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Rolled 29 (1d100)

Before the Overlord vanished abruptly. You spent time building up your lair, building improvements, summoning minions, and saving up as much as possible. After a Dwarven Mine was raided and you triggered a great gathering of undead. You left with them, curious to know where they were headed. You tagged along with the undead, lived by their side despite being alive, talked with their intelligent members, and suddenly achieved enlightenment. You lost track of time. How far you traveled. Only to discover the undead led you to a great underground necropolis. Only then did you snap out of it and decided to head back home. Your curiosity satisfied and concerned about what happened since you were gone.

Shortly after the departure of the Overlord dwarves investigated to see why their mine went dark and upon discovering the Overlords Lair. Raised up an army to destroy it. Sadly for them despite being well prepared, exceedingly well armed, and knowing exactly how it should be done. They failed to consider the depth of mischief of the goblins. Who unleashed a great tide of enraged elementals upon them. Crushed the dwarven army lost.

Still missing their Overlord the minions soon fell into chaos with the lack of leadership. Despite their victory. There was much fighting over what to do and over the loot, they got from the dwarves. Extreme measures were taken and the minions finally agreed to a plan. While the Overlord was making his long journey back thinking of the things he had witnessed and learned along with being very worried about his lair.

The minions left the lair with purpose Consensus had finally been achieved and they had a plan...

The Overlord had no idea what he was about to return to. After having left the minions to themselves for far too long without oversight.
>>
Rolled 71 (1d100)

>>2418770

>Currency: 2 Energy. 5 Wealth.
>Pop 2763 (1 Overlord. 1200 goblins. 600 orcs. 10 Grey Dwarves. 1 human. 300 kobolds. Elementals 200 Fire, 200 Earth, 100 lava. 30 Weak Wretches. 100 Ogres. 50 Cave Trolls. 1 Dark Flame Spirit.
>Military 1(Overlord)
>>Food: Low
>>Water: Very Low
>>Morale: Medium
>>Medicine: Low
>>Health: Low
>>Armaments: High
>>Fuel: Rock(extreme). Fire Gems(Plentiful). Magic Crystals(High). Rock Gems(Plentiful). Earth Crystal(extreme). Flame Crystals(extreme). Pressure Rock(extreme).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). digging(crude). bronze Forging(crude).
>>Reputation: Who?
>>Infrastructure: Concerned Dungeon Core. Fungi Farm+(medium). Insect Farm+(medium). Worm Farm(medium). Medical Plant Farm(medium). Goblin Magma Forge+(Small). Orcish Forge+(Small). Sleeping Quarters(Large). Goblin Warrens(Tiny). Clay Kiln(Small). Tavern(Medium). Cave Pig Farm+(medium). Magma Mining Flood Plain(Large). Cave/Fire Chicken Farm(medium). Beast Den(Medium). Crypt+(medium). Graveyard+(medium). Training Yard(Medium).
>>Defenses: Booby trapped entrance.
>>Creatures: normal Bugs. 1 Hydra. 1 cat. 10 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. 2 terry tarcat. fireworms. Feral Elementals(earth, fire, Lava). Fire Chickens.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Sling. Looted Dwarven(Moderate) Goblin Bombs.
>>Ammo: stone. copper. Bronze. Looted Dwarven(moderate).
>>Armor: Mushroom Head Shields. Stone Scale. Leather. bronze mail.
>>Communications: Dungeon View. Overlord's Scry.
>Goods: Crude Bronze Tools(Moderate). Crude Primitive fire clay pots. Stone Tools(plentiful). Copper Glyphs(few).
>>
Rolled 76 (1d100)

>>2418874
>Magic:
>>Materials: Flame Mud(Plentiful). Earthy Mud(plentiful). Common minerals(Absurd). Uncommon minerals(plentiful) Rare Minerals(excessive). Very Rare Minerals(Very high). Exotic Minerals(high). Common Refined Metals(Plentiful). Uncommon Metals(excessive). Rare Metals(high). Very Rare Metals(moderate). Exotic Metals(Moderate). Common Gems(absurd). Uncommon Gems(Plentiful). Rare Gems(excessive). Very Rare Gems(very high). Exotic Gems(High). Common Stone(absurd). Uncommon Stone(Plentiful). Rare Stone(Excessive). Very Rare Stone(Very High). Exotic Stone(High). Common Earth(moderate). Uncommon Earth(Very High). Rare Earth(Excessive). Very Rare Earth(plentiful). Exotic Earth(high). Common Crystals(Absurd). Uncommon Crystals(excessive). Rare Crystals(Plentiful). Very Rare Crystals(Very high). Exotic Crystals(high). Common Magic Minerals(Absurd). Uncommon Magic Minerals(plentiful). Rare Magical Minerals(excessive). Very Rare Magic Minerals(Very high). Exotic Magic Minerals(high). Common Magic Gems(Absurd) Uncommon Magic Gems(plentiful). Rare Magic Gems(excessive). Very Rare Magic Gems(Very high). Exotic Magic Gems(High). Common Magic Crystals(plentiful) Uncommon Magic Crystals(excessive). Rare Magic Crystals(Very High). Very Rare Magic Crystals(High). Exotic Magic Crystals(Moderate). Common Magic Earths(Very High). Uncommon Magic Earths(high). Rare Magic Earths(moderate). Very Rare Magic Earths(Low). Exotic Magic Earths(Very Low) Common Magic Stones(plentiful). Uncommon Magic Stones(excessive). Rare Magic Stones(Very High). Exotic Magic Stones(high). Corpse Dust(very high). Corpse Ash(Very high). Flame Flesh(High). Crushed Flaming Bone(very high). Magic Ash(Plentiful). Uncommon Ash(Plentiful). Common Volcanic Ash(absurd). Very Rare Ash(Very High). Exotic Ash(high).
>Other:

Currency stat has been readjusted. Now its Macro transactions instead of Micro. You've outgrown them so congrats!

All LV 0 categories may be bought with 1 Energy. All lv 1 categories of a specific type may be bought with 1 Energy(like Summon reinforcements). A single group of lv 2 Category can be bought with 1 Energy. A single lv 3 category can be bought for 1 energy. a single lv 4 unlock can be bought for 1 energy.

You as the Overlord have gained a new trait.

>Necromancer: Boosts Necromancy and unlocks advanced necromantic options.
>>
>>2418928
>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?
>>
>>2387357
Old thread. hopefully, someone remembered to archiv it.

Now for fluff bonuses. for strong stuff, it is ONLY unlocked for free unless your fluff is that great.

For weaker stuff, you will also get a FREE sample.

Fluffed up characters can easily be made official so long as they aren't too powerful unless they got a great backstory(in which case they'll be considered a Heroic unit candidate or even an ACTUAL heroic unit).

Faction or world related fluff so long it fits the setting will also be allowed. In which case I'll probably have to come up with a special kind of reward since it won't be generalist/basic enough to list here.
>>
>>2418874
>>2387357
Ah damn I forgot to fully update the pop list for undead and the creatures list.

Which will include 1 baby Catharc Worm, Glutton Beatles, more terry tarcats(mostly because they bred by now but I would still advise buying more of them to prevent inbreeding), Sorfthlangs with the method of their creation, and the Kabal of the Deathly Beast. I was initially expecting the description of a beastmaster or some such creature. Not about a faction. I was expecting some kind of lava specialized beastmaster.

Yet that anon did come upon some things about the undead beastmasters. I wasn't expecting that nor their beasts loyal beyond death itself. Some stuff I barely even hinted at so well done anon for figuring some of that stuff out. I'll have to think about what the reward is going to be. It's not something clean cut as a new type of minion.
>>
>>2419159
ohwait Its only scrying my b https://pastebin.com/tUfsgcC1
>>
Rolled 66 (1d100)

>>2418941
Part of me wants to walk into the dungeon like an Invader and spook the s*** out of our people. With all the new Undead we can make. Well let the dungeon core in on it. So they can keep it a secret.

Also holy crap our minions have been busy. We have to make that second layer for The Horde.
>>
Rolled 99 (1d100)

>>2419240
It's ill advised by...the actual Horde to do so. We really need a layer that can keep the Horde busy, quiet, and contributing...but I'm not sure what.

>>2418941

>Other
-Compliment the Goblins and Orcs for their hard work. We will keep them around for a while longer as non-sacrifices, and would like input on what sort of layer they might be interested in inhabiting (ask the smart ones).
-Summon more Tarcats

>Evilgineer
-Come up with a list of priorities for improving the Dungeon, and provide input on what our first layer purchase should be.

>Elementals
-Continue to expand and/or improve the magma mining flood plain.

>Overlord & Other magic adepts
-Improve our water production. Either make the existing magic condenser/circle bigger, make more of them, or use some of our exotic and rare materials to improve them.
-Use our scry to check up on the Dark Flame Spirit. He's been gone a while and we want to know where our wretch hive is.
>>
Rolled 73 (1d100)

>>2419302
It doesn't have to be the whole layer for them, but we need room away from the surface for testing. That's a lot of goblins blowing things up. So a Goblin black-site would probably do us good.

>>2418941
Dungeon Core, can we make Outpost connected to here or at least get the benefits of Speedy building?
>>
Rolled 91 (1d100)

>>2419302

Let's see, ideas for a new layer...

>Food Low
>Water Very Low
>Medicine Low
>Health Low

Something that could fix all that might be nice...

>Forest Layer
Could be phrased to provide us with plenty of space to grow stuff, and access to water. Perhaps a Wintry Forest, so that anything invading from the outside that gets down to here gets fucked up from the climate mismatch. Also if it auto-produces snow then we've got a steady water supply just like that. Downside would be growing stuff in a wintry layer, but with our supply of Firestone greenhouses shouldn't be hard.

>Canyon Layer
It would mean having a river somewhere or another, and it should be pretty darn defensible and easy to hide stuff in such a layer as well. Loses out on farmspace though.

>Fungal Insect Layer
Automatic expansion, plenty of food and medicinal products should be included, fucks enemies over. The Love Dungeon did this and did it well. Could also be phrased to include a water source most likely. Probably would have to be manually expanded to accommodate large facilities, but that should be doable.

>Verdant Underground Growth Chamber Layer
You occasionally discover these tucked away in corners of the underground, often strongly warded against everyone who's still alive. Common suspicion would dictate that they are the leftover shelters of some ancient race that no longer inhabits the world, but if you do manage to get past the external wards and traps you typically find ludicrously lush caverns filled to the brim with all manner of living things. A completely self-contained self-sustaining Eden with resources aplenty to spare, and areas obviously intentionally left open for any manner of construction. It seems that whatever magic keeps these places going also makes it so practically anything introduced here thrives as well.

>>2419357
Whatever layer we get we can shove them into and have plenty of room to spare, but we've got a full on horde now so it'd be nice to get some input on what they like in a place.
>>
Rolled 32 (1d100)

>>2419087
The Kabal wasn’t meant to be a full faction, though as I look on it now yeah it really does sound like faction fluff. I imagined them as just being a flavored beastmaster version with the following predilections (because that fluff only describes their founding, and the organization has outlasted the kingdom it was founded in and developed since then):

-All recruits trained on volcanic/lava beasts (due to HQ location)
-Excellent beastmaster-as-saboteur and solo operation skills
-Members all trained in darker beastmaster magicks, including necromancy/Undeath for beasts that are loyal even after dying.
-Higher members are undead, including some ancients (however not ALL members are undead anymore, because the Varakian Crisis was a long time ago)

Tried to leave quite a bit of non-founding history free for you to play with though.
>>
Rolled 79 (1d100)

>>2418941
So here are some short/midterm ideas in order of priority I think.

>Improve water generation.
Gotta solve water first, every time. We’ve got our ring, make more and improve them. Might take some research, we might also want to hire a dedicated farm engineer guy...perhaps a Dark Halfling Farm Engineer.

>Expand all farms to Large or Very Large
First expand them. Then once they’re large enough we should expand a bit more, but more importantly reorganize each farm to have ‘wings’. Once we have separated wings, we upgrade the whole shebang with appropriate elemental rare materials and such. Then we start to get speciated plants/animals/etc. for free, and it should improve quality of life in general due to varieties of food sources. Again a Farm Engineer would be handy here. Dwarves ought to have expertise in this area right?

Same concept applies for the Beast Den too, but it’s lower priority. We line a wing with Mutonium and we should start shitting out SCARY beasts quick.

Also yay, we got a Hydra from our mystery egg!
>>
>>2419411
I think an ice or winter layer would be great just to have a cold place and source of ice. The elementals would hate it, but anyone who's not fire-aspected would love it.

I guess what I'm thinking of is more fringe benefits, but they'd be awesome ones. Ice for drinks, ice for storing perishables, plus just imagine how good it would feel to just enter or leave after a while. Also ice=water, which is a more serious benefit/concern.

Just my thoughts, probably not actually the best choice for second layer.
>>
Rolled 70 (1d100)

>>2419724
The fire and lava elementals don’t have to hang out in the ice layer, so that’s not a problem. What kind of ice layer are we thinking?

>Winter/Alpine Forest
>Glacier
>Mountain Summit
>Frozen Hell
>Ice Kingdom
The list goes on. It’d probably be worth fluffing something up to get the things we want.

Also we’re technically on Layer 0 right now. So when we buy one that’ll be Layer 1 and slot in under(ish?) us
>>
>>2419747
my vote for Alpine Forest also while were still at the Necropolis I'd like us too look for useful undead. Hoping for a Sorfthlang.
>>
Rolled 32 (1d100)

>>2419747
I was thinking something in the vein of ice caves.
>>
Rolled 72 (1d100)

>>2419754
I’m pretty sure we can sacrifice a few goblins, but a few tools, and make some.
>>
Rolled 35 (1d100)

>>2419789
Glacial caves or magically icy caves? Or MAYBE an underground unfrozen sea! The exact thing we have up top except reversed!
>>
Rolled 93 (1d100)

>>2419302
Vote.

Send support to the Dark Flame spirit if need be.
>>
Rolled 48 (1d100)

>>2419924


>>2419922
If I remember right, it requires the sacrifice of someone with magic potential. But maybe summon a sorfthlang?

>>2419924
Tough question. I like the sound of glacial caves though.

>>2419411
Although I have to admit, these sound appealing. What about something like the verdant underground growth chamber, but with more of a tropical jungle-y lost world/hollow earth/jumanji feel?

>>2419302
>>2419981
Nice rolls.
>>
Rolled 81 (1d100)

>>2419240
Eh to be fair your character went on a LONG trip.

Though it would help if you actually left some more competent minions in charge.

>>2419302
According to them, someplace more comfortable would be nice. With the smart ones saying it would be best if it was more comfortable but also more dangerous. So that way they would have something to pass the time with, also population control.

Evilgineer states the dungeon resources is stretched thin and more plants should be grown. Geothermal ones preferably. The only thing that isn't running out is the stuff that's being mined. Evilgineer suggests coming up with a use for said stuff. As for the first layer purchasing. Preferably a layer that isn't rich in mining since you already have that covered with the original layer. As for a list of priorities besides the obvious low stats. He also brings up the need for more living space, morale boosters, and more places for minions to spend their pay.

Elementals are expanding the magma floodplain some more and built a lava waterfall for it.

You meanwhile personally decide to look into the problem of water with the aid of the few magical minions that are present. Which shockingly included an Ogre Mage. The kobold mages suggesting dowsing for water and digging wells from whatever sources you find. They explain all you need to do is find some underwater rivers or aquifers. The goblin magi agree to help carve the necessary glyphs and magic formations for water generation. Upgrading them isn't a problem so long as your willing to consume a bit of magical and elemental materials to enhance the effects. The orc shamans and dark priests made a good point. They suggested that construct a proper facility for handling water. The Ogre Mage asks why we haven't bothered to summon some water elementals.

Attempts to scry the dark flame spirit reveals it currently for some reason deep under the magma sea and carefully making its way back. However, most of the elementals that went with it appear to be gone. Those who remained are...different.

