Fungus Extract, Fungal Drugs (assorted) [Below Average], Graverot Potion [Low], Hurknoth Lung Fungus [Above Average], Polimbic Lymph Fungus [Above Average].
>>Communications: Mind-Meld Fungus, Messenger Skrittipedes, Tribal Dialect, Zed Trade Signals.
>>Materials: Zombie Compost [Scarce], Rare Fungal Materials [3], Fungal Materials [Above Average], Zed Materials [1], Monster Materials [High] (Rare [8], X-Rare [5], Ultra Rare [2]).
>>Holdings: Fungal Grotto [Fort] [150 Military, 100 Civilian], Hunter Fort N [50 Military, 20 Civilian].
>>
Rolled 5 (1d100)

>>2407352
Action 1
Scavenge for resources

Action 2
Continue production of builder tools. (with rare materials)

>>2407352
>-Mother Mira reports good progress on the farms at the Grotto. She can finish them if left alone but requests a few turns of help and/or some rare monster materials.
Definitely adding this to our to-do list.
Lots of interesting stuff around us, but we need to focus on our home first. Problem is I'm not sure which one of those the serpent brain is/was.

We can't direct the zombie hordes because the Strange Remnants critfail explosion drew their ire, and said ire will not be easily redirected?
>>
Rolled 47 (1d100)

>>2407393
Yes, there's only so much you can do when a few tens of thousands of zombies have all decided to rush towards one place as fast as they can.
>>
>>2407393
>>2407415
Technically its possible to redirect zombies away from large explosions but very difficult. Why do you think Controllers and other smart zombies get so pissed off about it too despite being smart enough to not fall for it?
>>
Rolled 14 (1d100)

>>2407458

The zombies are too close to the target and player forces too far, they can always try but it's unlikely to work.
>>
Rolled 72 (1d100)

>>2407458
That's what I was trying to get at with my word choice.
>>2407482
In my opinion, not worth it anyway . Better to ignore it or take it as a target of opportunity
>>2404857
This new development might be even better than if we had chosen to target it.
>>
Rolled 51 (1d100)

>>2407352
A little change.

>Act 1
Well Mursik, they made them selves the target for us. Lets get some fighters and make the most of it. Lets gathers all the resources and useful things we can.

Action 2
Continue production of builder tools. (with rare materials)
>>
Rolled 57 (1d100)

>>2407352
Also give Mira the mats. Let's make it the best we can.
>>
Rolled 55 (1d100)

>>2407602
>>2407611
Ok yeah, that sounds good.

We will have to wait until after the hordes actually hit before rushing in to grab things. But with Mursik heading the operation I assume it will be enacted in an intelligent way. With scouting.
>>
Rolled 7 (1d100)

>>2407318
So our hunters are veterans now? Seeing as they have done a a bunch of big game hunts with our hero are they getting close to badass? How close to hero farm status are they?
>>2407602
Vote
>>
Rolled 55 (1d100)

>>2407931
Most of your hunters are regular, a few are beginning to become experienced. You're still a long ways away from farming heroes out of them.

Fortunately most of your combat overlaps with hunting for experience purposes, which is actually true of several of your professions. As such and do to your ridiculously high rolls on most actions thus far you have very few Green units.
>>
Rolled 53 (1d100)

>>2407602

>Move to infiltrate the horde assaulting the Research Complex and attempt to gather resources all the while, Mursik leading. [LOCKED]

>Continue Builder Tool production [LOCKED]

>>2407931
If you're referring to latent adaptations, that's just a result of your being mutants and consistently hunting things. Your members passively adapt to be good at what you do consistently, although its been noted that this ability is strictly curtailed after you go through your rite of adulthood and stabilize. That's why children are encouraged to make their rite/test related to whatever their profession will be.
>>
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Rolled 83 (1d100)

>>2407352

Your forces have been dispatched to support the zombie hordes charging the research center.

>Alert!
>Combat has been initiated!

>Map Key
Same as Regular Map.
Purple - You
Pink - Zombies
Magenta - Monsters
Teal - Remnants
Green Round - Thick Undergrowth, increases stealth, impedes non Grave Tribe movement
Dark Green - Extremely thick undergrowth, greatly increases stealth, severe impedance to non Grave Tribe movement

Your forces are the following:
-2 Units [Experienced] Hunters (deployed more forward)
-3 Units [Regular] Hunters
-2 Units Zombie Infiltrators
-1 Mursik's Personal Unit (Black Diamond)

If you would like to designate equipment loadouts to specific units please do so this turn.

The zombies are rapidly closing in on the Research Complex, which still has a glowing hole blown in one of the buildings, but it looks like the monsters will get there first.

You have two zombie infiltrator units embedded into the NorthWest Zombie horde, enhancing their speed. Your Hunters are currently on standby, they are capable of moving through zombies and fighting among them in support, or other actions, but only for so long before the horde notices and they have to retreat or go dormant until the zombies are distracted again.

Mursik has taken his personal unit and gone ahead, citing the need to investigate and disable traps in advance of the zombie horde we are manipulating.

Our previous scouting action identified several Remnant hardpoints on one section of the facility grounds. We have not identified their localized headquarters yet.

>How would you like to proceed?
>>
>>2408228
Sorry, meant to add:
Each Unit is ~40 Mutants

2 Hunter Units are incoming from the East from your Grotto Garrison and will arrive next action.
>>
Rolled 46 (1d100)

>>2408044
Not sure if I missed the vote, but fluffing something I thought of about medicine.