>>2419238
With some mind trickery. Thanks to being undead their Scry is enhanced with Death Sight. Makes it difficult for living beings to hide from its gaze.

>>2419357
Connection to the lair requires a Core Fragment. A dungeon core can only produce a few fragments on its own. A dead core, however, can be fractured into many pieces or if Core Connects to another Core. Well, that also works Overlord.

Good luck finding another Core. Cores are extremely valuable things even to those who aren't Overlords. Of course the bigger the Core(dungeon) then the more it can spare fragments.

>>2419579
Yeah but it makes it tricky to come up with a proper reward. Just giving you a beastmaster doesn't quite cut it(since a minion fluff isn't the same as faction fluff).

I'll come up with something though. Eventually.

>>2419678
Dwarfs are only any good at mushroom farming, underground farming(including sightless fish), and terraces farms.
>>
Rolled 43 (1d100)

>>2420020
>Currency: 3 Energy. 5 Wealth.
>Pop 2763 (1 Overlord. 1200 goblins. 600 orcs. 10 Grey Dwarves. 1 human. 300 kobolds. Elementals 200 Fire, 200 Earth, 100 lava. 30 Weak Wretches. 100 Ogres. 50 Cave Trolls. 1 Dark Flame Spirit. Undead Ash Wraiths 500. 1000 fire zombies. 200 Lava mummies. 2000 flaming skeletons. 100 Accursed Ash Wraiths. 100 Fiery Zombies. 100 Lorne Lava Mummies. 1000 Burning Skeletons. 1 Flaming Boneyard. 1 Fire Zombie Lord. 1 Ashen Soul Scourge. 1 Lava Mummy King.200 Giant Flaming skeletal Monsters. 100 Giant fire zombie monsters.
>Military 1(Overlord)
>>Food: Low
>>Water: Low
>>Morale: Low
>>Medicine: Low
>>Health: Low
>>Armaments: High
>>Fuel: Rock(extreme). Fire Gems(Plentiful). Magic Crystals(High). Rock Gems(Plentiful). Earth Crystal(extreme). Flame Crystals(extreme). Pressure Rock(extreme).
>>Tech: Forbidden Knowledge. Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). Mining(crude). bronze Forging(crude). Concept of Internal Power. Special Martial Arts. Puppetry
>>Reputation: Who?
>>Infrastructure: Concerned Dungeon Core. Fungi Farm+(medium). Insect Farm+(medium). Worm Farm(medium). Medical Plant Farm(medium). Goblin Magma Forge+(Small). Orcish Forge+(Small). Sleeping Quarters(Large). Goblin Warrens(Tiny). Clay Kiln(Small). Tavern(Medium). Cave Pig Farm+(medium). Magma Mining Flood Plain++(Very Large). Cave/Fire Chicken Farm(medium). Beast Den(Medium). Crypt+(medium). Graveyard+(medium). Training Yard(Medium). War Foundry(small). Mystical Library(tiny). Private Laboratory(tiny).
>>Defenses: Booby trapped entrance.
>>Creatures: normal Bugs. Glutton Beetles. 1 Hydra. 1 cat. 10 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. terry tarcats. fireworms. Feral Elementals(earth, fire, Lava). Fire Chickens.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Sling. Looted Dwarven(Moderate) Goblin Bombs.
>>Ammo: stone. copper. Bronze. Looted Dwarven(moderate).
>>Armor: Mushroom Head Shields. Stone Scale. Leather. bronze mail.
>>Communications: Dungeon View. Overlord's Scry.
>Goods: Crude Bronze Tools(Moderate). Crude Primitive fire clay pots. Stone Tools(plentiful). Copper Glyphs(few).
>>
Rolled 5 (1d100)

>>2420038

Sell as much of our wealth/materials as necessary to expand our farms to the appropriate sizes to handle our new population. Purchase new plants and fungi for food and medicine and water collection. Elementals assist in the expansion. Fucking magic plants, magic mushrooms, ghostly Chile peppers, herbs and spices, mainstays, bananas, star fruit, if it’s edible we fucking want it. See if we can’t get discounts for package deals. See if it wouldn’t make the farms more fertile to seed them with exotic earthy materials and exotic magic crystals as well, Possibly integrated into fertilizer in the loam or stuffing the walls of the planters as is appropriate. Evilgineer is in charge of this.

Half the Goblins head into the mushroom forest and grab anything and everything that looks useful.

The other horde forces go out and find food, as well as the elementals. Hunting or raiding both are acceptable.

Sell some more of our shit to summon some water elementals, then burn whatever resources are appropriate with them assisting to upgrade our water circle.

Kobolds are responsible, with the Grey Dwarves, to find and tap into an underground river or underground aquifer.

We should personally assist in the water magic and overseeing the farm upgrades.

If necessary to prevent from dishing out Dungeon Core slop sell off more materials and buy food. Preferably seeded food and save the seeds for the farms.
>>
>>2420096
Supporting this, also suggesting:
>See what’s up with that random human,he seems a little out of place
>Check how the dorf forge is doing
>See how many magic users we have now

-
Hey anons, what do you think of a ice layer like pic related?
>>
Rolled 32 (1d100)

>>2420096
>>2420100
And the dice..
>>
Rolled 82 (1d100)

>>2420020
I’m actually rather impressed that the minions want something MORE DANGEROUS than the magma sea. I can definitely write some stuff to oblige that. Ask of the Overlord and ye shall receive in abundance.
>>
>>2420102
Ok Anon, I’m certainly interested, and I’ll support it.
>>
Rolled 3 (1d100)

>>2420101
>>2420096
I hope the third anon is more lucky than us.
>>
Rolled 84 (1d100)

>>2420106
...Perhaps we should come up with something else. The dice gods don’t like this plan.
>>
>>2420110
>Implying
>>
Rolled 47 (1d100)

>>2420096

>Revised

>Goblins, Earth Elementals
All of you, expand the farms under the Evilgineer’s direction. Goblins try to learn something. Incorporate whatever rare or exotic materials will help improve yields. It may be a good idea to combine (with some partitions) the worm, insect, plant, and fungi farms.

>Other Horde
Go out and get some fucking food for yourselves. What does this Dungeon look like, a goddamn hangout and handout spot? Hunt and return with an excess.

>Kobolds, Dwarves
Find and attempt to tap into an underground river or aquifer. Emphasis on the find (and collect and bring back) for now.

>Magic Adepts
Summon water elementals to assist in addressing our water needs.

>Overlord
Ensure all our new forces have been properly sworn into our service.

Oversee the farm expansions, apply our magical expertise to it as well.

>Other
Sell our materials as necessary to finance the following:
Combo\Composite Packs for...
-Edible Plants, Fungi, Insects, Worms
-Medicinal Plants, Fungi, Insects, Worms
-Magical Herbs and Spices
-Different breeds of larger animals we keep in farms
-Magical yield enhancers to augment the farms
-1 Elite Horde Overseer
-Dark Halfling Farmhands
-Supplementing Construction/Expansion of farms, and possible tunneling work to capitalize on any underground rivers or aquifers.
-Upgrade the tavern generally
-Upgrade the arena
-Upgrade the tavern with gambling
-Purchase a brewery for the tavern
-Purchase a distillery for the tavern

Please like this better, dice.
>>
Rolled 100 (1d100)

>>2420126
Supporting.
>>
>>2420129
Feelsevilman.
>>
Rolled 100 (1d100)

>>2420129
rawling for more crits?
>>
>>2420135
hooolllllllly shit. I should never roll again now right?
>>
>>2420136
I seriously hope this gets us a bonus from our Genie.
>>
>>2420137
you and me both broseph
>>
>>2420135
>>2420129
Holy fuck, you've got to be fucking kidding me
>>
>>2420144
You ok Anon?
>>
>>2419087
Hey Genie, since I didn’t specify, how many turns will it take for the baby Cartharc to reach the juvenile stage, and how long for the Hydra?
>>
And could we start feeding the (Baby?) Hydra and Cartharc glutton beetle bits? (Not the beetles themselves, but the little elemental bits that give creatures elemental properties)
>>
>>2420203
https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/hydra/pyrohydra/

https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/hydra/cryohydra
>>
How many heads does the baby hydra have?
>>
>>2418952
>more terry tarcats(mostly because they bred by now but I would still advise buying more of them to prevent inbreeding)

Just want to remind everyone of this.

>>2420126
>Please like this better, dice.
Looks like your prayers have been answered.

>>2420020
>Evilgineer states the dungeon resources is stretched thin and more plants should be grown. Geothermal ones preferably. The only thing that isn't running out is the stuff that's being mined. Evilgineer suggests coming up with a use for said stuff. As for the first layer purchasing. Preferably a layer that isn't rich in mining since you already have that covered with the original layer. As for a list of priorities besides the obvious low stats. He also brings up the need for more living space, morale boosters, and more places for minions to spend their pay.
With this in mind, perhaps the new layer could be tropical geothermal jungle? Maybe islands in a freshwater sea?
>>
Old thread: http://suptg.thisisnotatrueending.com/qstarchive/2387357/

>>2420271
A jungle could work for more plants and danger to keep the horde happily fighting.
>>
>>2420271
>>2420135
I could support a geothermal jungle.
>>
>>2420135
>>2420129
>>2420038
Mystery egg time?
>>
>>2420506
Zilla my dude, we got a Hydra from it, Check >>2420038
At Creatures.
>>
Rolled 25 (1d100)

>>2420574
Could be twins
>>
>>2420574
Oh shi.. we also have our fire chickens. Ok wow. Right on. Now we need to get something that eats chickens. Like falcons or coyotes... Fire Falcons would be cool. We also need to start encouraging the chickens to eat non fire attuned plant seeds to see if by passing through a fire chicken and being fertilized by fire chicken scat is enough to get fire grass and fire flowers. We will have a booming flaming prairie in no time. Fire buffalo roam the ashen grass, fire breathing bears in the burnt woods, flamethrower skunks, the great charcoal eagle flys overhead. Glorious.

Also fire chicken wings, maybe we can acquire flaming chili peppers and make weaponized hotwings, in sure the green skins will be able to make use.
>>
>>2420603
Are we planning on taking over the world via a (more) evil version of Tacobell?
>>
>>2420603
>>2420621
Jokes aside I can support this idea for the turn after this one.
>>
We should probably get names/name our “Leader” minions, talk to the undead “Leader” types, and see how and why there’s a random human just sorta...there.
>>
>>2420710
I’m pretty sure the human is the Evilgineer.
>>
Hey Genie, what would you define as a “competent minion”, are we talking about race or experience/roll or a mix of everything?
>>
>>2420203
We need to distribute elemental/magical stuff in the insect farms (or beast den, depending on where the Glutton Beetles are hosted) for them to start producing elemental varieties. We've probably got plenty of fire-types right now though.

>>2420271
We bought more tarcats last turn.
>>
>>2420603
>something that eats chickens
Why not foxes?

>>2421206
Ah, right. It was definitely part of the voted action, but I didn't see it mentioned by Genie.
>>
Can we recearch ways to fix or reduce the flaws of goblins and orcs?
we are a magi and not a warlord so we should improve upon flawed troops. Goblins and orcs are lacking so we should recearch impovements for them, even if it ends up just being mass produced magical items that boosts wisdom for goblins and intelligence for orcs.
>>
Rolled 48 (1d100)

>>2421296
We can buy upgrades for minions, and we can buy upgrades for our Oath of the Overlord (though hopefully this double-crit upgrades that somewhat on its own).

A Horde Overseer ought to take care of their tendency towards idiocy when left alone though. We do definitely need to set up industrial production of Orichalcum and Orichalcum components though.

>>2420271
How about a fantasy version of the Bikini Atoll, post-nuclear-tests that was much nastier in the first place anyway? And frozen, because fuck it why not? I'll try to write some fluff up for that at some point.

I think the Evilgineer suggested geothermal plants for our original layer though, not in general.
>>
>>2421296
I think the best way to reduce their flaws is with good management. By which I mean getting good managers for them, since we can't personally babysit them 24/7.

As for actually improving their mental faculties, maybe we could engineer some sort of wide-area, static and persistent effect to boost them?
>>
So I think that once we get our situation steady and get a 2nd layer we should think on our 3rd layer carefully.

Particularly it occurs to me that we have a frankly massive stream of wealth coming in from our magma mining, we're pretty much undisturbed due to our location, and once we're stable everything ought to be fairly quiet honestly (and hopefully constantly improving, if we do things right). That got me thinking...it ought to be really easy to recruit unethical researcher types. I'm sure some people would kill for the chance to play with some of the gems and metals we just keep laying around in piles.

So maybe our 3rd layer should be a research center layer or something. Just thinking, though that's a long ways off.
>>
Rolled 56 (1d100)

>>2420126
I'll be greatly amused when our goblins learn so much from the elementals that their stonework puts the dwarves to shame.
>>
>>2421400
Delfs, darkdorfs, necromancers and assorted fallen Magi.
>>
>>2421476
That would be hilarious AND useful, because having a large semi-skilled construction force goes a long way.
-
So anons, we are a Magi without research assistants, how should we rectify this? We could always call in our friend who keeps sending us those undead documents...
>>
Rolled 16 (1d100)

>>2420126
>>2420129
>>2420135
Double Crits in a row that are linked detected!

Goblins and elementals have been ordered to expand and upgrade the farms. Magical materials were taken out of storage to be used. The farms were massively expanded at first, upgrades were built into them at the same time, and finally the farms began to run out of space. So they built additional floors for the farms, and when that started to run out of space because the farms were running into each other. The goblins had a terribly clever idea and went to the Evilgineer who told thought it interesting. So some of the goblins went to the mystical library to research some things while the Evilgineer went to the Dungeon Core to ask about some things.

Sometime later the farms began to be overlapped with each other. Worm and fungal farms worked together to create usable compost. Plants were grown from the leftovers and those plants remains were either composted or fed to animals. Animal waste was collected to be used for compost and some of the animals even allowed into the plant farms to help manage pests. Insects worked to help create compost, help the other farms, or feed animals. Then there was an aquatic farm that was built. Whose fertilized water make for excellent watering and there were aquatic creatures/plants to be harvested/farmed.

>Gained Farming Complex.
>Gained Algae Farm
>Gained Fish Farm
>Gained Crustacean Farm
>Gained Aquatic Plant Farm

Meanwhile, the Overlord ordered the minions to go out there and hunt shit down. Shortly after they equipped themselves and headed out.

"Bah there ain't shit to kill nearby," complains an orc as they march around.

"Yeah ever since that lava flood there hasn't been much. Guess that means we gotta go even farther to find something," suggests another orc.

"Ugh such a long journey and we have fuck all for supplies," grumbles another orc.

"Hey if we have to travel so far why don't we just hang out there and enjoy ourselves for a while. After all, if we bother to go so far we might as well enjoy ourselves properly," mentions a clever goblin.

"Hm yeah and if we have to go so far...why not go even farther? Since we iz gonna be gone for so long and travel so far anyway. What difference would it make," agrees an orc.

ALERT
Horde forces have traveled out of range...
ALERT

Kobolds and Dwarves dowsed for some water sources. After that and knowing which direction to go they set out. Thanks to the magma sea, they had to travel quite far indeed before they could find a spot with liquid water. When they finally got far enough away they found streams, entire underground rivers, and lakes. Including one that appeared to be massive beyond imagining. After mapping them out a bit and discussing among themselves. An ingenious solution was devised. They found old lava channels to explore and map out. Proceeding to then dam and mine them out.
>>
Rolled 15 (1d100)

>>2423216
After confirming the routes of the lava channels that some of them led close to the dungeon itself. They began to mine out two new passages. One to the dungeon and the other from the sources of the waters to the old lava channels. Flooding them. After confirming it worked they went back to work double check their mistake now that there was water flowing through it properly. They then began to work anew before heading back.

>Gained Hidden Underground Aquaduct

At the dungeon summoning room the water elemental summoning circle was in use and water elementals came pouring out as instructed. With a large amount of water elemental tribute nearby to serve as bait. The magi however were not happy.

"Bah the Overlord has been asking about the Artesian elementals for awhile now and we STILL can't summon one," grumbles a mage.

"I think its due to the elemental circle. Clearly, it's not good enough to handle more powerful and special beings like that," suggests another mage.

"Nah it can't be the summoning circle is working just fine," shoots down a different mage. "Clearly the problem is with the tributes. We don't have enough to attract the good stuff."

"Fools! Its because the Artesian Elementals have high standards! We clearly haven't offered bribes of high enough quality. That is why we can't get any," complains a grouchy mage.

""Hm how about we split up. Some of us head to the library to doublecheck the circle. The rest of us handle the tribute," suggests a mage and the others agree to go along with it.

Mages ran back and forth. Carrying more bribes or research materials to compare to the summoning circle. After awhile modifications were made to the circle and the tribute pile.

"Finally, I think we got this summoning circle figured out," wheezes a tired mage clutching magic texts. "We even double checked it using the other summoning circles."

"We had to really break...into...the bank...for this," gasps an exhausted mage laying on the floor. "If only...we still...had a damned ogre...to do the heavy lifting."

Soon the summoning circle began to hum and glow with life. A heavy mist soon formed and then drops of rain fell. Shortly after the raindrops turned into a stream and finally a flood.

"Uh, guys I think we fucked u-." Right before the mage could finish the room started to shaking badly. The air itself went still before tearing.

>WARNING
Summoning Circle is suffering a critical failure
>WARNING

"OH FUCK WE GOT A REALITY TEAR SHIT SHIT STOP IT STOP IT NOW!" Yells a goblin mage as he casts a spell to break the formation.

"NO! DON'T ITS THE ONLY THING THAT CAN HELP STABILIZE THE ANOMALY." Yells another mage as he dives into some cover.

"WE CAN'T SOMETHING TOO STRONG IS TRYING TO ARRIVE AND THE CIRCLE IS NOT STRONG ENOUGH TO HANDLE IT! THAT'S WHY REALITY IS TEARING ITSELF APART." Shouts another mage. "WE NEED TO BANISH IT BEFORE IT CAN PROPERLY ARRIVE OTHERWISE WE GET SUCKED INTO THE HOLE IN REALITY!"
>>
Rolled 49 (1d100)

>>2423216
Hmm, I wonder what the Horde is going to come back with when they come back.
>>
Rolled 96 (1d100)

>>2423291
>WARNING
An extremely powerful being is breaching through to our reality!
>WARNING

https://www.youtube.com/watch?v=ySXsFk3v-_E

"FUCK WE'RE TOO LATE," Screams a mage running away.

"RUN FOR YOUR LIVES IT'S COMING THROUGH," roars another mage scrambling away for his life.

The summoning circle itself began to crackle and warp underneath the strain. Water poured continuously out. Flowing into the cracks in reality and vanishing. The entire area trembled and buckled underneath the strain. With the mages doing their best to run far away.

All except one. Who stood there against the flood and began to cast a spell. That chained the tears piercing through them and helping slow down their expansion. While also casting another spell at the summoning circle. A barrier formed around it as 'something' a deep dark shadow appeared within the flooding water and it was clearly getting closer. The water itself suddenly began to freeze as it got closer and closer. The freezing presence just grew and grew. Encasing the summoning circle in its icy clutches and the entire room froze as well. Even the water pouring into the reality tears froze and strangely choked the dimensional tears. That were somehow unable to break this strange ice...

The sole mage still standing solemnly stared at the being who was about to arrive with a glum look on his face. As the room, he was in...suddenly froze in time and space. Even as the frost grew on his body and attempted to freeze him solid. He did not stop casting the next spell.

Ah to think there was a little worm foolish enough to stand in my way," booms out a disturbing slippery wet voice. "Tell me little worm how would you like to die?"

"I'm afraid you have me mistaken," shrugs the mage. "You can't use your full power here. After all, you gotta reinforce the passage to keep it from breaking on you while your inside and even if you make it across. Thanks to how unstable this space is you can't risk using your true power without it completely shattering. Even without that, you still have to deal with the restrictions of different reality Outsider."

"..."

"If you were smart you would go back. I would normally expect this kind of behavior among demons but apparently, even elementals have gigantic assholes like you huh? Fucking figures. The one time I think summoning can't go wrong given the Boss's presence and what we were summoning in the first place. So shall we?"
>>
Rolled 58 (1d100)

>>2423331
You are the Overlord with the dungeon surprisingly empty after you came up with an excuse to kick out the Horde for awhile. The dungeon was surprisingly empty except for the undead and elementals. Giving you time to make sure everyone has sworn their oaths. Including Horde after making them create a list of members that you personally went over before they left. Now you've been busy checking the undead and swearing in the elementals. Things were going great as soon as you finished up with the oath swearing you still gotta oversee the farm expansions and maybe look into someplace to buy a bunch of upgrades. You got enough materials even if you have to use the dungeon store to sell them.

Just as you went over to check on the farms and sometime later an alarm went out over the dungeon. Right, when you were cursing your bad luck it abruptly got so much worse when the next alarm rang out shortly after. Sadly you were far away from the summoning circles due to being on the farms. It will take you some time to arrive. At least you have the scry to see what was going on...only to find it being 'blocked' by something. Almost as if it were being frozen...making it quite difficult to see what was really going on. As it fogged up, slowed, and froze constantly.

Back in the summoning room, a battle was being waged between an outsider and single mage. Water blasted forth, steam exploded, and ice flew all coming from an outsider. While the other was the sole remaining single mage who cast spells of flames, earth, and lightning. The fighting seemed rather even but the freezing constantly grew outward and the mage was being pressed hard. Forced to retreat backward slowly.

Hm...this aura this taste. I smell something strange," says the outsider looking at an empty space from which the scry was being seen from. "Ah, now pitiful. Magi just watching as one of their own fights a futile battle and do nothing. Yet...there is something else. This place...this ah I see now. Lava Lords and a place of great fire with no water. Bah, my luck is terrible not even a volcanic island. I thought this a good place rich and foolish. I've been tricked."

"I'VE BEEN TRICKED AND YOU ALL SHALL PAY!" Roars the now enraged outsider.


What do?
>Attempt to bribe the outsider
>Try to banish the outsider
>Persuade the outsider to leave
>Fight the outsider
>Other?
>>
Rolled 89 (1d100)

>>2423395
>Persuade the Outsider to leave.
>>
Rolled 68 (1d100)

>>2423395

>Attempt to bribe the outsider
"Indeed, you have been tricked once but now you trick youself. This is a place utterly devoid of water and in the presence of Lava Lords, it has been this way for an age...the beings here would never expect one such as you to crop up out of nowhere.

We have just now dug an aqueduct into a vast underground reservoir to this very dungeon. You will have the resources required to ply your element upon the land, should you join me.

I do not offer you an easy, vulnerable target. I offer you the chance to fight and struggle against foes who think themselves every bit your equal, the chance to win against them and see powerful enemies fall before your own strength. If this appeals to you then all you need do is join me."

Failing to bribe it into our service...

>Fight the outsider
"If not then...Very well, evidently you were an inappropriate being in the first place. I am an Overlord and you will bow to my will or leave my Dungeon, I care not which."
>>
Rolled 27 (1d100)

>>2423395
Switching from>>2423417
To >>2423449
Because that’s a great write-in
>>
>>2423449
this
>>
>>2423500
Don’t forget to roll Anon, 1d100 whenever you are supporting someone.
>>
Rolled 85 (1d100)

>>2423449
I too shall support this.
>>
Rolled 62 (1d100)

>>2423510
>>2423500
So ?
>>
>>2424162
In the options field, underneath the name field but above where you type the body of your post type in the following, sans quote marks: "dice+1d100"
>>
Rolled 51 (1d100)

>>2424168
thank you!
>>
Rolled 61 (1d100)

>>2423449
Supporting.
>>
Rolled 79 (1d100)

>>2423449
Supporting

? Is it possible to buy instant relevant power upgrades for the overlord before engaging? If so that would be really usefull.
>>
Rolled 58 (1d100)

>>2424807
Probably not, seeing as we still haven’t executed our declared purchases because this event interrupted things.

Theoretically though we’re a Magi Overlord, so we’re probably about as specced out for kicking outsider ass as it gets. In practicality though...we have better luck dealing with this than we did dealing with a mob of flaming skeletons when the Dungeon was starting out.
>>
So if this works, could we (ourselves and everyone else capable) get to work upgrading the summoning circle?
-
So what do you guys think of a dedicated forging/foundry layer, complete with magical shenanigans.
>>
Rolled 79 (1d100)

>>2423449
Supporting.
>>
Rolled 4 (1d100)

>>2425309
>>2421400
Forging, research...what about a more general urban layer that combines those and more?
>>
>>2425319
I suppose that could work, although we’d probably need to have some minions who specialise in both fields such as Durigar, although having some of those wouldn’t be bad...
>>
Rolled 6 (1d100)

>>2425319
A mad magical/science layer would be great. Get all sorts of abomination minions going on too.
>>
Rolled 49 (1d100)

In the process of coming up with fluff for a pseudo frozen island chain rich in resources and riddled with magical fallout and the creatures thereof.
>>
>>2426806
You think you got fluff? Huh fluff anon? I got fluff for you.

>sugar scorpion: the sugar scorpion is native to arid desert regions, fairly potent venom as far as non magical venom is concerned but it’s most unique feature is found along its back and spine, it secretes sugar through its sweat glands, this adaptation allows it to hide in the sand and ambush its prey, civilized races consider it not much more than a nucence other than dwarves who use it to make medical ales and spirits, young dwarf men in some societies use it as a right of passage, dwarf medics claim the venom gives the booze purification and cleansing properties, but goblins and orcs prefer them raw, a green skin delicacy. Mutations include salt scorpions, nectar scorpions, and the ever rare gemstone scorpion rumored to grow up to 4 feet long.

Flaming penguin: native to lava islands, entirely mundane, able to swim in lava, often homosexual, favored creature of fire lords.

The gilded squirrel is a magical beast, legend has it that it is the offspring of a squirrel and a dragon. These squirrels hoard gold and gems, to have a gilded squirrel on your property is a good omen. These hardy squirrels chew through gold and make their homes out of the stuff, over a lifetime of chewing up gold a mature squirrel usually has quite a bit of gold imbedded in its coat and it’s teeth are plated in the stuff thus its name. Highly clever creatures When trained they can be taught to engrave and shape gold like master craftsmen, often used by elves to mass produce coins and trinkets. They literally work for peanuts... and whatever gold shavings it can fit in its cheeks

The great winged buffalo, birdie birdie in the sky, why oh why do buffalo fly? It’s a god damned bovine with talons and wings, dear god. Woe betide the poor traveler that happens under a flock of flying buffalo flying south for the winter, few races settle in sky buffalo territory. They are difficult to catch and harder to domesticate, though great eating they are so elusive that only great hunters even try to get them and when they are quarried the meat is worth its weight in tarcats. Oddly enough orcs are the only race to know the secret to domesticate them and they make a fearless steed in battle.
>>
Rolled 1 (1d100)

>>2427301
It’s good fluff, anon. Now you just need to make them overlap and interact so as to produce an effect that’s OP as fuck.
>>
>>2427342
The dice are confirmed to not like this fluff.
>>
>>2427345
>>2427342
>>2427301

seriously though. Terrible fluff apparently. Fluff harder next time.
>>
Rolled 53 (1d100)

>>2427342
>>2427301
I think we could do with more fluffed creatures that are pretty much hostile to everyone and everything. Like twisted underground lava lizards, that are often infested by glowing explosive parasitic bugs which seek whatever kill the host and explode, and plants that basically just want to kill you in excruciating ways.

As of right now our dungeon is kinda lacking in much dungeon-y-ness. We don't have any locked doors that only open when you get the key from a miniboss, no regenerating baddies to skirmish against, no spheres of annihilation disguised as portals to another zone. We really need to step up our game, guys.
>>
>>2427380
We can do that later Anon.
>>
>>2427434
>>2427380
Although more suggestions for traps and the like would be great.
>>
Rolled 63 (1d100)

>>2423449
"I know that I fooled myself. I have terrible luck apparently. Yet why did I sense so many treasures of water?"

"There is a difference between a hard fight and hopeless one. What you offer me is a hopeless one. This strictly the turf of Lava Lords and their ilk. There is no ocean around a volcano then it would be a good fight. This is nothing but fire even with a measly aqueduct."

"hmf powerful foes who think my equal and a chance to win against them? HA. Such foes are very rare I crave not battle. Wealth is tempting but I am not greedy. You think me willing to serve another? Then tell why would I bother to leave my home and come here? Just to serve another how...laughable."

"What you hope for is to fool me yet again in which case I would truly be a fool."


>Fool me once shame on you. Fool me twice shame on me.

"Is your expression for it yes? I am not an idiotic battle maniac. The only thing that puzzles me is your wealth. Which is mighty tempting I must admit and your offer of allegiance disgusts me."

"Ah so your an Overlord? How lovely this dungeon has an owner. A worthy challenge then. You're rich I'll give you that, but if you think you can take me on. You'll be mistaken Overlord. I am no ordinary Water Elemental. I AM Aquarius Royale Misicwa the Water Bearer of the Forever Changing Waters. If I wanted to bow and scrape before another I would never have left. I refuse to just replace my old master with a new one. I shall take my freedom but not before teaching you a lesson!"

"Yes I shall take my leave...but not before I thrash this dungeon and its Master. I shall extract a warning from your very flesh and carve it into this damned dungeon. Let it be a lesson to you and a warning to all."


WARNING
HEROIC UNIT DETECTED!
WARNING


ALERT
>Aquaris Royale Misicwa is Supercharged!
ALERT

Has absorbed the pile of treasures nearby before leaving the room and going on a rampage! The mage is no longer able delay the being before being sent flying by the now greatly empowered foe!

The Overlord has arrived to challenge this terrible foe!

The Overlord begins to cast spells and attempts to banish the enemy, but the enemy resists the banishing! Spells cast against the outsider has wounded it...but its wounds are quickly being regenerated and the Bearer of Waters Everchanging is only growing stronger over time!

"HAH how laughable Overlord. Your good with your spells I'll give you that and maybe if I wasn't so strong you would have won. Alas I am the one with the advantages! Not YOU."

>HEROIC ABILITY DETECTED!

The dungeon has begun to be flooded with an incredibly large amount of water! Beings of Water are strengthed! Beings of Fire suffer damage overtime and all other beings are penalized while within the afflicted area.

"HAHAHAHAH FEEL THE FLOOD. FEEL THIS WORLD OF WATER! ALL SHALL DROWN IN IT! ALL SHALL BE WASHED AWAY BEFORE IT!"
>>
Daily reminder that water-aligned beings are trash and pybromancers and other fiery individuals are superior.
>>
Rolled 5 (1d100)

>>2428253
"Cough cough, damned Overlords with their megalomaniac complexes and domination fetishes," sputters the unfortunate solo mage who then picks himself back up.

"Fucking Magi with their lack of common sense and 0 fucks give attitude all thanks to their magic...wait a second that includes me too. Fuck. Now I am a bloody hypocrite. Well, could be worse. Could be caught between two heroes fighting. Being in the middle of that would suck," mutters the mage as he looks around and his eyes widen with what's before him.