"Mama Mira? Do you have a moment?"
Mira regards the juvenile mutant. "I can spare a little. What is it?"
"I've been working on something. I didn't want to make a fuss before I knew I had something, but now I don't want to go any further without asking an expert. It's easier if I show you?.."
Mira follows the strange youngster down some back tunnels, noticing the orange light long before they ever arrive at the location of his work. She blinks and shields her eyes as she steps into the light. "Is that?.."
He nods, fumbling near the ground at the entrence. "Pythia Appolonious". He hands mama Mira an obsidian lense, through which the room seems only starkly lit.
"Known to her friends as the sunsek" she says, approaching one of the heads that is the source of the light. "And you've-"
He starts as she leans close, but reverence for her station prevents him from shouting a warning against touching the lenses. Not that it's needed. Mira observes but doesn't touch the strange setup, a small cave brilliantly lit by the eyes of sunsnek heads, each disappearing into a batch of fungal mass.
"You've glued some clouded glass over the eyes" she observes.
He nods. "I had to. The beam's too tight otherwise. this way the light spreads out so it's just really bright instead of burning".
"How did you get them to shine continuously? Our warriors can only use a single head once".
"There's a gland near the base of the skull. Once it's exposed to light, it produces light until its fuel is used up. Our warriors rupture the skull when they throw or squeeze the head. I just pulled open the muscles between it and the eyes, the way a sunsnek would"
"and it lasts for days this way?"
"It should last indefinitely" he says proudly.
Mira takes a closer look at the fungal mass in which the heads rest. "Symbiotes!" she exclaims. "Three... no, eight varieties in three species. They're producing the sunsnek light-fuel?"
"I'm not actually sure all eight are necessary" the young mutant admits. "I just tried a bunch of symbiotic varieties and fed them until their heads stopped making light. The ones here all learned the trick in time. I don't know how to make the fuel, but the fungus..."
"..knows what we don't" Mira gives the nod of a proud teacher. "You did a lot of work. What do you hope will become of it? Static defense?"
"Better" he says. "I heard some of the voices discussing medicine - and how we're always so low on it. I thought about how much of our medicine is plants - most of them have to be harvested outside, some important ones only grow at the tops of trees or the middle of pools because they need so much light. They don't like our glow-fungus, it's either the wrong colour or too dim, but sunsnek eyes are exactly the right colour."
Mother Mira takes in the dimensions of the cave, thinking about soils and humidity. A lot of work still has to be done...
>>
Rolled 94 (1d100)

>>2408228
Infiltrators, continue guiding zombies towards the complex.
Experienced Hunters, both units move forwards towards the large patch of undergrowth (the one Mursik's unit is closest to at the moment.
Regular hunters,sneak around and forwards using the undergrowth for cover-go along the patch the more southern of our experienced units is at right now.
Mursik, you do your thing.

I guess we could also fuxor up that monster pond with buildings on 3 sides, but I don't see any particular reason to.

>If you would like to designate equipment loadouts to specific units please do so this turn.
Anyone have preferences on this?
We really need more armor.
>>
>>2408228
Are we agreed that this is a smash and grab? Help the zombies overrun the remnants and fight monsters they encounter, grab whatever looks valuable, and disappear through the undergrowth?
>>
>>2408347
>also
I meant instead. As an alternative. But we'll see.

>>2408356
I believe that's the plan.
>>
Rolled 27 (1d100)

>>2408321
Excellent work anon.

>Gained Fluff Bonus: Sunsnek Globes
>Gained Research Credit: Underground Gardening
>>
Rolled 8 (1d100)

>>2408356
However, it appears we will be playing this out tactically.

Right now, I think the best thing to do is to get in position and get ready to rush in when the zombies engage.

>>2408347
Just so there's no misunderstanding, I want all our units to keep using stealth to the greatest extent reasonaby possible.

>>2408228
So we're doing this tactically? Is this a viable plan for first action? >>2408321

Also I propose that for armor, our experienced hunter units use exotic mishmaster armor, Mursik's team use living armor, 1 regular unit has medium hunter armor, 1 has scavenged ballistic armor, 1 has the remainder of the above 4 armors, and our infiltrators and en route hunters have mucausoid furs.

Does this make sense?
>>
Rolled 49 (1d100)

>>2409586
I've don't have a solid grasp of our gear. So I'm inclined to agree to the load out. Let's be sure to have some metal piercing weapons on us to carve openings.

>>2408321
I wonders if we can upgrade these Sunsnek Globes into flash bangs.
>>
Rolled 33 (1d100)

>>2408228

Consensus seems to be

>Continue to guide the zombie horde in
>Move experienced Hunters towards the complex near Mursik
>Regular Hunters swing south and move towards the complex

With this gear loadout: >>2409586

>Y
>N
>>
Rolled 67 (1d100)

>>2409907
>>2409961
I would like to specify that I am only specifying armor loadout. I guess we can leave weaponry unspecified, if that's okay.

But yes.

>>2409907
We might already have a flashbang-equivalent. Maybe sunsek-based ones. Wouldn't hurt to try to improve our grenade selection though.
>>
Rolled 85 (1d100)

>>2409961
voting, Yes to the loadout.
>>
Rolled 48 (1d100)

>>2409961
y
>>
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Rolled 32 (1d100)

>>2409961

Our troops have advanced as directed. The zombie horde we are guiding has come under attack from the nearby monster-infested lake, and the zombies are being distracted by the smell and sounds of carnage but mostly stay on track with our Handlers guiding them.

The Southern Monsters have encountered concealed defensive entrenchments manned by Remnant forces and have fallen victim to several strange traps that slice the creatures apart with beams of light before falling dormant and burrowing down for concealment, only to emerge again later in another location. Those monsters are taking heavy casualties.

Similar traps are exacting a toll on the Northeastern zombies, who have also fallen under attack from lake monsters and the monster horde. Their momentum is grinding to a halt as the monster attacks distract them.

Mursik reports that he thinks has disabled most of the traps in his section of the defenses. He has not encountered Remnant troops yet.

>What do?
>>
Rolled 61 (1d100)

>>2410457
Can we expect the zombies we're with will make contact this action?

Regular hunters, move up to where our expert hunters are right now. Avoid the monsters en route to that position, but once you're there, if they start heading your way, fight to stop them from cutting off our escape route.
Expert hunters, meet up with the infiltrators and prepare to aid the zombies in anticipated fight with Remnant.
Zombie Infiltrators, guide this zombie train home into the Remnant hardpoints (well, the Northern ones at least. Actually, if possible focus on the Northeast one.)
Mursik, I'd like you and your crew to get a closer ground zero of that explosion, i.e. that big glowing hole in that building over there. It may or may not be inadvisable to actually go in it, so instead, once you do that see if there's anyting you can do to help the Northeastern horde come through.

Also, what's with the pair of pink diamonds further back in our horde? Just a higher concentration, or something more complicated?
>>
Rolled 54 (1d100)

>>2410513

Barring unforeseen events the forward elements of the zombies should make contact this turn. After that they should mostly guide themselves, though the monsters in the lake are presently in front of the bulk of the horde.

The pink diamonds indicate the concentration of the horde and also where I filled in the previous position of your infiltrators.
>>
Rolled 100 (1d100)

>>2410513
I will vote this.
>>
Rolled 15 (1d100)

>>2410626

Well, fuck.

>Crit Detected
>Actions [LOCKED]

Writan' but this may take a while.
>>
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Rolled 36 (1d100)

>>2410457

Regular Hunters have moved forward and established themselves in a position to protect our flank and ensure our exit route isn't cut off by monsters. They kicked so much monster ass on the way in that the horde has momentarily recoiled from them, and the section of Remnant defenses they are near.

>Regular Hunters have engaged Remnant Forces

Our first contact with Remnant forces indicates that they bear technologically advanced, fully sealed light armor that seems to enhance their mobility and provides a few other unique abilities. They also wield conventional firearms of strange manufacture and are using ammo that bursts in midair and eats away at whatever organic matter the explosion touches. Altogether quite nasty stuff. Their entrenchments are heavily fortified with automated turrets and other advanced tech as well.

The zombie horde we were guiding has completed overwhelmed the Remnant's North Defenses and hardpoints. While the troops in the open were too quick to be engulfed and retreated into the main building before sealing it, those that were stuck in fortifications were trapped. The zombies quickly physically engulfed the structures, and the distinctive crunch of bones breaking and screams of bent metal echo across the battlefield as the zombies beat themselves bloody with no regard for the damage it is causing them.

The Experienced Hunters are now in the main courtyard of the complex, and await orders.

The Infiltrators are supporting the zombie horde in attempting to crack open the last few Remnant Bastions, and have coaxed the horde to begin piling itself into a mound to engulf the main structure in an attempt to seal the Remnants in.

Mursik has advanced on Ground Zero of the explosion that kicked off this whole event. The heavily fortified structure of the lab facility is made evident when several stories have been reduced to glowing edges and centuries of swampy growth has been blasted free as well. It resembles more an image from an engineering textbook than what anything in real life should look like. Thick automatic bulkheads have already all shut, and the red beams of emergencies beacons make the scene even more eerie.

"Hmm...tastes like...Aah, those stupid motherfuckers. Thought they could figure out how to control the old experiments here?

Oh but wait, what's this? There's still something left? Huh, Psi-Reactor. Sheeiiit, Dally'd or the ol' boys would kill to get their hands on this. Still on, too! Well, I can fix that."

>Mursik has deactivated a device near the explosion!
>Remnant defenses have been detected powering down!
>An entry point has been discovered into the northern building, through the crater.

>Alert!
Reinforcements from the Grotto have arrived to our East. They report that something feels...strange about the zombie horde emerging from underground, but they are not close enough to tell what it is.
-The bulk of the NW zombie horde is beginning to arrive. Special zombies incoming.

>What do?
>>
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Rolled 65 (1d100)

>>2410730

Updated map
>>
Rolled 7 (1d100)

>>2410730
>>2410732
This is a critical moment! But it so complex and I haven't been in the loop for so long

Hmmm.

>TACTICS
Regular Hunters, use the nearby growth to your advantage and get some zombie help if needed. Using the principle of least resistance, funnel the monster horde from the south away from our western zombies and into the side of the remnant defenses. Make it difficult for the horde to spill out and attack our northwestern zombies.

Experienced hunters in the Courtyard, support and protect the infiltrators and both of you attempt to link up the Northwestern Horde with the Eastern Horde together and seal off the Remnants from the North. Have both hordes securely linked together, so the infiltrators can safely move to and fro them.

Mursik there's an opening in the north? Better go and take a gander at it, before that monster horde in the north decides to spill in. I'm sure we don't have to tell you of all people of the dangers of old stuff so just be careful.
>>
Rolled 68 (1d100)

>>2411290
Sounds good
>>
>>2411290
Vote
>>
Rolled 67 (1d100)

>>2411290
Dice
>>
Rolled 33 (1d100)

>>2411290
good idea, rolling
>>
Rolled 100 (1d100)

>>2411290 [LOCKED]

Writan'
>>
Rolled 38 (1d100)

>>2411976
Huh, well that...complicates things.
>>
>>2411978
Good complication or bad complication?
>>
Rolled 56 (1d100)

>>2411976
You goddamn players and your blessed dice.
>>
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Rolled 12 (1d100)

>>2410730

Your troops have all advanced as directed.

Our Regular Hunters have torn a path through the monster horde flank, leaving a small gap in the assault against Remnant lines. The Monster horde is being successfully held off on that flank, and even seems to be hesitant to advance into the patch of vegetation.

The Experienced Hunters and Infiltrators meanwhile successfully encapsulate the Remnant-owned facility by coaxing the Eastern horde in. Experienced Hunters are now holding the line against the monsters on the Eastern Flank, but are expending considerable amounts of spore grenades and other consumables to do so.

The Infiltrators have withdrawn themselves into the Eastern Horde, and are watching the situation develop.

>Alert!
-The Eastern Horde is composed of fungal-type zombies, and our men find it extremely easy to blend with and operate among them. It also seems like a few of them are...armed with melee weapons?
-The Eastern Horde is clashing with the NW Horde!

>WARNING!
>A Controller's attention has been detected in the NW Horde.
>Chances of discovery in contact with said horde have been greatly increased.
>>
Rolled 81 (1d100)

>>2412135

Mursik has proceeded inside the Northern Building to investigate. He reports that there's quite a bit of valuable looking stuff in here. Mostly laboratory equipment and cases marked with varying degrees of "BIOHAZARD, YOU WILL DIE IF YOU TOUCH THIS CONTAINER. PROPRIETARY PROPERTY OF [REDACTED]" labels. Too bad we don't have anyone who has any clue about what lab equipment might be useful and what's just a fancy microwave.

That was when your men were walking through a hallway towards a thick looking metal bulkhead when suddenly a series of clicks and mechanical whirs issued forth from the ceiling, and walls that were suddenly covered entirely in high-calibre belt fed autoturrets all pointing at your mutants.

"Fuck. Me." one of your mutants whispered before bracing himself to be obliterated.

"Processing ID...

Employee Division 'Mee, Phuck' confirmed in registry. Assessing Security Clearance for access to Omega-Level Labs...Access acceptable, guests allowed.

Please be advised: Mee, Phuck and guests.

Main power has been shut down, Specimen Containment breaches have been detected in-nn-n the following facilities and are overwhelming advanced containment procedures. This system suggests immediate evacuation."

A small hologram is shown in front of your men, with every building except the Remnant-Controlled one and the installations around the southern lake highlighted in red.

>Headhunter Mursik
"...Yeah. I think we need to grab and dash. NOW."

Your reinforcements to the East, without receiving any orders, have advanced to observe the Southern Lake. In the process they identified several Remnant hardpoints on the building they are closest to, but are too far away for any other tactical information.