"FUCK, it's really not my lucky day today. I should have stayed an alchemist. Learning magic and becoming a mage is truly turning out to be the worse decision I ever made. Oh learn magic you will get everything you could possibly dream of. Everything can be solved with magic. Goddamned it, people hating magi for the bullshit they do is completely correct. Never should of fucking learned magic. Should have stayed an alchemist. Marry my childhood sweetheart and settled down with a family for the rest of my days, but now look at me.Working for a hellish nightmare boss whose an Overlord mage and fucked up a simple ritual. Accidentally summoning a being far more powerful then we can handle. 'Oh we got this we have magic' oh we can solve anything with magic! Oh look we accidentally created a fucking abomination let's create some more to see where we went wrong. Oops a magical plague we could contain or cure it with magic! Oh shit we accidentally created a magical wasteland lets just throw more of magical failures inside how could it possibly get any worse? Oh hey, our experiment went wrong accidentally blew up a city full of innocent people. Oh no, all our magic attracted horrors to this world but we could totally banish them with even MORE magic," complains the unfortunate mage.

"DOES THIS ALL SOUND FAMILIAR TO YOU MAGICAL FUCKING CUNTS!" He roars angrily jumping mad. "YOU KNOW WHAT THE BIGGEST FUCKING PROBLEM WITH THIS WORLD IS? MAGIC! IT ALWAYS GOES BACK TO FUCKING MAGIC! So fuck the world all we need is more MAGIC? RIGHT? OF COURSE, WE'RE RIGHT BECAUSE WE ARE FUCKING WIZARDS!

SO THERE IS NO RIGHT OR WRONG WITH MAGIC!"

"BUT NOW LOOK AT US! LOOK AT THIS FUCKED UP WORLD WE FUCKED UP BECAUSE-"

>MAGIC

"SO YOU KNOW WHAT? I HAVE THE SOLUTION AND GUESS WHAT IT FUCKING IS?"

"EVEN MOAR MAGIC YOU MOTHERFUCKERS!"


WARNING
>Heroic Breakthrough detected
WARNING

ALERT
>HEROIC ABILITY ACTIVATED
ALERT

"SO LET'S MAKE A DEAL YOU FUCKING CUNTS! A FREE TIP ON THE FUCKING HOUSE~

Fighting is NOT a DEAL."

"FUCK ME BUT YOU DON'T EVEN KNOW HOW TO MAKE A PROPER GODDAMNED BRIBE!" Roars the angry mage pointing at YOU in particular.


"AS FOR YOU THE OTHER FUCKING CUNT, YOU LEFT HOME BECAUSE YOU WANTED FREEDOM RIGHT?" Yells the angry mage pointing to the water elemental.
>>
Rolled 68 (1d100)

>>2428330
YET YOU STOOP TO THE SAME FUCKING LEVEL AS THE OTHER IDIOT YOUR FIGHTING! WHAT YOU NEVER HEARD THE EXPRESSION ON HOW IF YOU FIGHT AN IDIOT AT THEIR LEVEL THEY'LL WIN BECAUSE THEY'VE BEEN A IDIOT LONGER THEN YOU HAVE?"

"SEE YOU ACCEPTED THE BRIBE AND FOUND A WORTHY CHALLENGE RIGHT? YET YOU FORGET THIS MAKES YOU GODDAMN IDIOT AND...a fool too!"

"SINCE YOU FELL FOR IT TWICE!"

"TWICE!"

"DESPITE KNOWING AHEAD OF TIME AND JUST SAYING SOMETHING ABOUT, BUT NOW LOOK AT YOU! YOUR OLD MASTERS ARE NO DOUBT CELEBRATING THE FACT THEY FINALLY MANAGED TO GET RID OF SUCH SERVANT AND I REALLY REALLY DON'T BLAME THEM!"

"AS FOR YOUR OVERLORD OF DUMBASSES. THE BEING JUST BRIBED? YOU STILL CAN'T FIGURE OUT WHERE YOU WENT WRONG! NOT ONLY DID THE BEING YOU WANTED GET THE BRIBES REWARD BUT STILL WAS ABLE TO WALK AWAY WITH ITS FREEDOM INTACT!"

"So not ONLY did it get its reward YOU got NOTHING! NADA. ZERO."

"So tell me who's the bigger idiot and fool here? You two fucking DESERVE each other. Holy shit your both a match made in heaven. So let me explain things in such simple words that even you two idiots can understand."

You Misicwa once you leave I guarantee someone is going to take advantage your abundant stupidity and enslave you. So you might as well return home. At least that way you'll be among your own kind. Or You take advantage of the one rich idiot who too stupid to enslave you properly. It's the closest thing someone as stupid as you can hope for in terms of freedom."

"Now for YOU the Overlord and my*gags and shudders in sheer disgust* boss. How is it that you forget that this ENTIRE fucking dungeon is YOUR domain? Not only did you NOT use it against the enemy you allowed him to STEAL Yo shit and power himself up."

"The so-called 'bribe' you offered was also painfully retarded to the highest degree. It wasn't about to run outside to fight the Lava Lords and you offered him a worthy foe...when YOU are the ONLY worthy foe around."

"So why the fuck would he NOT beat the shit out of you and walk away with its freedom? Not joining your side huh?"

"You even forgot about using your own fucking minions!"

"Just because your an Overpowered Overlord doesn't mean your invincible. You fucked up SO fucking HARD that a SINGLE hero was winning. When the basic most common standard is that a single typical Overlord can take on an entire party of Heroes on the roughly equal footing. You fucked up just THAT hard that allowed a SINGLE hero to start beating you're dumbass."

"So GREAT fucking job you BOTH are such an inspiration to us all," finishes the mage clapping. "Now to finish this stupid bullshit off. If you want more where that came from that you just ate we got a lot more where that came from. Now for you dumbass boss, there ARE such things as markets besides the dungeon rip off shop. Fucking hell. Overlords are usually desperate to find a market that doesn't fuck them up the ass in terms of prices and only use it as a last resort."
>>
Rolled 65 (1d100)

>>2428448
"So you know NOT a first. In fact, that's the reason I got sent to this hell hole in the first place. I was supposed to come here and invite you to some of those other markets. Thanks to you being quite wealthy in terms mining resources. They got worried that you might be a mage or pursue other markets. In fact much to my sheer disbelief DESPITE you being a mage you AVOIDED using the Magic Market? What the fuck? At first, I thought there was a big problem around here blocking you from connecting to it but...nope your just a dumbass. How you learned magic at all is a real wonder. You have gotta be one of those idiot savants. Why you resorted to making the damning deal of Overlords I'll never understand."

"Anyway about your orders to finance certain things? I can introduce you to other markets. What you can't find there feel free to use the Dungeon Rip Off Shop that has everything at the cost of stupidly hilarious inflated prices."

"So welcome to the Overlording Shopping Centre and the Magic Market. May we take your order?"


>Materials sold for a massive profit
>Packs of below bought at large discount prices
Combo\Composite Packs for...
-Edible Plants, Fungi, Insects, Worms
-Medicinal Plants, Fungi, Insects, Worms
-Magical Herbs and Spices
-Different breeds of larger animals we keep in farms
-Magical yield enhancers to augment the farms
-Dark Halfling Farmhands
-Supplementing Construction/Expansion of farms, and possible tunneling work to capitalize on any underground rivers or aquifers.
-Upgrade the tavern generally
-Upgrade the arena
-Upgrade the tavern with gambling
-Purchase a brewery for the tavern
-Purchase a distillery for the tavern

"Now for things for things that are harder to acquire but available you don't 'necessarily' have to resort to the Dungeon Rip Off Shop. Instead, you can put up a request or 'bounty' or place a bid in an auction that tends to sell very difficult to acquire things. To get them instead and if you should figure out a way to provide those things to offer you can profit quite a bit. An example would be the-"
-1 Elite Horde Overseer

"That you asked for. Normally something like that is either in high demand or very rare. Either way its difficult to get and quite expensive. So you can either wait till the auction to bid against other Overlords to get one or you can place up a request/bounty and wait for someone to fulfill it. Either way, it's not cheap."

"Now another market that is most worthy of pointing out since your a mage is the Magic Market. The Magic Market is an interconnected marketplace created by magi long ago to buy and sell things. To this day it still exists and is carefully maintained. The magic market differs from the Overlords Shopping Centre in that they specialize in resources useful to magi and transportation."

"You might not know this but both markets have long been extremely envied by outsiders and mundane forces. Sadly neither markets are that cheap."
>>
Rolled 82 (1d100)

>>2428493
"If you want cheap then your stuck having to get it yourself or resort to using the...mundane markets. *shudders* The Mundane Market while cheap...well put bluntly their selection sucks hard compared to the other two and there is the trouble of getting into it in the first place. They aren't exactly 'fond' our kind and are very jealous of the riches we enjoy. Not to mention their shipping speed is utter shit compared to the other two as well. Seriously though it's awful and expensive."

So it's not uncommon to resort to the dangerously unreliable Black Market. Who don't care but at the same time they have their own issues which are not few. If you don't mind trouble or price they can also provide you with things or be willing to buy them from you for a handsome profit. After all, they don't care if you're a disgust and notorious Overlord or an infamous Mage. While the goods those two can offer can be quite difficult to otherwise acquire."

"Of course much to their own misery the Overlords can tap into their own markets and once they have enough Magi even the Magical Market is not out of reach even if they aren't one."

-1 Elite Horde Overseer

Has also been acquired.

Do you wish to keep Misicwa? Be warned Heroic units are very expensive and can resist Overlord commands.

>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?
>>
Rolled 79 (1d100)

>>2428532
Welp fucked up that last part. Sorry about that wasn't suppose to be red.

Also need y/n votes for keeping the aqua hero

Since the summoning room has been wrecked and after what happened last time. The mages ask if we build a proper summoner facility.

Minions complain of cramped living space build more living areas!

Alert
You have no place to put the larger farm animals you just purchased.

>Currency: 3 Energy. 57 Wealth.
>Pop 2763 (1 Overlord. 1200 goblins. 600 orcs. 10 Grey Dwarves. 1 human. 300 kobolds. Elementals 200 Fire, 200 Earth, 100 lava. 30 Weak Wretches. 100 Ogres. 50 Cave Trolls. 1 Dark Flame Spirit. Undead Ash Wraiths 500. 1000 fire zombies. 200 Lava mummies. 2000 flaming skeletons. 100 Accursed Ash Wraiths. 100 Fiery Zombies. 100 Lorne Lava Mummies. 1000 Burning Skeletons. 1 Flaming Boneyard. 1 Fire Zombie Lord. 1 Ashen Soul Scourge. 1 Lava Mummy King.200 Giant Flaming skeletal Monsters. 100 Giant fire zombie monsters.
>Military 1(Overlord)
>>Food: Low
>>Water: Low
>>Morale: Low
>>Medicine: Low
>>Health: Low
>>Armaments: High
>>Fuel: Rock(extreme). Fire Gems(Plentiful). Magic Crystals(High). Rock Gems(Plentiful). Earth Crystal(extreme). Flame Crystals(extreme). Pressure Rock(extreme).
>>Tech: Forbidden Knowledge(Expert). Handmade Golem Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). Mining(crude). bronze Forging(crude). Concept of Internal Power(crude). Special Martial Arts(crude). Puppetry(basic). Beast Taming(crude).
>>Reputation: Who?
>>Infrastructure: Concerned Dungeon Core. Fungi Farm++++++++(Gigantic). Insect Farm++++++++(Gigantic). Worm Farm++++++++(Gigantic). Medical Plant Farm+++++++(Gigantic). Plant Farm++++++(gigantic). Algae farm++(gigantic). Fish Farm++(gigantic). Crustacean Farm++(gigantic). Aquatic Plant Farm+++++(gigantic). Farming Complex++(Unlimited). Goblin Magma Forge+(Small). Orcish Forge+(Small). Sleeping Quarters(Large). Goblin Warrens(Tiny). Clay Kiln(Small). Gambling Tavern++++(Medium). Arena++(small). Cave Pig Farm+(medium). Magma Mining Flood Plain++(Very Large). Cave/Fire Chicken Farm(medium). Beast Den(Medium). Crypt+(medium). Graveyard+(medium). Training Yard(Medium). War Foundry(small). Mystical Library(tiny). Private Laboratory(tiny). Hidden Underground Aquaduct+++(Small).
>>Defenses: Booby trapped entrance. Beasts Hunting.
>>Creatures: normal Bugs. Glutton Beetles. 1 Hydra. 1 cat. 10 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. terry tarcats. fire worms. Feral Elementals(earth, fire, Lava). Fire Chickens.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Sling. Looted Dwarven(Moderate) Goblin Bombs.
>>Ammo: stone. copper. Bronze. Looted Dwarven(moderate).
>>Armor: Mushroom Head Shields. Stone Scale. Leather. bronze mail.
>>Communications: Dungeon View. Overlord's Scry.
>Goods: Crude Bronze Tools(Moderate). Crude fire clay pots. Stone Tools(plentiful). Copper Glyphs(Few).
>>
Rolled 89 (1d100)

>>2428605
It may be wise Overlord to build someplace to store your wealth and materials. The minions tire of having to transport it all by hand from the dungeon core. It would also serve to attract certain minions to your service here much better...

The Orcs offer a blueprint for Orcish Barracks in exchange for you building a Barracks. An Orcish Barracks boosts population growth, training, and rallying troops. In exchange for increased squalor. It is far superior to a normal barracks in exchange for certain penalties. In addition it also boosts minion morale for orcs(this is true for any specialized room if those using are of the appropriate race). It is not advised to allow non Orcs to bunk in an Orcish Barracks. They won't like it and won't be as comfortable in it(reducing its effects).

WARNING
There are NOT enough minions to work the farms! Product is being left to rot.
WARNING

Good news Overlord the Farming Complex is a wondrous creation that removes the size limit from Farms! In addition to that amazing benefit, it also decreases the cost to create a specialized Farming Layer.


>Magic:
>>Materials: Flame Mud(Plentiful). Earthy Mud(plentiful). Common minerals(Absurd). Uncommon minerals(plentiful) Rare Minerals(excessive). Very Rare Minerals(Very high). Exotic Minerals(high). Common Refined Metals(Plentiful). Uncommon Metals(excessive). Rare Metals(high). Very Rare Metals(moderate). Exotic Metals(Moderate). Common Gems(absurd). Uncommon Gems(Plentiful). Rare Gems(excessive). Very Rare Gems(very high). Exotic Gems(High). Common Stone(absurd). Uncommon Stone(Plentiful). Rare Stone(Excessive). Very Rare Stone(Very High). Exotic Stone(High). Common Earth(moderate). Uncommon Earth(Very High). Rare Earth(Excessive). Very Rare Earth(plentiful). Exotic Earth(high). Common Crystals(Absurd). Uncommon Crystals(excessive). Rare Crystals(Plentiful). Very Rare Crystals(Very high). Exotic Crystals(high). Common Magic Minerals(Absurd). Uncommon Magic Minerals(plentiful). Rare Magical Minerals(excessive). Very Rare Magic Minerals(Very high). Exotic Magic Minerals(high). Common Magic Gems(Absurd) Uncommon Magic Gems(plentiful). Rare Magic Gems(excessive). Very Rare Magic Gems(Very high). Exotic Magic Gems(High). Common Magic Crystals(plentiful) Uncommon Magic Crystals(excessive). Rare Magic Crystals(Very High). Very Rare Magic Crystals(High). Exotic Magic Crystals(Moderate). Common Magic Earths(Very High). Uncommon Magic Earths(high). Rare Magic Earths(moderate). Very Rare Magic Earths(Low). Exotic Magic Earths(Very Low) Common Magic Stones(plentiful). Uncommon Magic Stones(excessive). Rare Magic Stones(Very High). Exotic Magic Stones(high). Corpse Dust(very high). Corpse Ash(Very high). Flame Flesh(High). Crushed Flaming Bone(very high). Magic Ash(Plentiful). Uncommon Ash(Plentiful). Common Volcanic Ash(absurd). Very Rare Ash(Very High). Exotic Ash(high).
>Other:
>>
>>2428643
Stats on our new hero?
>>
>>2428684
Revealed only if you all agree on recruiting them.

As for the other one...well lets just say he REALLY doesn't like you and intends to keep a low profile(so it won't be easily revealed).

All you know is his active ability

>Moar Monies Magic
Increases magic storage or convert/summon additional materials in an instant.
>>
>>2428643
We need to work on powering up the overlord how is he going to control the mob without undisputed power.