>What do?
>>
>>2412001
>Shameful fluff-whoring
"Mama, the grave tribe has had so many near escapes. How did we get lucky so many times in our history? By all rights we should be dead!"
"Hmmm... you're familiar with the idea of the multiverse?"
"Many possibilities, one bears fruit?"
"That's the simple explanation to make children stop asking questions. But there's a secret hidden in it. This universe - that's the fruiting body. The mycieling... extends beyond it."
"The fungi exist in other universes?"
"Touch other universes. At least the same thing grows into this one and others. When we say the fungus knows what we don't - "
"it meas possibilities? It knows how to steer between them?"
"Meddle is more like it. But yes, that is one thing the fungus knows"
The young mutant's eyes widen. "Is there anything the fungus doesn't know?"
Mira laughs. "Plenty! Past and future for one. Wheels and levers. The feeling of satisfied curiosity. The fungus wouldn't bother with us if it weren't getting a lot out of the deal - and knowing more than something doesn't mean you can't learn from it. Just look at our sentry skrittipedes".
"There are so many possibilities!" the young mutant exclaims. "How can we best make use of them?"
Mira smiles. "That's for you to figure out, my curious one. Me, I like brewing. It's enough to learn for one lifetime. But a tribe has a lot of lifetimes going on at once. What you do with yours, well, the fungus will be here to help you with that too".
>>
Rolled 49 (1d100)

>>2412173
If Mursik thinks it's time to grab and dash, I'm inclined to believe him. Does he have a heroic ability to disappear himself and his troops suddenly?

Either way, my vote is to grab whatever looks valuable and regroup at the big patch of dense jungle to the northwest. Once we're there we can stash loot and assess whether we want to risk participating and/or harvesting from the carnage.
>>
Rolled 34 (1d100)

>>2412173
Roger that, Mursik.
You and your team grab whatever you can. Focus on the cases over the equipment, it seems like it's more likely to be something we can actually use.

Infiltrators, if possible, meet Mursik's team at the hole to help carry whatever they can loot.

Regulars, you've been cut off. Fall back and make your way back home.

Experienced hunters, fall back and meet up with the Infiltrators and Mursik's team.

Mursik's team, infiltrators, and experienced hunters will work their way around the buildings, coming out South of that small monster-infested lake that zombies are now getting into. Then get to that patch of dense undergrowth.

Reinforcements, meet up with the others at the patch of undergrowth northeast of the Remnant-occupied lake facility, where one team of you is already at.

Once we're all (minus regulars, who will already be leaving) relatively safe in that largeish patch of undergrowth, we can decide whether or not to have anyone stick around to observe what happens.

>>2412207
That'd require our units to go through the NW horde, and we just detected a controller's attention there. I'd rather not take the risk of discovery.

Also when he says we need to dash, I take that to mean we shouldn't stick around for when whatever's in containment shows itself. Although I altered my action in case we do want to keep anyone on the periphery to observe (which we'll decide next turn)

Actually, that should probably be Mursik's call.
>>
Rolled 41 (1d100)

>>2412257
On second thought, second group of reinforcements, the southern ones, try to identify the southern zombie horde that's snaking its way towards your position.
>>
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Rolled 18 (1d100)

>>2412135
All forces avoid contact with the NW Horde as far as feasible.

Our regular hunters should continue funneling the monsters into the enemy defenders, and away from the NW Horde.

Our Experienced Hunters to the north should move into vegetation for cover, and fight until all ammunition is expended to buy time for Mursik and his crew to snatch and grab.

Our infiltrators should move into the eastern horde, and proceed to try and get them to swing down. This should cut off the enemies line of retreat, and reveal any additional hidden defenses and also bring the eastern horde in contact with the enemy to the southwest. The monsters pressing from the north may help to push the eastern horde down, and you can use the eastern horde for cover too.

Hunter reinforcements, await in the vegetation until either the eastern or the southern zombies have engaged the enemy defenders on the lake. Use the zombie cover and assist them in taking out those lake defenders.

Mursik, the Experienced hunters are gonna buy you time. Snatch and grab uh. . .everything you think you can!
>>
Rolled 69 (1d100)

>>2412207
Actually, he does have such an ability. But I don't think it's necessary at this point.

>>2412282
It seems the main difference in our plans is the assumption of whether or not Mursik's unit needs to spend a full turn grabbing things before leaving.

I tend to be wrong about this kind of thing, so I'll switch to your plan, on one condition.

Have our regulars fall back to the big patch of undergrowth to the north. We have nothing to gain by continuing to fight that monster horde. At least half of it's already been diverted, and we want to avoid the NW horde anyway. In fact, it'd be good if they fight some monsters, could pull some of the heat off the Eastern horde.

Everything else is good. Especially avoiding contact with the NW horde.

Our goal is to grab whatever we can and get out, not to cause maximum damage to the Remnants.
>>
Rolled 62 (1d100)

I'd prefer mostly this
>>2412257
but with this plan >>2412282
regarding swinging the eastern horde southerly. That should give us some zombie hordes to move through when we're hauling loot.
I'm not crazy about being on the wrong side of the battle to get home, but you're right the zombie controller shouldn't be underestimated
>>
>>2412328
I would also say that, given that specimens are about to erupt out of that facility, that we shouldn't spend a full turn grabbing stuff whether it would help when rolling on the loot tables or not. This feels like more of a 'grab something as you're running by' situation.
>>
>>2412344
>>2412328
I'm down with that. Can you combine it anon so we have a single post to back?
>>
Rolled 56 (1d100)

>>2412257
>Rolled 34 (1d100)
>>2412328
>Rolled 69 (1d100)

I swear...

>>2412344
It's not really the "wrong side," it's the side our reinforcements came from remember? It's just a difference of whether we're going back to our home base or to the grotto. But besides that, we can totally swing wide of the battle to circle around home if necessary.

>>2412349
Yeah, the specimens breaching containment is our biggest worry here.

But you know what? This is Mursik we're talking about, he's independent-minded and has good judgement. Let's just leave it at "grab whatever you can and then dash" for his unit, either way our other forces will be holding the lines for now to ensure a safe retreat.

>>2412352
Sure thing.

>>2412257
>>2412282
Revised plan:

>All forces avoid contact with the NW Horde as far as feasible.

>regulars, fall back to the big patch of undergrowth to the north (of your current position).

>Our Experienced Hunters to the north should move into vegetation for cover, and fight until all ammunition is expended to buy time for Mursik and his crew to snatch and grab.

>Our infiltrators should move into the eastern horde, and proceed to try and get them to swing down. This should cut off the enemies line of retreat, and reveal any additional hidden defenses and also bring the eastern horde in contact with the enemy to the southwest. The monsters pressing from the north may help to push the eastern horde down, and you can use the eastern horde for cover too.

>Hunter reinforcements, await in the vegetation until either the eastern or the southern zombies have engaged the enemy defenders on the lake. Use the zombie cover and assist them in taking out those lake defenders.

>Mursik, the Experienced hunters are gonna buy you time. Snatch and grab uh. . .everything you think you can!

We okay with this?
>>
Rolled 73 (1d100)

>>2412378
Hm I'm wondering at this point if the brain is linked to us in some way. The fungi zombies have helped with the monsters and now here.
>>
>>2412391
Technically we helped it with the monsters, as it was the cause of them coming and their target.