First we need to power up and become less retarded we've worked on every thing execped ourself.

Then push this bitch heros shit in. Show him why were the overlord. Show the whole mob we ain't scarred to jump in the arena and fight. We can't stay overlord if we let this minion talk shit.

Also sorry for rageing. Just that hero is exactly right we're weak.
>>
>>2428698
I think it might be okay if we're going to create that semi-aquatic layer for it to stay in. Otherwise, I'm less enthused about the idea of keeping Misicwa.

So we should probably make a decision about that.
>>2426806
Which I just realized is like a magical version of the area from the Strelok gov remnant civ.

>>2428643
>specialized Farming Layer
Intriguing.

>>2425331
>>2426111
I meant like an actual city with much of what that entails. Loads of room for forges, for research complexes, various types of storage, residential, commercial, entertainment, etc. And specialized defense-related buildings, although the whole thing should be highly defensible, requiring fighting building to building.

>>2428880
The Overlord being retarded isn't the character's fault. We aren't weak, we just make stupid decisions. Which was the mage hero's point.


So about beating the shit out of the hero, you're talking about Misicwa right?

>>2428643
>There are NOT enough minions to work the farms! Product is being left to rot.

What does everyone think, should we get some minions (preferably from some non-extremely-overpriced source) or wait for the ones we already have to return?
>>
Rolled 80 (1d100)

>>2428605
>Y
Keep the hero and lets try to work something out. They don't want to be control and we don't ether. There's some common ground to start off on. We can start with deals we both agree on. Payment for asked tasks for both sides. We can choose to do said task for pay and will not force the other.

>Act
For starters as for what to do. Lets deal with some of the warnings. We still don't have the wretch hive. So bulk buying it is.

>Building
Most of the horde is off on an adventure/raid. We can work on the barracks slowly till they near.

Which lets us get the new workers not farming to build the storage. Which leads me into wanting to hire or train a banker/accountant, armourer, and storage guard.

Personally oversee the construction of the summoner facility.

Leaving the Evineer to oversee expanding the living space.

If the stone mansion is free. We need to start getting doors and defenses up. The engineer can help design once we get simple things we can do done.
>>
>>2428985
Mage hero is who I'm talking about beating up he should respect the overlord.

Also we couldn't even cast the other hero away after we summoned him.

Lastly we need to create a caste system for our people there is too many. We also need a group of advisors with people like mage hero to give advise. Kinda like a presidential cabinet. These people can act as overseers while the overlord studies or leaves the dungeon.
>>
>>2428985
>So about beating the shit out of the hero, you're talking about Misicwa right?
This please. Lets make It a priority to strengthen our Overlord, maybe make a staff or learn spells? We have alot of minerals with magical properites we know nothing about for crafting, even If we didn't want to go through the trouble of learning books/crafting staffs, we have the magic market. Enchanted amulets, gloves, staffs, tomes ect.
>>
>>2429041
Case in point about stupid decisions: Wanting to punish the one guy who pointed out your mistakes, and also told us about the Overlord Shopping Center, Magic Market, and other markets, for being so pissed off by our stupidity he achieved a heroic breakthrough.

We couldn't cast the other hero away because we fed it. We allowed it to eat the pile of treasures. If we'd just come in swinging we could have taken it.

I don't know what you mean by a "caste system." Our minions are already divided into a bunch of different types. We do need a chain of command, the Horde Overseer should help with that. We got a few special undead to command the other undead. I guess mages should command the elementals.

>>2429048
Last thread there was a list of facilities we need before we can do proper enchanting. We should also get a proper dwarven forge to get some high quality equipment.

Buying from magic market, now that could work. Look into buying some personal gear.
>>
Rolled 32 (1d100)

>>2429048
>>2429041
>>2428880

I really don't think beating up that minion in particular is a good idea. Let it be, we did something dumb and as long as we're smarter going forward we'll gain his respect.
>>
>>2429144
By caste I mean we need a system of farmers and a leader over them then miners and a leader and so on. Then all these leaders come to us with needs and ideas.

Mage hero I think acted like a bitch because if he knows this knowledge then he should have spoke up. But your right beating him up is stupid now that I think about it. How bout we talk to him more see what he knows and make him an advisor.
>>
>>2429246
Yeah, that makes sense.

Sure, if we can find him.
>>
Rolled 30 (1d100)

>>2428605

>Y
Accept Misciwa

Oh my god it's getting too fucking crowded here. We need another layer. How much does that cost?

Next layer fluff. We can grab one of these islands or mimic it.
https://pastebin.com/VXynCjfH
>>
File: gwgg.png (186 KB, 284x280)
186 KB
186 KB PNG
>>2429293
Nice fluff!
>>
>>2428643
So New layers, and I am an idiot for suggesting ice before asking this, work a lot better if you build off of what you already have?

>>2429293
Grob, that's nice. I hope we can make something similar, but even if not, then at least send an expedition there (much) later down the line.
>>
Rolled 45 (1d100)

>>2429425
New Layers are constructed from left over realities,magic nether, broken dimensions, and raw chaos. Within paying a very hefty cost to manipulate what it results in. The results are entirely random.

The more layers you have the higher the cost of constructing new layers. This is due to the ever decreasing stability around the created dimensions as they are stacked upon each other. Theoretically its possible to build infinite number, but good luck actually afford to do so Overlord. Not even the Masters are that foolish.

Its worth noting that ALL dimensions or 'layers' are connected by the Dungeon Core. Should the Dungeon Core be destroyed...they will also all be destroyed.
>>
Rolled 58 (1d100)

>>2429466
So how much to buy >>2429293 ?
>>
Rolled 52 (1d100)

>>2428605

>Y
Keep Mr. Water.
“Look, the mage is right...for now. However in time we can both grow out of where we are right now.”

>Other
-Buy as many Dark Halfling Farmhands as we need to stock the farms and the dining facilities at the Tavern. Use whatever market is most appropriate.
-Sell any excess food harvested on the market.
-Hire 4 more Evilgineers. Designate our current Evilgineer as “Evilgineer Primaris”.
-Bulk order advanced worker golems from the magic market using our wealth. Order A LOT OF THEM, and they should be used as appropriate under any action. Consult the Evilgineers for a reasonable amount to order based on our current and anticipated future workforce needs, they may have input on specific types to order as well. Sell materials on the magic market as necessary to afford this.
-Get 90 more Grey Dwarves, including whatever professions we need to enchant things and use runes.

>Earth Elementals, Evilgineer Primaris, Horde Overseer
Work on more housing. Henceforth there will be a wing designated for all Horde related things, kept separate from other minions that have more compatible living conditions. Evilgineer, Horde Overseer, consult with each other and decide on what the best way to go about building living accommodations is.

It may be better to focus on non-Horde living quarters for now until they are comfortable, then construct the Orc Barracks and other Horde quarters later seeing as they’re gone right now.

>Lava, Fire Elementals, Evilgineer
We need a chamber that gets very hot and stays dry no matter how much wet stuff is out in it. Our foodstuffs will be more valuable dried to be packaged and sold or used as rations. Bonus points if this also serves as a bakery or other food preparation area.

>Dwarves, Evilgineer
Get to work on that Dwarf Forge and Foundry and necessary facilities for enchanting again. We have the recipe for Orichalcum, and it frustrates us that we have not made so much as a ring for the Overlord out of it yet.

>Other Evilgineers, Golems
We need a production run of tools out of better metals. The Orc forge/foundry should be appropriate for this, but you have license to go about this in whatever way is appropriate.

>Overlord
-Study the golems we purchased and attempt to advance/expand our own golemcrafting techniques and facilities. We’re rich and have markets open to us now, but what we need.
>>
>>2429519
x6 the original price. So 60 energy.
>>
Rolled 4 (1d100)

>>2429613
Do we have energy income per turn? If so what’s it composed of? If not how can we get more?
>>
Rolled 34 (1d100)

>>2429609
roooll
>>
>>2429627
Energy is whatever energy the dungeon and its inhabitants produce. The Dungeon Core siphons it off. Your dungeon mostly produces mined resources. Much of which has a use but the useless stuff is converted into energy by the dungeon.
>>
Rolled 3 (1d100)

>>2429661

The following is partially directed at the Dungeon Core.

We were getting some income from heat absorption but I guess now with so many more Elementals we’re at break even?

Is there any way the heat absorption can be improved again so that we can get positive income?

Do we just need to throw more research at it, or be patient and wait for the horde to come back and we’ll have positive income?
>>
Rolled 36 (1d100)

More fluff:

Swellgems

Swellgems are an odd mineral. They are not exactly rare, but neither are they common. They are not often found, and hardly ever in significant quantities outside of dangerous magically active locations. When they are found they tends to be quite abundant, but due to the locations of deposits and only having limited utility (and therefore lucrativeness) it is still relatively rare to find them on the market. The chief property of swellgems is the ability to absorb magic, and physically expand as they do so.

The effect is noticeable, but nothing extravagant, and while it is possible to very slowly grow more swellgems off of a single one by feeding it magic this takes a considerable amount of time and patience. Their rather lackluster matte green appearance (though they are often flecked with impurities to produce interesting features) and the fact that the swelling caps out quickly and fades quickly after the magic source is gone has seen to it that they are most often used in niche applications by haberdashers and tailors creating gimmick garments for the nobility.
>>
Rolled 91 (1d100)

>>2429609
Supporting this plananon.
>>
File: Armor.png (20 KB, 1200x798)
20 KB
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Rolled 28 (1d100)

>>2428532
>>2428643
Here’s an idea:
We’ve got stone armor already. The fire elementals said there were flame-aligned metals that could essentially prevent heat transfer if properly worked. We’ve got the goblin forge which is good at intricate gadget-type work. We’ve got magic crystals and the recipe for Orichalcum, which is strong and a good magical conductor.

Make an armor frame out of the insulator metals. Anything that’s going to touch the wearer should be made out of these metals. The frame does not have to be made very thick or protective, but should be sturdy and not prone to breaking. Pains should be taken to construct in such a fashion as to leave spaces blank Where armor plates would normally be kept. This should essentially be the framework of an exoskeleton.

Next cast fairly thin plates of the fire-resistant metal inlaid with heat absorption glyphs, such that the glyphs will touch the wearer’s body and whatever is laid up against the outside of the plates (this ensures the wearer won't overheat due to no heat escaping the insulated metal). Fill in the gaps in the frame using these, making them permanently secure. The thin-ness is to save on material costs and allows them to be bent into shape to fit in the armor, and we can do this because these are meant to achieve an effect not protect the wearer.

Now on the exoskeleton attach ridges. The ridges are composed of 2 different materials. The top/bottom/sides should be made of Orichalcum flat strips of whatever gauge is appropriate should be fine. These ridges should be constructed like I-beams and secured onto the frame in whatever fashion is appropriate (welding is preferable, but utilizing an interlocking channel system with screws to secure the ridges in place is also conceivable and doable by goblin fuckery or dorf craftsmanship). The edges of the I-beams should curl in, and the side plates should utilize an interlocking channel system with regards the I-Beam.

Insides of the I's of the ridges should be coated with Swellgem paste, and the Orichalcum ridges should be connected at some point to the heat-absorption glyphs on the cast plates, so as to receive a magical energy supply.
>>
Rolled 75 (1d100)

>>2430467

The final step is to use the stone armor crafting techniques we already have in order to construct plates out of Fire Stone. The Fire Stone is cast, milled, or otherwise crafted into a plate appropriate to be put in the armor (these plates could be cast-in-place using stone->mud and mud->stone ovens). With Fire Stone in place the Heat Absorption glyphs are fed, converting heat into magic, which is fed to the swellgem paste, which expands and securely fastens the Fire Stone armor plates in place. Metal components are all rather thin/light and sparse (except the ridges, which reinforce the skeleton and provide some defense even without any firestone), the stone forms the majority of the 'armor'. The wearer is protected from the oppressive heat of the Fire Stone by the insulating metal, and kept cool by the heat-absorption glyphs that utilizing body heat as well as Firestone heat.

Suit repairs should be easy, as the glyph-plates can be mass produced and cut to shape in the event of damage. Fire-Stone pieces can be crafted with very loose tolerances on account of the fastening mechanism. Ridges are essentially beams, which can largely be extruded in a continuous process, and are unlikely to be destroyed due to being made of tough Orichalcum. The Exoskeleton is protected by the tough ridges, and is significantly less intricate to craft than most suits of armor.

Field repairs are distinctly possible with this system. In the event a firestone plate is destroyed the gripping mechanisms also deactivates. Minions could be supplied consumable stone->mud and mud->stone scrolls and re-cast armor components from shattered gravel in the field.

Other possibilities:
Exchange Flame-Metal for any metal. Replace Heat-absorption glyph plates with [mana-battery, magic-storing-crystal studded, life-force feeding metal] plates. Armor is now capable of using any material as the plates.

Upgrade glyph-plates with mana-batteries/magic-storing crystals/etc. Armor can now be field-repaired with any material at least temporarily until access to firestone again.
>>
>>2430467
>>2430468
I like it, and I wish for you to keep thinking of cool stuff, sincerely, Anon.
>>
Rolled 40 (1d100)

>>2430472
Really I'm trying to get other people to come up with cool stuff. We can fluff anything, are rich as fuck, and the Overlord is an incredibly powerful and talented magician that we're underutilizing. He figured out how to make a Lava Elemental summoning circle off of some offhand comments AFTER he'd already made 2 other summoning circles that turn.

We're tragically underutilizing him, but I can't really think of how to apply his Forbidden Knowledge and appetite for Secrets properly to solving our logistics issues...well in a way that turns out well anyhow.
>>
Rolled 35 (1d100)

>>2430474
Perhaps we can do some research into how dark mages stash away their treasures. Surely they've got some secrets relating to that.
>>
>>2430476
Don’t forget that on top of [Forbidden Knowledge] we also have [Necromancer] so that always opens up various avenues of approach (Magitek enhanced tireless undead cyborg ninjas anyone?) and we are confirmed to be exceptional when it comes to daemonoic knowledge (although I don’t particularly enjoy the idea of making deals with them for obvious reasons) so anons have that to work on.

Expanding upon your armour idea, perhaps we could (for our undead leaders) incorporate some runes that enhance and draw out necromantic power, allowing them to fully use every last drop of energy contained within (combine with some death diamonds for “unlimited power”?)

We could probably use a suit of armour like the one you’ve created just with more magic enhancing runes, perhaps combined with death diamonds for reasons stated above.
>>
>>2430482
Undead are neat an interesting in that we don't really need to necessarily make armor for them. They're undead and unfeeling so in quite a few cases we can just directly apply upgrades to them.

For instance we could embed Fire Gems into the bones of our Flaming Skeletons, and then engrave them with containment sigils (or whatever) that will break the fire gems upon the skeleton's death, resulting in an explosion that's more powerful the longer the undead has been around.

Or we could try and duplicate that effect with glyphs or something similar. Hook a heat absorption rune up to some sort of mana battery that's designed to break when the skeleton does.

We can also have skeletons walk through molten metal in order to massively upgrade their armor. We can directly replace their fingers with forged claws. Any number of things to upgrade undead.

But all that's still small-fry basic bitch shit. Stuff other people have figured out a long time ago, we're just in a good position to do it as well on account of being rich and hving rare stuff. We need to think on ways to make magic interact in order to do something that's really exceptional and/or deadly.
>>
>>2430497
>>2430482
In general I think we'd be best served coming up with feedback loops and are things that self-propagate or grow nastier with time.

But using materials and glyphs is really only a thin slice of the pie. Active and applied magic can surely be made to interact with this stuff to even more devastating effect.
>>
Rolled 44 (1d100)

>>2430482

What about making something nasty out of both? Possessed armors are a thing, how about merging an undead with a vessel for a demon? It's likely to go horribly, but if we can make the vessel such that we can choose when the demon comes out and fucks with the undead then they're sure to be useful in some way or another.
>>
>>2430497
>>2430503
>>2430506
All good points, although I was specifying the armour for actually important undead, such as leaders/heroic units and their associated guard, so what do you think of magitek cyborgs?
>>
>>2430507
The same principles apply to the leader units. Why put Death Diamonds on their armor when we can shove them in their flesh? And write runes on Mummy wraps.

I think we should get started on the orcs right away. We can probably use magic to suppress the immune system to not reject implants and use it to subsequently protect against infection as well.
>>
>>2430511
Cyborcs could be fun, all the fightyness of Orcs enhanced with metal and and built-in gray dorf secret weapons.
>>
>>2430511
Hey Anon, we could probably use that armour idea to create Golems, just a thought.
>>
>>2430511
And the armour is for more space to put stuff, and to deflect anything that might hurt the body-buddy underneath, because enchanted/blessed weaponry is broken.
>>
>>2430511
So Armanon, how should we deal out enchanted equipment?
>>
Rolled 69 (1d100)

>>2430476
Until we come up with something fancy, it may best to, in the meantime, just build a big storeroom.

>>2430497
When it comes to necromancy, EVERYTHING is stuff other people have figured out a long time ago.

That said, maybe before we try elaborate, difficult ideas (regardless of whether someone else has done them before), maybe we should figure out how to have tools, weapons, and armor made of something better than bronze.

>>2430482
>>2430506
I suggested it before, but what about making artificial bodies for the wraiths to possess?
We currently have 500 Ash Wraiths and 100 Accursed Ash Wraiths, we could make bodies for them out of any combination of the many materials we have laying around. They get broken in combat, the wraith can flee and possess a backup (if we make enough of them), and afterwards the remains of the body can be collected and recycled.

>>2430560
>>2430726
We still need a magi forge, Enchantry and Alchemy Laboratory before we can do enchanting. Probably want to improve the mystical library too.
>>
>>2431101
I can support Wraith-piloted constructs, but the question is how hard it’ll be to coax the damn things into them.
>>
>>2429609
I'm wondering why we are buying the workers that need upkeep and not wretches.

The golems we could make a workshop and build them with all the stuff we have.

>>2430474
I'm not the best when it comes to fluff. Been doing to much using what is there or remixing others' ideas and to little on imaging my own for that.
>>
>>2431436
Because the DFS is bringing a wretch-hive out of the magma ocean if I remember correctly.
>>
>>2431549
Why would that mean we should buy units with upkeep? Is there a plan to have the Dark Halfling farmers switch out to something else? Does the this race give us the benefit of making them into giant meat balls from over eating?
>>
>>2431626
Because dear famalamon, Wretches don’t produce additional income, and why spend on lesser Wretches when firebro is bringing a hive up from the deep.
Goodnight Anon.
>>
Rolled 70 (1d100)

>>2431436
>>2431626
I just figured Halflings would offer a bonus to farming, and they ought to pay for themselves if we sell excess food.
>>
>>2431101
I think that when the goblins get back and under the direction of the Horde Overseer we can get them to develop basic technologies like that on their own.
>>
Rolled 82 (1d100)

>>2431733
Do we have the facilities to produce additional income from them? We have quite a lot of people and probably not enough facilities for all of them.

I remember us looking at the fire Bros. Yet something has changed in them has it not. I feel we should worry about the changes. Maybe at least check them out before they get here or at least speed up their return with support. Since the longer we wait the more income we lose from them not being here.

>>2432021
I'm sure they'll pay off in time. I'm just trying to make the most as quickly as possible. I saw us hiring Farm hands and I was like is there a reason that we didn't hire the wretches? Since you know immediately they would be cheaper and cost no update. Allowing us to prepare building for more people. With out dealing with morale penalties for not having them yet.

If there's a bigger picture behind the action. That's fine and I'll leave it at that. I just didn't see a explanation and wanted to know more. Gotta know what my fellow players are thinking. So I can plan accordingly and hopefully contribute to the team.
>>
Rolled 89 (1d100)

>>2432230
It was mainly just that halflings probably know farming techniques and other related things already, so they're likely to be better farmers than wretches.

They'll also reproduce so we won't have to continue buying more as our farms expand. And like anon above mentioned they will produce life-force where wretches do not. If we get the bakery running we can also stock it with halflings, and we ought to be able to sell processed rations for a profit.

Though perhaps instead of specifically a bakery we should but a more broad food processing facility, and we still need a water processing facility now that I think of it.

So many things to do just to reach stability before we can even think about upgrades to FUN stuff and such...
>>
>>2432277
It’s a slow yet interesting road Anon, just relax and plan.
>>
Rolled 4 (1d100)

>>2431101
Building a store room only solves half the problem, as the minions are bitching about having to carry all this stuff to a location (the dungeon core) so that just means they're carrying it to a different location.

A distributed series of storerooms would remedy that. Perhaps connected to a central storeroom by portals that activate once they're full.

Or we can upgrade the Magma Plain with magma canals and have barges collecting the treasure to drop off at a central location.

I've also been thinking on how our dungeon should be organized to maximize our defense. We've got 3 dimensions to work with so we should be able to make something pretty neat and nasty. Anyone have ideas?
>>
>>2433652
The Iron Cage, But with more magma and less space marines but more undead abominations.
>>
>>2433652
>>2433656
“The Fortress consisted of over 32 square kilometres (20 miles) of hardened bunkers, towers, minefields, trenches, razor wire, tank traps, redoubts and a system of complex underground tunnels. The defenses of the fortress were shaped in the form of an eight-pointed Star of Chaos. At the center of the Eternal Fortress' defences lay a massive command bunker that was, however, intended to serve only as a decoy and had no actual tactical or strategic value.”

Replace star of Chaos with giant summoning circle, then the fun begins.
>>
Rolled 53 (1d100)

>>2433658

I was thinking more that we can put our rooms/wings either above or below the magma plain. Particularly if stuff is below then we can have hidden entrances (with fail-safes and diverter tunnels for safety) that are normally obscured by lava flows. If the Horde wing is in the ceiling of the magma plain chamber then they'll turn the entirety of below them into a killzone and any attacker would have to fight uphill to get anywhere.
>>
>>2433664
>>2433658
I fail to see why we can’t do both Anon.
>>
>>2433672
4D Eternal fortress because magic, full on Commorragh level of wut, where the lava is going up and down, think with more portals Anon.
>>
>>2433683
In some places we'll have goblin-made bucket elevators scooping the magma up to supply nefarious machinery in the ceiling, in other places we'll carve heat-collection circles to power reverse-gravity glyphs that make the lava cascade up. Active and random diversion of magma through artificial lava tubes that unlock access to appropriate rooms in the floor if you're a minion and have the correct access rune-component or glyph-tattoo.
>>
>>2433710
You’re finally thinking with 4D, and that makes me proud.
>>
Hey anons, how should we organise our Magi-minions?
>>
Seriously anons, think of cool stuff and share it, no harm if it isn’t accepted by Genie, and awesome if it is.
>>
Rolled 51 (1d100)

>>2429609
>>2430339
Currently the heroic water outsider is laying in the middle of the aqueduct being quite depressed. Honestly you can't blame the fella. That mage tore you both some new ones and you know its pain.

>Gained Heroic Outsider Unit Misicwa the Aquaris Royale Water Bearer of the Forever Changing Waters

Traits:
Outsider
HIDDEN
Water Master (Specialty Matter (Sub Specialty Change))

Abilities
Water World: When activated the surrounding area is flooded with water. Which cannot be stopped unless the creator is stopped or halts it willingly.


Passive
Changing Aqua Control: HIDDEN
Shifting Waters Aura: All aquatic actions are boosted when used near hero and allows friendly aquatic units to regenerate their stats while suppressing nearby hostile units

More Dark Halfings recruited from Overlording Centre who takes to their underground situation quite well. Most are farmhands but a few are cooks to work the tavern. Now the food is actually edible! Much to the dwarfs' relief.

However hiring so many dark halfings is NOT cheap and they advise that you use someone else to tend to the surface related farms. As Dark Halfings Overlord are native to the dark underground and are actually quite skilled at underground agriculture. Many say their long stay in the dark caused their skin to change color and their own minds to twist.

They are still friendly enough sorts. Just in a cheerful serial killer or corrupt horse salesman kinda way. Well that and they actually LIKE creatures like orcs and goblins even monsters. No idea why most common belief is its because they are huge slavers. Not true they just crazy standards when it comes to company.

Still unlike the humble halfings on the surface, their underground dark brethren are...indeed quite twisted. Their taste of thieving replaced with murder as an example.

>A lot of materials were exchanged for dark halfings

4 additional Evilgineers hired.

Evilgineers advise caution the use of worker golems. They have a nasty habit of repeating orders to long detrimental effect, have a very hard time with delicate tasks, and going berserk. Among many other unfortunate issues. Still, it doesn't stop the Magocracies from using them in bulk.

More grey dwarfs purchased. However, dwarfs do not actually have typical enchanters. Instead, they have runesmiths. There is one exception that being the Dark Dwarfs supposedly have actual enchanters.

"So since the horde is still missing your suppose to give me advise on building housing for the Horde. Now what would you suggest," asks the evilgineer to the Overseer.

"...Uh why not like them build their own shitty hovels? What do you think have blueprints for everything? I'm an Overseer aka management not a fucking engineer," replies the Horde Overseer.

"Ah...shit I thought you had this covered since the Overlord told me to talk to you."

"Nope. Why the fuck would I have blueprints on me?"

"Well what am I going to do with all these earth elementals?"
>>
Rolled 7 (1d100)

>>2436589
"Uh I don't know go build something," shrugs the Overseer.

"...hello I was SUPPOSE to build horde housing with YOUR help."

"How the fuck am I suppose to help? I don't have the blueprints!"

"EXACTLY the fucking problem. Goddamn useless management types I fucking swear you people are useless."

"How is it my fault that I don't have the blueprints? That's YOUR job."

"GAH there is more than just a SINGLE fucking way to help! You useless mongrel bastard."

"I don't build shit my job is literally being a glorified babysitter."

"HAH that is something we can agree on!"

"Hey I think I got an idea of what we could use those earth elementals for."

"Ooh what?"

"You got one of those freaky dungeon cores right?"

"Yeah what of it?"

"Oh trust me on this," chuckles the Overseer rubbing his hands together. "We are gonna have some fun."

"Why do I suddenly have a bad feeling about this..."

"Now now friend," begins the Overseer wrapping his arm around the Evilgineer. "All we gotta do is quite simple. See if we use that Core we can do stuff like..."

"Ooh...ah...no really? Oh man," continues on the Evilgineer as he's dragged along and listens to the Overseer.

Meanwhile in a different portion of the dungeon a group of Evilgineers were circled together argueing among themselves. While the bored elementals played a strange game involving firewalls and lava balls in the background.

"No no no we got lots of dry heat this easy," says one the engineers. "We even got lava and lava is cool!"

"You moron we don't have any fucking earth elementals to dig for us. How is this going to be easy? We have fuck all for diggers just a bunch of fire elementals who don't know to dig if their lives depended on it."

"Yeah we need space and all we got is just some...kobolds add some dwarfs to dig for us. We can't make enough space for dry all the crap the farms produce."

"No no no you fools why are we thinking a room we should bigger then that! We just gotta build some scaffolding in the magma plain mining. Just put it all on top of that and there we go."

"That would cook it NOT dry it. We need to dry not turn into charcoal and tasteless ash."

"The dwarves are busy and we need to hurry up and resolve this. We still gotta help build the enchantry and help set up a production line for tools."

"Well kobolds should work right?"

"Yeah but not the on the scale we need."

Meanwhile, in the distance some of the elementals got bored with their game realized they still had a job to do. After seeing that the evilgineers were still arguing among themselves without result. They shrugged and wandered off with the supplies. Yet only after they created some carts with volcanic rock, with a lava elementals underneath it, and built a box at the back end where the fire elementals went. After that, they blasted out of there with shocking speed.

The evilgineers meanwhile kept on arguing among themselves until finally one of them realized the elementals disappeared.
>>
Rolled 28 (1d100)

>>2436627
It didn't take them long to agree on blaming the elementals for the failure, before going off to handle their other tasks. Only later did they realize the elementals sorta disappeared with all the supplies that were suppose to be dried out and stored...

Sometime later the evilgineers met with a the dwarves runesmiths and a single dark dwarf echanter(who was bought at rather cost) to discuss the dwarven enchantry. It didn't take long for the dwarfs to realize the evilgineers weren't up to their standard and they kicked them out to handle it for themselves.

The evilgineers now angry after failing their first ever Overlord decreed mission and now having got kicked out by the dwarfs they were supposed to build the necessary facilities with. Begrudgingly went onto their final task.

Where they went to the foundry to oversee the acquisition of metals they needed for tool making before heading to the orcish forge and figuring out the production line for mass producing the necessary tools. Finally, they got to do something they could actually accomplish. Once they had it figured out they simply had to hand off the tasks to the golems and requested a quality checker along with an overseer be sent to watch them.

The dwarfs meanwhile after getting rid of the evilgineers discussed the building of the necessary facilities to allow for enchanting. Only there wasn't much progress until one of them remembered that they had dwarven engineers now. After dragging him out of the tavern they came up with some plans.

Blueprints gained
>Dwarven Runeforge
>Dwarven Magical Foundry
>Dark Dwarf Enchantry

The dwarfs have begun work on building the Runic Forge...which is going to take awhile. Dwarfs are not hasty builders.

Meanwhile the Overlord dismantled some worker golems and spurgled on purchasing research materials. You came to the following conclusions...

Golem worker flaws largely stem from their enslaved spirit that controls them. With notable exceptions being that they don't know when to stop and are unable to handle more delicate tasks due to the lack of feeling in their limbs(they do NOT understand the concept of 'gently').

Now the way the way to fix the last two flaws is to allow for smarter golems(which increases the risk of spiritual backlash but may reduce other flaws) and somehow improve the golems sense of touch. They simply can't register gentleness and hardness touch well at all.

Strangely the use of undead workers is actually superior to golems for more sensitive and intelligently inclined tasks. Smart undead under a powerful enough master will never go berserk or rebel unlike the spirits controlling golems. More importantly undead still have some semblance of 'muscle' memory. Even having largely lost their sense of touch they still know how to handle delicate tasks and follow simple tasks without needing oversight, unlike golems.

>Forbidden Knowledge Activated

There is a solution of course...a terrible one known as Unshackling.
>>
Rolled 18 (1d100)

>>2436674
Traditional Golemancy considers Unshackling a terrible Heresy of the highest order. it's on the level of purposefully enraging a golem and crippling its housing unit for the spirit(often called 'cores' which is false in multiple meanings). The idea behind it is quite simple by undoing some of the 'shackling' of the spirit controlling the golem you can enjoy numerous benefits...at the cost of greatly increased 'unfortunate side effects'.

Considering how the most important key to golems besides actually building them is the shackling of the housed spirit. There is little wonder why such an idea is regarded so lowly with such hatred and anathema to traditional golemancy.

Thus the vast majority of the times its discussed is due to an accident and not intentionally(unless through sabotage). Fortunately the Masters agreed upon the terms of the deal and offered you dark terrible knowledge...of the greatest forbidden kind!

Which naturally included the Art of Unshackling.

Besides increasing the 'intelligence' of the golem it also improves upon their strength. Most wondrously is their ability to enrage and grow ever stronger. Which works by turning the chains holding the spirit around and channelings its power through them throughout the golem. Hence their 'insane powerful rages'. A happy accident albeit quite an unfortunate one for traditional followers of golemancy.

A user of the Unshackling however considers this a 'good' thing to the point they are dangerously close to Possession but the two are NOT the same. Unshackling still requires the careful manufacture of the chains and housing unit. Just with some 'modifications'. It's thus possible to turn an ordinary golem into an unshackled one should you know what you're doing.