But yes. It's probably why we Hunger so much more now, and mindmeld fungus was one of the ingredients in creating...whatever it's become.
>>
Rolled 90 (1d100)

>>2412378
sounds good. Supporting.
>>
Rolled 15 (1d100)

>>2412378
Vote
>>
Rolled 63 (1d100)

>>2412378 [LOCKED]

Writan', sorry for the delay.
>>
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Rolled 94 (1d100)

>>2412173

Troops have moved to the ordered positions.

Our Experienced Hunters are continuing to fight the monsters assaulting the Eastern Horde, and report being possessed by a special vigor and ferocity as they do so. Their attacks ebb and flow like the tide, and each time a wave surges forth from the undergrowth monsters die. The zombies of the horde even seem to match tactics, bogging larger monsters down by sheer weight of numbers for your hunters to kill. The Hunters also report that a handful of zombies have evidence of some sort of sturdy natural armor.

This is quite unusual, Council. The Unliving are tools, not...partners.

Despite our Infiltrator's best efforts they can not prompt the fungal horde to do anything. Instead they retreat towards the southern lake.

>Alert!
-Infiltrators report sensing another controller in the Southern Horde.

Mursik has activated his heroic ability after grabbing as much as his troops could carry. It has been stashed in his new location for now. He immediately asks for an assessment and is dumbfounded to be informed that we have not yet lost a single man.

>Current Losses
-20 Wounded

>Other
-Remnant units have withdrawn from the battlefield into their building.
-Northern Horde has fully engulfed the Remnant building and is infesting the hardpoints on it.
-Southern Horde has advanced, and engaging a monster horde.
-Remnant forces have emerged from the Southern building, and appear to be setting traps. There is also evidence of considerable activity inside the building.

>>What do?
>Full retreat with the current haul (disengages tactical episode. No intelligence gathered)
>Partial retreat with current haul (designate units to leave the battlefield with current haul, episode continues and other units stay)
>Continue to observe (continues tactical episode)
>Other?
>>
Rolled 84 (1d100)

>>2416152
To get the hell out of dodge, or to stay to see how this plays out?

Does Mursik have advice on this? He seemed concerned about the specimens breaching containment; should we be safe now that we're a bit aways from the buildings and, more importantly, with other targets for the specimens closer?


I'm leaning towards
>Continue to observe (continues tactical episode)

But would like to hear what other anons and Mursik think.
>>
Rolled 21 (1d100)

>>2416152
I have to wonder if the other controller is one of the Zeds. Which we can use symbols to talk.

>Continue to observe (continues tactical episode)
My vote would be to see what changes happen from a safe area. Get the wounded and current loot out. So we can fall back quicker, if needed. Attempt Zed contact on the Southern horde. To see if we can get partners in looting.
>>
>>2416207
I'd be for getting everyone but Mursik, the elite hunters, and a team of infiltrators out. The siren call of intelligence gathering and potentially more loot is strong. But I'd agree on getting Mursik's opinion.
>>
Rolled 27 (1d100)

>>2416207

>Headhunter Mursik
“We’re honestly not that beat up, all things considered. We also haven’t grabbed very much loot though...and it’ll be hard to tell what this shit we’ve got is.

On the other hand, you can never tell what these Old World complexes have been told to do when their containment is breached, and sometimes it is very VERY bad news to be anywhere close when the countermeasures go off.”
>>
Rolled 62 (1d100)

>>2416345
Oops. Dropped my trip on my phone.
>>
Rolled 79 (1d100)

>>2416152
>>Other?
Actually, there is something else I want to do, but now is not the time for it-UNLESS we are retreating.

I'm very interested in the fungal zombies, as it's pretty obvious there's something unusual about them, and I think we have a good guess what the source is. I'd like to scout the hole the fungal zombies came from-we need to meet the fungal serpent brain, and the sooner the better.

But that can wait, if we're sticking around for now.

Also to note, I wonder if we might be able to take out one or both of the controllers.
Here's what we know of how to deal with them:
>>http://suptg.thisisnotatrueending.com/qstarchive/2298775/2310844

>>2416274
I'm pretty sure "controller" means "controller," not zeds. I'd suggest having our infiltrators try to pinpoint the controller through observation.

Getting the wounded and current loot out is probably a good idea though.

>>2416293
*experienced hunters, not elite. Elite is the top tier out of 5
>green
>regular
>experienced
>veteran
>elite

That would mean sending the reinforcements, regulars, and half our infiltrators back home.
I'd prefer sending 1 unit of reinforcements back with the loot, regroup our regulars so their wounded are in 1 unit and have that group leave too.

If we're thinking we might see more action, we need to keep most of our strength.

>>2416345
So the going concern here is that there might be a giant series of explosions or something?

I typed out a thing about falling further back just to hedge our bets but you know what? I think I want to take the chance this time.

But still have the reinforcements next to Mursik's team move the loot we have further back. To that undergrowth Southeast of the undergrowth they're in now.
>>
>>2416394
Woops

http://suptg.thisisnotatrueending.com/qstarchive/2298775/#2310844
>>
>>2416419
Is that working for anyone else? It's not for me. Gets me to the old thread, but doesn't highlight the post I'm trying to share.

I'll try this.
>>http://suptg.thisisnotatrueending.com/qstarchive/2298775/#2310844
>>
>>2416490
Only time I've seen a post do that is on 4chan and not from an archive site.
>>
>>2416490
Well, I feel stupid.

>>They are the zombies of whom we know the least, for they surround themselves with the peculiar zombie mutants that are best with detecting us. The few that we have killed, rather than subtly shooing away, even still did not reveal much. The Mind-Meld fungus reacted to their presence in much the way it does to us, but communion with it never revealed anything of us. Physically they do not usually appear as any different from any other zombie...though patterns can be read in the way the horde bunches by our most skilled infiltrators that helps to locate them. We rarely run into them unexpectedly though despite their stealth, as any horde lead by one has a distinct...taste to its behavior and flow.

>>When they ARE different from the rank-and-file they are usually quite distinct, but follow no observable pattern in their physical form. These are exceedingly rare though, and we steer far clear of them and their subjects.

>>Both sorts share common behaviors though, chiefly is their tremendous cowardice. This is their main strength, and chief weakness. If you can convince them of their personal danger, or the likelihood of loss of their horde they will instinctively panic and flee while blending in with their fellows.

>>This is the correct time to strike to take one down. When they are distracted, and accordingly so are all their subjects. Even the special ones. The sole monstrous Controller we have killed was taken in this way. Its defenestrated and artfully reconstructed corpse is what composes the Chief's throne even today."