Usually like 99%, not a good idea. As the spirits tend to take advantage of the act to go on an insane rampage. Careful use of Unshackling can greatly improve the performance of the golem so long as your willing to take the risk of course.

Now what those cases don't tell you is a terrible secret originally known to only the Masters before they sold it to others for a terrible price. Nobody knows who exactly first came upon this diabolical idea but it certainly works.

[black]A Spirit that is Unshackled can still be controlled[/black]

By creating special spell formations and modified chains that are very...unusual nature. This additional chain is normally invisible to the spirit until activated. Causing the normally unshackled spirit to be chained in a different way once more. Only problem is unlike the modifications aka 'sabotage' that can be done to create an Unshackled.

This method requires building the golem from the ground up with the modifications. Otherwise, it won't work in the long term. At best you can cast a spell that can temporarily shackle a spirit but this only pisses them off more and is unreliable not to mention quite temporary.
>>
Rolled 10 (1d100)

>>2436727
Sounds like we’re going to be making some Unshackled Advanced Golem Worker designs
>>
Rolled 15 (1d100)

>>2437025
Or- or not, dice...
>>
Rolled 53 (1d100)

>>2436727
Of course there is yet another very taboo subject among golemancy. That is the replacement or augmentation of golem body with spirit body trapped inside. For example if you have a fire elemental trapped inside and you use the taboo arm then the golem would appear to have an arm covered in or made entirely of flame. Such a thing is also strictly forbidden for obvious reasons. The biggest one being the weakening of the shackles trapping the spirit trapped inside to actually make it possible.

Such a thing would admittedly be easier than creating a Forbidden Shackled Golem. Hell you if you were willing to take serious risks it's not impossible to modify a preexisting normal golem into having some special parts like that.

Thanks for your notes and newly purchased materials. The minions understanding have golems has greatly increased and your research is stored within the Mystical Library for their perusal(magi minions and other scholarly types when unassigned will work in the library performing research or practicing).

As for you yourself your personal understanding of golems is increasing by leaps and bounds. If only you had a Golem Workshop...so instead you researched. Which included experimenting with new golem types.

Gained blueprints
>Stone Golem
>Worker Golem(inferior to those purchased)
>Copper Golem(magic user)

NEWS!
The dark flame spirit has returned! Unfortunately they did not have the Wretch Hive. According to the spirit they didn't have the strength needed to barely get there. Most of the elementals died on the way there. Finally, when they got there it turned out the Hive had an owner who was using it. They tried to take it but it didn't go well...after they were driven off. They made the long journey back where most of the remaining survivors died. As a result there are only 4 survivors including the spirit.

They also warn about going too deep into the magma sea. Claiming the deeper you go the nastier the natives become. Thus an island in the middle of the sea...had some extremely dangerous foes hanging around nearby even before getting onto the actual island itself.

The Horde meanwhile is still absent...back the Horde went.

"Ah I think we finally got ourselves enough supplies, loot, and slaves," comments an orc looking at a burning town in the distance.

"Nah we can keep going thanks to the regular shipments back and we keep getting reinforced by new members all the time," chuckles a cheery goblin.

"We can't keep that up," shakes the orc's head. "We keep losing cohesion and it's only a matter of time before they drop the hammer on us. So far we kept safe by sticking to the rough terrain and regular border hopping."

"Yeah, I suppose your right."

>>2437025
Sadly to create them is very complicated. You would need skilled heretical golemancers to pull it off or some REALLY nice facility with the proper production lines(which would be a HUGE bitch to pull off unless you get real clever but not outright impossible).
>>
Rolled 43 (1d100)

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


>Currency: 5 Energy. 57 Wealth.
>Pop 2763 (1 Overlord. 1200 goblins. 600 orcs. 10 Grey Dwarves. 1 human. 300 kobolds. Elementals 200 Fire, 200 Earth, 100 lava. 30 Weak Wretches. 100 Ogres. 50 Cave Trolls. 1 Dark Flame Spirit. Undead Ash Wraiths 500. 1000 fire zombies. 200 Lava mummies. 2000 flaming skeletons. 100 Accursed Ash Wraiths. 100 Fiery Zombies. 100 Lorne Lava Mummies. 1000 Burning Skeletons. 1 Flaming Boneyard. 1 Fire Zombie Lord. 1 Ashen Soul Scourge. 1 Lava Mummy King.200 Giant Flaming skeletal Monsters. 100 Giant fire zombie monsters.
>Military 1(Overlord)
>>Food: Bountiful
>>Water: Medium
>>Morale: Average
>>Medicine: Medium
>>Health: Good
>>Armaments: High
>>Fuel: Rock(extreme). Fire Gems(Plentiful). Magic Crystals(High). Rock Gems(Plentiful). Earth Crystal(extreme). Flame Crystals(extreme). Pressure Rock(extreme).
>>Tech: Forbidden Knowledge(Expert). Golem Advanced Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). Mining(crude). bronze Forging(crude). Concept of Internal Power(crude). Special Martial Arts(crude). Puppetry(basic). Beast Taming(crude).
>>Reputation: Who?
>>Infrastructure: Concerned Dungeon Core. Fungi Farm++++++++(Gigantic). Insect Farm++++++++(Gigantic). Worm Farm++++++++(Gigantic). Medical Plant Farm+++++++(Gigantic). Plant Farm++++++(gigantic). Algae farm++(gigantic). Fish Farm++(gigantic). Crustacean Farm++(gigantic). Aquatic Plant Farm+++++(gigantic). Farming Complex++(Unlimited). Goblin Magma Forge+(Small). Orcish Forge+(Small). Sleeping Quarters(Large). Goblin Warrens(Tiny). Clay Kiln(Small). Gambling Tavern++++(Medium). Arena++(small). Cave Pig Farm+(medium). Magma Mining Flood Plain++(Very Large). Cave/Fire Chicken Farm(medium). Beast Den(Medium). Crypt+(medium). Graveyard+(medium). Training Yard(Medium). War Foundry(small). Mystical Library(tiny). Private Laboratory(tiny). Hidden Underground Aquaduct+++(Small).
>>Defenses: Booby trapped entrance. Beasts Hunting.
>>Creatures: normal Bugs. Glutton Beetles. 1 Hydra. 1 cat. 10 Flaming Mud Puppet. Cave Battle Boars. Vicious Cave Cocks. terry tarcats. fire worms. Feral Elementals(earth, fire, Lava). Fire Chickens.
>>Power: Overlord's Magica. Sacrifice.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Sling. Looted Dwarven(Moderate) Goblin Bombs.
>>Ammo: stone. copper. Bronze. Looted Dwarven(moderate).
>>Armor: Mushroom Head Shields. Stone Scale. Leather. bronze mail.
>>Communications: Dungeon View. Overlord's Scry.
>Goods: Crude Bronze Tools(Moderate). Crude fire clay pots. Stone Tools(plentiful). Copper Glyphs(Few).
>>
Rolled 39 (1d100)

>>2437286
>>Magic:
>>>Materials: Flame Mud(Plentiful). Earthy Mud(plentiful). Common minerals(Absurd). Uncommon minerals(plentiful) Rare Minerals(excessive). Very Rare Minerals(Very high). Exotic Minerals(high). Common Refined Metals(Plentiful). Uncommon Metals(excessive). Rare Metals(high). Very Rare Metals(moderate). Exotic Metals(Moderate). Common Gems(absurd). Uncommon Gems(Plentiful). Rare Gems(excessive). Very Rare Gems(very high). Exotic Gems(High). Common Stone(absurd). Uncommon Stone(Plentiful). Rare Stone(Excessive). Very Rare Stone(Very High). Exotic Stone(High). Common Earth(moderate). Uncommon Earth(Very High). Rare Earth(Excessive). Very Rare Earth(plentiful). Exotic Earth(high). Common Crystals(Absurd). Uncommon Crystals(excessive). Rare Crystals(Plentiful). Very Rare Crystals(Very high). Exotic Crystals(high). Common Magic Minerals(Absurd). Uncommon Magic Minerals(plentiful). Rare Magical Minerals(excessive). Very Rare Magic Minerals(Very high). Exotic Magic Minerals(high). Common Magic Gems(Absurd) Uncommon Magic Gems(plentiful). Rare Magic Gems(excessive). Very Rare Magic Gems(Very high). Exotic Magic Gems(High). Common Magic Crystals(plentiful) Uncommon Magic Crystals(excessive). Rare Magic Crystals(Very High). Very Rare Magic Crystals(High). Exotic Magic Crystals(Moderate). Common Magic Earths(Very High). Uncommon Magic Earths(high). Rare Magic Earths(moderate). Very Rare Magic Earths(Low). Exotic Magic Earths(Very Low) Common Magic Stones(plentiful). Uncommon Magic Stones(excessive). Rare Magic Stones(Very High). Exotic Magic Stones(high). Corpse Dust(very high). Corpse Ash(Very high). Flame Flesh(High). Crushed Flaming Bone(very high). Magic Ash(Plentiful). Uncommon Ash(Plentiful). Common Volcanic Ash(absurd). Very Rare Ash(Very High). Exotic Ash(high).
>>Other:
>>
Rolled 31 (1d100)

>>2437286

>Evilgineer Primaris, Horde Overseer, Earth Elementals
I don’t know what you’re doing but it sounds good so keep doing it.

>Fire and Lava Elementals
You seem as if you have a plan as well. Carry on.

>Dwarves
Is there any special materials, workers, or wealth you would like for your construction projects? We would like you to carry on and construct the facilities you provided blueprints for.

>Other Evilgineers
Split yourselves. Some of you expand the living quarters for non-horde minions.

The rest continue production of tools.

>Kobolds
We require a storeroom, and it will have treasures stored in it. Requisition whatever golems you need to assist you in the construction and ensure it is safe.

>Overlord, Magic Adepts, Misciwa

It would likely be difficult to expand our aqueduct. We must look into other ways to maximize our water, for it will soon be strained. Put research into, or simply construct if it is appropriate, a water processing and reclamation/recycling facility.

This should, in fact, be somewhat Misciwa’s specialty.
>>
Rolled 36 (1d100)

>>2437286
>A: Take a look (via Scrying) at that dorf outpost, also see if we can find where the dorf army came from
-
>B: Let’s see if we can get some better puppet knowledge, assign some grey dorfs to get higher quality metal-forging
-
>E: Have the dungeon assist the dorfs in getting all dorf related buildings (Forge,Magical Foundry,Darkdorf Enchantry)
-
>F:Oversee the construction of a proper summoning building, then oversee the defences and maybe enhance them.
-
>G:Go to the DDorf enchanter, craft some enchanted armour for our hero units and Commandorc.
-
>H:Go reflect with Misicwa, ask him if he has any water based ideas we could use.
>H:Expand well...anything that needs expanded.
>H:Expand the magma flow mining operation
>H:Create a storage area for metals, crystals and raw ore
>H:Ask the dorfs for defensive ideas and if possible implement them
>>
Rolled 39 (1d100)

>>2437317
I imagine we could probably combine our plans Anon, so thanks for mentioning the water.
>>
Rolled 65 (1d100)

>>2437317
Evilgineers would still need a labor force if they are to build anything.
Just need a quality checker and overseer to keep the tool production going now that they've set it up.
It'd be better to split them between telling the kobolds how to make us a storeroom and helping us plan some water facilities.

>>2437322
>>2437331
The dwarves only just started building a runic forge. No enchanting yet. Or no runsemsithing rather, and Dwarven Magical Foundry and the DDorf enchantry haven't even begun construction.

We just gained the blueprints, we haven't built them.

It does look like the plans can probably be combined though.
>>
Rolled 2 (1d100)

>>2437348
I was planning on using
>E: Construction with the Dungeon's aid its very fast
To help the dorfs get up and running, although I’m open to suggestions for well...anything really.
>>
>>2437366
Good thing Genie uses “Extreme lows and Extreme highs are good”.....
>>
Rolled 7 (1d100)

>>2437348
Golems should be doled out as required as a labor force for anything from here on out. That was stated last turn when they were acquired. I’d missed the bit where they can be assigned to new tasks though.

Surely we’ve got someone around that can quality check and someone for oversight. Perhaps wretches would be suitable.

Anon has got a point that perhaps the dwarves and Dungeon Core could have a chat and speed along the construction. It’d be nice if we could get an answer from the Core on whether that would be doable rather than having to devote an action.
>>
Rolled 49 (1d100)

>>2437366
Maybe hold off on enchanting till next turn, after the facilities are actually built.

I assume we actually can use that action to help the dwarves build, but even then, probably better not to rush it to that extent.

We still have scrying, researching puppetry, building summoning facilities, and meeting with Misicwa to plan water facilities to our Overlord to personally see to.

Of course we can make sure our Dark Dwarf Enchanter knows to get to work ASAP, in case the necessary facilities actually are completed fast enough.

Here's my attempt to combine the 2 action plans we have.
>>2437317
>>2437322
>First, get someone to keep the golem-powered production line running, as the evilgineers requested.

>Overlord (+magic adepts where appropriate)
>A: Take a look (via Scrying) at that dorf outpost, also see if we can find where the dorf army came from
>B: Let’s see if we can get some better puppet knowledge, especially in creating possession vessels for the wraiths we have
>F:Oversee the construction of a proper summoning building, then oversee the defences and maybe enhance them.

>Evilgineer Primaris, Horde Overseer, Earth Elementals
I don’t know what you’re doing but it sounds good so keep doing it.

>Fire and Lava Elementals
You seem as if you have a plan as well. Carry on,

>Dwarves+Overlord
>E: Have the dungeon assist the dorfs in getting all dorf related buildings (Forge,Magical Foundry,Darkdorf Enchantry)
Additionally:
>Ask them if there's anything they need/want for construction projects
>Ask them for defensive ideas and if possible implement them
>Assign some grey dwarves to get higher quality metal-forging
>talk to the lone Dark Dwarf Enchanter to make sure he has everything he'll need to get started enchanting once the facilities are up.

>Kobolds+2 of our Evilgineers
We require a storeroom, and it will have treasures stored in it. Requisition whatever golems you need to assist you in the construction and ensure it is safe.

Then expand living quarters for non-horde minions.

Overlord+Misciwa+Magic Adepts+2 Evilgineers
Look into ways to maximize our water. Put research into, or simply construct if it is appropriate, a water processing and reclamation/recycling facility.

>>2437322
Now I think about it, the bigger problem with crafting enchanted armor for our hero units is that one is a mage who prefers to remain hidden (from us personally) and the other is a water-based Outsider.

>>2437412
Right, well, apparently even high-quality worker golems leave something to be desired with construction. Probably have to treat them more like equipment than laborers, in terms of how much supervision they need.
>>
Rolled 89 (1d100)

>>2437420
Looking good, supporting.
>>
>>2437420
Water based LOOKS difficult, but in reality could provide some rather interesting benefits, revolving shields and all that fun stuff.
>>
>>2437436
In essence Misciwa’s armour wouldn’t be armour in the conventional sense, more like a bunch of shields he could move around and...I’m really not very good at explaining this sorta stuff...
>>
This is my first attempt at fluff, it's probably not too good but its my first attempt at it. Spent some time thinking about it, it would probably make for an interesting minion.

Fluff for new minion type:

The Necromantic Puppeteer central.

https://pastebin.com/Nm14Kw0H
>>
Rolled 21 (1d100)

>>2437420
Why do we care about the dwarf outpost that we wiped out and then abandoned?
>>
Rolled 37 (1d100)

>>2437605
>https://pastebin.com/Nm14Kw0H
I like the fluff anon. Genie will probably let us make it fairly easily if we figure out how to make a ghost hivemind.

We need to poll Genie on that and:
>>2430467
>>2430468
>>
Rolled 88 (1d100)

>>2437605
Delicious fluff. Take an Undead Puppetmaster for free!

>>2437420
>>2437433
If you want an Enchantry quickly the Goblin Magi would probably have a solution.

Someone has been dispatched to watch the golem powered production line.