That's it.
Anyway, we need to figure out what we're going to do here.
>>2416274
I favor this, minus trying to talk to the controller on the belief that it's actually our friends.

>>2416516
I could've sworn it worked for me the other day. Wasn't expecting it then, but that's why I thought it'd work now.
>>
>>2416152
Wait, I just had an idea.

The only buildings that did NOT have escaping specimens in them were the big one the Remnants occupy and the ones around the Southern lake, right?

Well, as far as we know the remnants are only stationed in 1 of the 3 lake buildings.
Leaving the others presumably empty.
I'd like to go look into the southernmost building.
Maybe all our forces could work their way to it? We'd have to confirm its occupancy status first though. And the zombies are kind of going towards it...with a controller in the horde, that could be a problem.
>>
Rolled 25 (1d100)

Well, in case we decide to play it safe-ish:

Everyone fall further back .
Regulars, to that patch of undergrowth you were hiding behind at the very start of the battle.
Experienced hunters, to that undergrowth with the black marks over it, far east side of the map.
Everyone else, to that big patch of undergrowth in the southeast. Reinforcements who are with Mursik's unit, help them carry their haul there.
Everyone, especially infiltrators, avoid getting too close to hostile forces en route to your new positions. Infiltrators will probably have to swing wide of the Remnant lake building.
>>
Rolled 65 (1d100)

>>2416556
I like this idea. Whatever countermeasures against breaches is in place, they would be designed to keep as much of the infrastructure intact as feasible, so it should be a safe place to ride out whatever the breach set off. The only thing that worries me is that the remnents didn't take them over yet. They may be inaccessible, but our infiltrators to the north of the lake should be able to to tell whether the southern horde is getting chewed up by automated defences there or something.

My vote would be
>Evacuate the wounded with the loot, re-form the squads
>Make our way to one of the unoccupied compounds (I'd be more for the northern one, more confusion to hide amongst getting there, less chance of getting caught in the open and more opportunity to intervene in the fighting- what's your argument for the southern one?)
>Loot targets of opportunity along the way
>>
>>2417587
>what's your argument for the southern one
Isolating ourselves from the fighting is half the reason I proposed it. We'd have to go through the thick of the Southern horde to get to the Northern lake building; I'm sure some of our units could get through undetected, but all of them? This would be especially hard for the regulars, since not only are they less skilled, they'd have to go the long way through the horde, risking being found out by the controller the whole way.

To elaborate on isolating ourselves: it's more to get a safe place to observe from (plus we can take whatever's inside). We don't have to risk ourselves, but as far as targets go, the controller zombie will be having similar thoughts-they usually stay near the back of their horde, so if we're on the opposite side of its horde from the fighting, we're more likely to get a chance to take it out.

The smart zombies are the only ones here who are truly our enemy. The monsters and the remnants are dangerous prey. We don't show them mercy, but neither do we kill them simply for the sake of killing them. The controllers' hordes are liabilities for us while they live, but cut off the head and the body doesn't die-it is transformed into an asset!

There's also the matter of potential containment breach countermeasures, as Mursik mentioned. I figure if any place in the vicinity is going to be safe, it's going to be the non-compromised building farthest from all the compromised buildings. Hopefully there is no such extreme countermeasure, but in that case, we'd want to be far from the countermeasures to avoid the escaping specimens.

But yeah, otherwise I'm down for doing this.
>>
>>2418204
>far from the countermeasures to avoid the escaping specimens.
Meant far from the compromised buildings. bleh.
>>
>>2417587
>>2418204
But in either case, I guess our first step, after regrouping, would be to send Mursik's squad to check out the building of our choice.

I guess it might be better to have the regulars sit tight where they are (after 1/3 of them including wounded leave, and they regroup). Our experienced hunters could keep helping the fungal zombies against the monsters. This way we'd still have people near the NW horde, which could give us an opportunity to kill the NW controller, if the circumstances are right for it.

Actually, if we go that direction, maybe the regulars should sneak up to the patch of undergrowth further north of their current position.
>>
Rolled 86 (1d100)

>>2416274
Vote
>>
Rolled 83 (1d100)

I've done so much spitballing over the last 24 hours, even I don't know what I'm supporting

>>2416274
Vote
To clarify the issue, and since it got another vote.
Just, PLEASE don't reveal ourselves to the Southern controller. That's the only real problem I have with this. Doing Zed signals there would just be disastrous.
>>
Rolled 66 (1d100)

I'll be back later today anons, sorry for the delay. Night shifts are taking it out of me.
>>
Rolled 75 (1d100)

>>2420146
See, so hard it even knocks my name off of me sometimes.
>>
Rolled 33 (1d100)

>>2416207

>Watch and wait [LOCKED]

Writan'.
>>
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Rolled 7 (1d100)

>>2416152

Our men have held their positions, and the loot has been stashed away to avoid casual detection. Even in the event that we have to abandon the battlefield without it we should be able to extract it later.

>Alert!
The monster horde our Experienced Hunters are dealing with is beginning to thin out, which is good because the men have nearly exhausted their ammunition. [Experienced Hunters will begin taking increased losses due to lack of ammo next turn unless something is changed]

-The lab buildings within observable distance have all erupted with strange amorphous pseudorganic growths. They seem to be attempting to assimilate all nearby forces. Fungal Zombies are fighting through the growths into the buildings, other forces do not seem to have been caught off guard and are sustaining heavy losses.

-Remnant forces appear to be staging a vehicle convoy outside the building we have identified them in.

-Our troops express feeling a strange desire to...rend the laboratory inhabitants limbs from limb and drink the still-pumping blood from their veins. This seems to apply both to the new growths and the Remnants.

>Other!
-Our experienced hunters state that some of the zombies they've observed heading towards the lab complex were wearing armor, though it was difficult to make out details due to distance and fighting monsters.
-Our troops are reporting that they are beginning to feel mutations develop from so much intense fighting without proper armor.

>>What do?
>You may withdraw at any time. Loot will be taken along as long as at least 1 East-side unit is not engaged in combat.
>>
Rolled 76 (1d100)

I'd like to get our regulars reunited with friendly forces.

Seems this would require cutting through the stragglers behind the NW zombies (and NE monsters) or the South monsters (and SW horde).

We could try to help the fungal zombies now, or do something about the lakeside remnants. If dealing with remnants, we could wait till their convoy is leaving and ambush it, or wait till it leaves and capture the building (if anyone is even left)

>>2421620
Experienced hunters, fall back and head to rendezvous with our reinforcements.
Regulars, make a charge to break through the horde to the south, and hide in the undergrowth just north of the river.
Infiltrators, try to figure out where the controller is in the Southern horde.
Mursik and reinforcements, stand by and continue to observe Remnants.

Kind of feel like we should be helping the zombies, would send reinforcements, but it's probably better to keep them near the remnants if we're going to make a move on them soon.
>>
>>2421620
It is just some stragglers our regulars would have to get past to get where I want them, right?
>>
Rolled 17 (1d100)

>>2421705

It would appear so, enemies that got caught fighting local ambient monsters and such. You don't anticipate much resistance. You're capable of moving even through dense enemies most of the time it just means fighting to do so (for instance retreating when surrounded is always an option).
>>
>>2421620
Well, the countermeasures seem to have gone off. I'd be for the following:

-Experienced hunters, gather some trophies from the fallen monsters then head northeast and try to make friendly contact with the fungal zombie nest (see if we can find our old friend the brain)
-Infiltrators, try to identify any zombie controllers in the southern horde
-Mursik and friends, be ready to move on the remnent base if it gets abandoned (alternatively, we might want to help the fungal zombies if they're doing well against the countermeasures. I bet they'd make great growth-nades if we got a bunch home to Mira
-southern regulars, move to the west of the thicket you're in and try to assess whether moving on the southern compound would still be a good idea.
-Northwestern regulars, observe the action and be ready to help the zombies if you can do so without risking too many losses

man, would be great to have some horknath lung potions so we could just move through the water bodies.. something for a later turn I guess.
>>
Rolled 89 (1d100)

>>2421805
dice
>>
>>2421805
Couple things

Seems unwise to prioritize taking trophies during a battle. When not engaged in combat, sure. Incidental trophies, sure, but giving an order to take them seems odd.

Likewise with going to the source of the fungal zombies-it's a great idea, but should be done when we aren't going to be doing any more fighting. I know, experienced hunters shouldn't be fighting right now, but my idea was to get them to meet up with the reinforcements and have reinforcements share their ammo.
The serpent brain is probably doing all it can right now, so it wouldn't really help us in this fight to go looking for it.

Helping the non-fungal zombies is still really risky due to the controllers. (which is why I want the 3 regulars to head south; get closer to friendlies and be in position if there's a chance to take out the southern controller)

And our people can still swim. Don't know how good they are at it, but probably at least adequate.

But I like the idea of having southernmost unit take a look at the southernmost building.
>>
>>2421805
Also I suspect the growths are actually the specimens, which have overwhelmed all countermeasures that were deployed against them. But that's not really important.

As for the other stuff, I'm willing to fold on the experienced hunter's orders, but not the NW regulars. The other stuff, I agree with.

Would be willing to do something with the regulars other than my idea. In fact, I'd go with your idea if we clarify that they're not to actually move into the nearby horde (like, instead they'd be fighting from the undergrowth like they were before)
>>
Rolled 1 (1d100)

>>2421854
When I say 'take trophies' I mean 'harvest useful components' - I assumed that's a part of fighting monsters, but maybe hunting is a different kind of action and I'm unclear on how long it takes.

What you're saying about regulars and experienced troops meeting at the undergrowth
to the south and sharing ammo makes sense. I'm changing my vote to that, though I'd still like the experienced troops to loot before leaving the northern battleground if it's feasible.

I'm unclear whether we have the same priorities here though - I'm thinking our main goal here is loot, secondary gathering intel, and we don't care much what faction wins. I'd certainly want to try and avoid getting into it with the remnants in particular, after a civ-ending critfail like that the survivors may be willing to barter some of their spare tech for a place to lay low. Are you also wanting to kill the southern controllers so we have more zombies to blend into in our day-to-day?
>>
>>2422511
Figures. Thank the fungus that wasn't a heroic action.
>>
>>2422511
The thing is, they're engaged in combat, out of ammo, and we can get monster parts easily from other sources. This combination of factors made me think it's not worth it to risk themselves looting their kills.

Main goal is loot, or at least it was, but it was looting stuff from the compound and the Remnant; stuff we can't normally get. Monster parts can be acquired through normal hunting.

It's not a civ-ending critfail for the remnants. The guys here are just an expedition force, their home base is somewhere else.

I'm kind of shifting in priority because of the bloodthirsty rage our troops are feeling towards the remnant and weird growths. I think it's the serpent brain trying to tell us that those things are threats, too dangerous to leave alone.

The biohazard is trying to assimilate everything, if left unchecked it could consume the whole swamp.

The remnants are an enigmatic group interested in lost and extremely dangerous biotech. We don't know what their deal is, but they're sticking their noses in our swamp, and it's very unlikely they'd be friendly towards us. Assuming they aren't outright evil, they're still old world remnants, and we're pseudozombie mutant tribals. They almost certainly will see us as on basically the same level as intelligent monsters.

I kind of suspect their faction actually is sinister, but for now that's beside the point. The point is, they're going to see us as monsters.

Yes, that would be a benefit of killing the southern controller. We'd also have more zombies to blend into here and now. Also, controller zombies are our natural enemies. One less of them in the swamp makes us all safer.
>>
>>2422511
I get that you wanted to harvest useful components, I just don't understand why you want our hunters to risk themselves by harvesting in the middle of combat to obtain ordinary monster materials that they could get by hunting at basically any time.
>>
Rolled 24 (1d100)

>>2423442
To further elaborate, when we gathered monster parts before, I think our gatherers were not at the front lines, and were being covered by those of our tribe who were fighting. Our experienced hunters have only each other to cover them.

On the bright side, I finally realized this puts us in 3rd 1 territory. We're also in 3rd 100 territory, so reversed for what kind of roll we want if we get a crit.
>>
>>2423189
So if I understand correctly, your reasons for staying here are 1. chance to further loot the compounds and 2. chance to do damage to zombie controllers and/or dangerous growths. I'm actually inclined to mistrust the brain, Its short term interests seem aligned with ours but we don't know whether it sees us as compatible with its long-term interests.

Would you be for staying here, riding out the battle, and doing a full turn scavenging after it ends, or for getting out of dodge once we loot a couple of the other compounds? I'm just trying to get on the same page strategically.

One thing we should definitely do about the growths though:
>>2421620
>"Yo Mursik, you ever see growths like that? Should we try and get some samples back to Mama?"
>>
Rolled 30 (1d100)

>>2422511
>>2421854
>>2421805

>Actions LOCKED

This is going to be...complicated due to the nature of those actions and I don't have much time tonight. Next update sometime tomorrow probably.
>>
Rolled 54 (1d100)

>>2424105
Let me just make a roll or two here
>>
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Rolled 43 (1d100)

>>2424130

Mmhmm. Yep.

https://www.youtube.com/watch?v=0qXmxVySMzw
>>
Rolled 38 (1d100)

>>2423642
That's pretty much correct, yes. Also intel gathering.

That's actually a very good point about the brain, which I shall try to keep in mind. However the growths and remnants still aren't friendly, and I'd argue we should treat the fungal zombies as allies for this battle.

Depends on who's left once it's over. If the fungal zombies win, we could probably do a full turn scavenging afterwards. If the growths are consuming everything, hell no. However we might want to get away soon regardless, depending on how this critfail plays out.

Basically I'll have to see what happens before making a personal call on what our goal for the rest of the battle should be. We always have to adapt our plans to changing circumstances, and a crit, good or bad, can cause some major changes.

I'd like to help stop the growths if possible, but if that course of action looks too costly, loot the buildings (the few that we potentially can) and run.

>>2424105
>>2424130
>>2424134
Well, this is going to be crazy. Yep, definitely going to need to see what happens before making plans, as it's highly likely our main concern will become reacting to what happens next.
>>
Rolled 18 (1d100)

>>2424297
>likely our main concern will be reacting to what happens next
I agree with you there. Hopefully we can turn disaster into opportunity.
>>
>>2421620
>-Our experienced hunters state that some of the zombies they've observed heading towards the lab complex were wearing armor, though it was difficult to make out details due to distance and fighting monsters.
Strelok keeps mentioning this. I think I know where our armor, at least, went.
Kind of what I've been saying, since I figured a lot of our missing stuff was with the brain.
>>
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Rolled 56 (1d100)

>>2421620

Our Experienced Hunters have attempted to collect trophies and withdraw...only to discover that every single one of the monsters they tried to harvest was infested by vicious parasites in the process of consuming their dead hosts. Then just when we were about to make our withdrawal the fleshy growths from the lab launched several eggs full of sticky goo out, then several more that hatched into strange swarms that consumed the goo around them before seeing our hunters. Hunters have become embroiled in battle with them.

>Experienced Hunters have exhausted their ammunition, and are sustaining casualties.

The Infiltrators attempted to get closer to the Southern Horde in order to identify where the Controller might be. Unfortunately they got too close and kinda got...swarmed by the zombies. On the upside they say the Controller is definitely nowhere near them, on the downside they don't know where it's at aside from that. On the downside they report that these zombies are particularly nasty and their coordination is impeccable.

>Infiltrators are engaged in combat and sustaining casualties.

Mursik and both units of Regular Hunters near him have come under attack from drone units, and have been pinned down. Meanwhile the Remnants themselves have departed with their convoy.

>Mursik and nearby units are engaged in combat and pinned down, but not sustaining casualties

Our Northwestern forces attempted to observe the action, and moved to assist the zombies at what seemed like an opportune time...only to fall into an ambush.

Alert!
Mutant Zombie units detected!

>Northwestern regulars are engaged in combat, and are sustaining HEAVY Casualties.

>Alert!
-All units are sustaining casualties to a greater or lesser extent.
-The Lab Growths seem to be very effective at assimilating monsters, less so with zombies.
-Northwestern forces report hearing the distant sound of vehicles approaching.

>>What do?
>You may withdraw at any time. Loot will be taken along as long as at least 1 East-side unit is not engaged in combat. Casualties in retreat will vary based upon level of engagement at the time.
>>
Rolled 28 (1d100)

>>2426329
Mursik and nearby units, fight the drones. Draw them into heavy undergrowth where you'll have advantage.

Regulars and infiltrators, try to lose the zombies by falling back into the heavy undergrowth.
Infiltrators, try to go help Mursik's unit and adjacent unit after retreating through undergrowth.
Regulars, just try to lose the mutant zombies.

Experienced hunters, work with the fungal zombies against the Lab Growths, let the bloodlust fuel your fight to survive.
>>
>>2426410
voting
>>
Rolled 26 (1d100)

>>2426662
>>2426410
>>
Rolled 62 (1d100)

>>2426329
>Murisk engage ability “now you see me” to force our units to regroup and resupply with the aid of “now you don’t” we will ambush a single growth, isolate it for samples, you know more about what’s going on than you say, what do you think this is?”
>>
Rolled 97 (1d100)

>>2427256
Good idea, but I really don't think "now you see me" can affect the entirety of our forces, i.e. multiple units who are spread all over the battlefield, and also he already used it.
>>
Rolled 40 (1d100)

>>2427264
The cool down time is 3 turns due to the shortened timescale. He can take 2 units in addition to his attached (provided they’re adjacent) in tactical scale, though the range you can cover with it decreases the more you’re transporting.
>>
Rolled 14 (1d100)

>>2427295
So still on cooldown this turn, but will be available next turn?

>>2426410
Modification to this plan:

Regulars and infiltrators, try to lose the zombies by falling back into the heavy undergrowth.
Infiltrators, try to go help Mursik's unit and adjacent unit after retreating through undergrowth.
Regulars, just try to lose the mutant zombies.

Experienced hunters, disengage and move south trying to meet up with Mursik's team

Reason: experienced hunters out of ammo, on further contemplation whatever enhancement the fungal horde provides likely not sufficient. I suggest making another attempt to regroup before deciding further action.

Hopefully this will please the dice gods, and grant me a 90.
>>
Rolled 65 (1d100)

>>2427330
Somehow, Mursik and reinforcements' orders got cut off.

>>2426329
>>>What do?
>Mursik and nearby units, try to draw the drones into heavy undergrowth where you'll have advantage, from there either destroy them or lose them, whichever's easier.

>Regulars and infiltrators, try to lose the zombies by falling back into the heavy undergrowth.
>Infiltrators, try to go help Mursik's unit and adjacent unit after retreating through undergrowth.
>Regulars, just try to lose the mutant zombies. It's a big thicket with good dense patches, you can do it!

>Experienced hunters, disengage (also by falling back into heavy undergrowth) and then move south trying to meet up with Mursik's team. Go on far side of the pond from the infested buildings.

>And hope they miss a lot

Decided to make a slight modification to my plan for Mursik's unit (and nearby units). Also slightly elaborate for the 3 regulars and the experienced hunters.
>>
Rolled 96 (1d100)

>>2427330
Yes, it will be available next turn.
>>
Rolled 67 (1d100)

>>2427330
>>2427334
Vote!
>>
Rolled 24 (1d100)

>>2427334
>>2428879
2 votes for modified plan

>>2426662
>>2426667
1 vote for original plan

Close enough?
Rolled 66
>>
Rolled 24 (1d100)

>>2429153
I'll change my vote to the modified plan
>>
Rolled 1 (1d100)

Good news and bad news anons.

Good news:
I should now be available to post more often!

Bad news:
It will be in the middle of the night!

Anyway, look for a thread on Friday if I don't get this updated before it drops off.




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