Scrying the dwarf outpost does not reveal where the army came from.

Puppet knowledge has been purchased. While they need to be controlled personally they are notably more adaptable and do not suffer golem weaknesses. Their only major weak point is the controller.

As for possession vessels unless the possessor is willing and the vessel unguarded then it can't happen.

>Forbidden Knowledge Activated

...Unless you place upon the object a Possession Magnet formation. Something that attracts and potentially absorbs the unfortunate entity into possessing the vessel.

Simply put the reason 'why' the wraithss haven't bothered to possess anything is simply because they don't 'want' to. If they really wanted to they could just possess some armor, weapon, or dead body with no soul to resist their infiltration.

Or could do it the old fashion way shove one of them inside it and place entrapment formations to keep them from escaping.

Additional materials of puppetry are now available to the minions and have a Synergy bonus from the Golem materials.

>Forbidden Knowledge Triggered
>Fobidden Summoning Chamber has been constructed.
Summoning Chambers, unlike the typical summoning circle that you can place anywhere. Have far more built-in failsafes and withstand a shocking amount of power. The larger the summoning chamber the more beings or more powerful entities that can be summoned at once. The more summoning circles placed within a Summoning Chamber the better.

A forbidden Summoning Chamber has the additional ability. The biggest being the Vault that can store and dismantle countless summoning circles. More importantly, it can better withstand the nastiest of entities. Unfortunately, a Forbidden Summoning Chamber does have a flaw that an original one does not. A Forbidden Summoning Chamber is vulnerable to entities attempting to influence matters inside. Of course the more demented users consider this a good thing. After all its much easier to get in touch with specific entities you're looking for and gaining council. Not to mention the self summoning that you don't even need to do yourself(it is hence obvious why traditional magi despise such modified chambers).

"I don't get it how is this even suppose to function? You any idea how many laws of physics we are breaking?" Asks the Evilgineer to the Horde Overseer who shrugs before replying.

"I got no idea man but Dungeon Cores can allow for some really freaky shit. You gotta stop thinking about 'limitations' and 3d construction. That shit doesn't fly in a dungeon man. What you never heard of freaky dungeons that have multiple dimensions in a single layer and allow you to walk from a tundra to a raging inferno through a single door?" Answers the Overseer.
>>
Rolled 18 (1d100)

>>2440403
"Well if you have no idea how it works and I obviously don't then how is that those earth elementals actually understand it?" Asks the Evilgineer pointing at the earth elementals who are building...well he still hasn't quite comprehended what it is. Thanks to the flow messed up the flow of lava that flows sideways or even upside down and don't even get him STARTED on the stairs/rooms. Right now they both standing on some stairs that are sideways yet neither of them are falling to the ground.

"Yeah you know I don't know the answer to that either," shrugs the Overseer.

"Actually its because they are from the Realm of Earth and its laws are very different from our own familiar reality," whispers a silky deathly voice coming from nowhere yet everywhere. "To them our notion of...physics and construction is so...boring. All one plane all up and down. What you asked them to build is something they are familiar with from their homeland. Of course, they understood what you were asking of them."

"OH SHIT," screams both the Evilgineer and Overseer has they jump...then fall down to the ground. "AHHH *BANG* OWW..."

The voice starts to laugh and soon other voices also start laughing as some wraiths come out of the wall. Howling with their horrendously evil laughing and dark voices of death. As they wraiths dance around.

"Ah by the gods working in a dungeon is going to give me such a huge headache," complains the Evilgineer as he gets up. "I figured weird dimensions and gravity would only become a thing in the later layers. Not so quickly. More importantly isn't this...weirdness costing the dungeon something to employ? How is it for free?"

The wraith who spoke looked at him as if he were a dumbass and points at some objects the earth elementals were burying and placing around while they were building. "All it takes is some careful placement of gravity gems and other such things. It's not like its particularly difficult if you have the materials," it hisses.

"Ahh...what a waste of gravity gems," sighs the Overseer in sadness.

The Overlord meanwhile after finishing up his brand new Summoning Chamber. Heads off to see what progress the dwarves have made and are greatly disappointed by the results. Dwarfs are indeed slow but steady builders. Still the quality of their work blows everything else combined in the dungeon out of the water.

"We don't particularly need anything except manpower which would help speed things up," answers the dwarfs. "Can't let nondwarfs do any of the real work but slaves can help carry shit around at least."

"Hm defenses huh? First thing you should do is expand the entry hallway and make it long as you can. Give you nice long chokepoint to fortify. Thanks to the regular lava flooding thanks to those dick ass Lava Lords fortifying the above area is difficult thing. Reinforcing the structures, walls, ceilings, and floors would also help quite a bit. Make them sturdier and harder for someone else outside to dig in."
>>
Rolled 37 (1d100)

>>2440500
"Building stronger doors and traps everywhere would also help. Preferably not those treacherous little traps the kobolds build everywhere. Little thieving bastards."

The Dwarfs state they can start steel forging but only Dwarfs make the best steel. Metals stronger than steel...is when gets very difficult and exceedingly tricky. They will require specialized forges if you want to mass produce them, alchemy facilities, and lots careful magic usage. The dwarfs admit though steel handles magic rather poorly. Its why bronze and copper is so popular still. It's not nearly as difficult to make as orichalcum and plenty mundane but still has good magic properties.

Not to mention they don't much like the idea of trying to teach the childish goblins and moronic goblins how to forge steel.

"Eh enchanting is much more common among other races Overlord," explains the dark dwarf. "Dwarves prefer using magical runes and formations. We the dark dwarfs are the exception. They say only we are crazy enough to infuse magic directly into the item itself and they are right. Sure there might be more unfortunate side effects and mishaps but our magic items are much more powerful. Unfortunately trying to mass produce them is...well the Dwarfs know how to do it with their runes. Its a big secret of theirs though. Its why besides their craftsmanship their defenses are so powerful. They carve runes into every stone and it adds up. Throw in some synergy and making them parts of a larger formation...it results in something extremely strong. Of course other races have tried to copy the dwarfish runes but they are always lacking. For they are not dwarves."

Kobolds, golems, and engineers start building a treasury.

Misicwa and the magi state building some more magic formations to generate water would work or use entities like water elemental abilities to produce water. The Evilgineers point out expandng the water aqueduct or building a water recycling facility would work. Most of the wastewater is either absorbed by the dungeon or used in the farms.

Unfortunately there just isn't enough proper builders to go around. Kobolds are only skilled in digging. There aren't enough earth elementals or dwarfs. Earth elementals don't exactly understand how to engineer they are just naturals at manipulating earth and rock around. Only dwarfs have any real talent for it.
>>
Rolled 87 (1d100)

>>2440617
>A: Explore outside
>B: Perform some research the library is where you find all sorts of knowledge
>C: Recruiting by summoning for when you need minions and no other way to get them
>D: Trade for when you want to 'shop' aka conjure up some objects
>E: Construction with the Dungeon's aid its very fast
>F: Oversee Operations
>G: Craft some stuff
>H: Other?


>Currency: 5 Energy. 57 Wealth.
>Pop 2763 (1 Overlord. 1200 goblins. 600 orcs. 100 Grey, 1 dark Dwarves. 5 human. 300 kobolds. Elementals 200 Fire, 200 Earth, 100 lava. 30 Weak Wretches. 100 Ogres. 50 Cave Trolls. 1 Dark Flame Spirit. Undead Ash Wraiths 500. 1000 fire zombies. 200 Lava mummies. 2000 flaming skeletons. 100 Accursed Ash Wraiths. 100 Fiery Zombies. 100 Lorne Lava Mummies. 1000 Burning Skeletons. 1 Flaming Boneyard. 1 Fire Zombie Lord. 1 Ashen Soul Scourge. 1 Lava Mummy King.200 Giant Flaming skeletal Monsters. 100 Giant fire zombie monsters.
>Military 7250
>>Food: Bountiful
>>Water: Above Average
>>Morale: Average
>>Medicine: Medium
>>Health: Good
>>Armaments: Low
>>Fuel: Rock(extreme). Fire Gems(Plentiful). Magic Crystals/gems(High). Rock Gems(Plentiful). Earth Crystal(extreme). Flame Crystals(extreme). Pressure Rock(extreme).
>>Tech: Forbidden Knowledge(Expert). Golem Advanced Basics. Crude Clayworks. Puppet Making(basic). Stoneworking(crude). Mining(crude). bronze Forging(crude). Concept of Internal Power(crude). Special Martial Arts(crude). Puppetry(basic). Beast Taming(crude).
>>Reputation: Horde
>>Infrastructure: Concerned Dungeon Core. Fungi Farm++++++++(Gigantic). Insect Farm++++++++(Gigantic). Worm Farm++++++++(Gigantic). Medical Plant Farm+++++++(Gigantic). Plant Farm++++++(gigantic). Algae farm++(gigantic). Fish Farm++(gigantic). Crustacean Farm++(gigantic). Aquatic Plant Farm+++++(gigantic). Farming Complex++(Unlimited). Goblin Magma Forge+(Small). Orcish Forge+(Small). Sleeping Quarters(Large). Goblin Warrens(Tiny). Clay Kiln(Small). Gambling Tavern++++(Medium). Arena++(small). Cave Pig Farm+(medium). Magma Mining Flood Plain++(Very Large). Cave/Fire Chicken Farm(medium). Beast Den(Medium). Crypt+(medium). Graveyard+(medium). Training Yard(Medium). War Foundry(small). Mystical Library(tiny). Private Laboratory(tiny). Hidden Underground Aquaduct+++(Small). Forbidden Summoning Chamber(tiny). Overlord Office(tiny).
>>Defenses: Booby trapped entry. Beasts Hunt.
>>Creatures: normal Bugs. Glutton Beetles. 1 Hydra. 1 cat. 100 Flaming Mud Puppet. 2 Stone, 1000 Worker golems++. Cave Battle Boars. Vicious Cave Cocks. terry tarcats. fireworms. Feral Elementals(earth, fire, Lava, water). Fire Chickens.
>>Power: Overlord's Magica. Sacrifice. Passive.
>>Weapons: stone weapons. copper weapons. Bronze weapons. Sling. Steel(scarce). Goblin Bombs.
>>Ammo: stone. copper. Bronze. Steel(scarce).
>>Armor: Mushroom Head Shields. Stone. Leather. bronze. Steel(scarce).
>>
Rolled 45 (1d100)

>>2440683
News
Some of the dispatched horde forces are finally returning in caravans hauling loot, supplies, and slaves.

WARNING
Words spread you are no longer unknown.

>Alert
You need more storage. The minions tire of having to trek to the Core for everything and it's a big safety hazard.

There is no slave pen for the slaves and slave unrest is much higher. Maybe you should sacrifice some slaves?

You need a larger treasury. It's not nearly large enough to hold all the wealth you and your minions possess.

>>Communications: Dungeon View. Scry.
>Goods: Crude Bronze items(high). Crude clay items(moderate). Stone Tools(plentiful). Copper Glyphs(Low).
>>Magic: Necromancy(Master). Puppetry(basic). Golemancy(advanced). Summoning(adept).
>>>Materials: Flame Mud(Plentiful). Earthy Mud(plentiful). Common minerals(Absurd). Uncommon minerals(plentiful) Rare Minerals(excessive). Very Rare Minerals(Very high). Exotic Minerals(high). Common Refined Metals(Plentiful). Uncommon Metals(excessive). Rare Metals(high). Very Rare Metals(moderate). Exotic Metals(Moderate). Common Gems(absurd). Uncommon Gems(Plentiful). Rare Gems(excessive). Very Rare Gems(very high). Exotic Gems(High). Common Stone(absurd). Uncommon Stone(Plentiful). Rare Stone(Excessive). Very Rare Stone(Very High). Exotic Stone(High). Common Earth(moderate). Uncommon Earth(Very High). Rare Earth(Excessive). Very Rare Earth(plentiful). Exotic Earth(high). Common Crystals(Absurd). Uncommon Crystals(excessive). Rare Crystals(Plentiful). Very Rare Crystals(Very high). Exotic Crystals(high). Common Magic Minerals(Absurd). Uncommon Magic Minerals(plentiful). Rare Magical Minerals(excessive). Very Rare Magic Minerals(Very high). Exotic Magic Minerals(high). Common Magic Gems(Absurd) Uncommon Magic Gems(plentiful). Rare Magic Gems(excessive). Very Rare Magic Gems(Very high). Exotic Magic Gems(High). Common Magic Crystals(plentiful) Uncommon Magic Crystals(excessive). Rare Magic Crystals(Very High). Very Rare Magic Crystals(High). Exotic Magic Crystals(Moderate). Common Magic Earths(Very High). Uncommon Magic Earths(high). Rare Magic Earths(moderate). Very Rare Magic Earths(Low). Exotic Magic Earths(Very Low) Common Magic Stones(plentiful). Uncommon Magic Stones(excessive). Rare Magic Stones(Very High). Exotic Magic Stones(high). Corpse Dust(very high). Corpse Ash(Very high). Flame Flesh(High). Crushed Flaming Bone(very high). Magic Ash(Plentiful). Uncommon Ash(Plentiful). Common Volcanic Ash(absurd). Very Rare Ash(Very High). Exotic Ash(high).
>>Other:
>>
Rolled 28 (1d100)

>>2440714
Hmm. Our priorities perhaps need to shift now that our renown has gone up. I get the feeling adventurers will be coming to push our shit in all too soon.

How much does another layer cost just by default randomized?

How much does a farming layer that’s discounted cost?
>>
>>2441134
First layer is 10.

The discount is that ALL farms count a SINGLE farm type when purchasing a layer.
>>
Rolled 63 (1d100)

>>2441134
I think our top priority should be dealing with those alerts first. Storage, slave pens, and treasury, we need to build these things.

Summon more earth elementals and dorfs to do this (and get the runeforge built sooner)

Getting a new layer cheaply seems like the most inefficient possible way to improve defences rapidly, due to the exponentially increasing cost of additional layers.

For defences, we should probably start implementing the dwarves' suggestions by expanding the entry hallway to make it as long as we can.

After that reinforcing buildings walls/celings/floors, installing stronger doors, and some serious traps.
>>
Rolled 42 (1d100)

>>2441186
I’m in favor of sacrificing the slaves in order to solve some of our other problems, along with needing slave pens. We just need to be creative with how.
>>
>>2441186
Also expanding a layer means we get to move all our shit down, further away from the entrance. Another layer would require any invaders to breach the first.
>>
Rolled 43 (1d100)

>>2441356
I understand why you suggested it, but that does not refute my point. It's a massive opportunity cost. Do you believe it is actually the only way to avert total destruction? Because if it isn't, then it would be better to save up for a custom layer, because it's our best chance to get any custom layer we want; because each successive layer costs 10X that of the previous one. Which means we'd also have to pay at least 10X more to get a custom layer later.

Although I'd be okay with any layer that would make the most of Misicwa as a guardian. So anything aquatic or semi-aquatic.

>>2441347
This, I have no strong opinion on, so sure, whatever. I'd think we'd just feed them to the dungeon core for energy, but if you've got some other way of sacrificing them in mind, I'm listening.

>>2441174
>>2429613
Could we get random semi-aquatic at a lesser cost multiplier?
>>
Rolled 97 (1d100)

>>2441391
I don’t think we’ll be totally destroyed either way, but it was something we needed a price point on in order to plan and keep our options in mind.
>>
https://pastebin.com/TgR5Udfz
Auger Men, basically tunneler trappers, Shaman are rare summon but required to lead them. Hope It makes sense
>>
>>2441482
Where did they come from and what pressures have made their culture this way? You’ve described their physical characteristics well, and a few of their cultural characteristic but you haven’t presented compelling reasons why they are thus.
>>
Rolled 30 (1d100)

>>2441186
>>2441418
Supporting.
>>
>>2441508
It’s still just discussion at this point.
>>
>>2441608
Oh...
>>
>>2441482
Eh anon if you wanna use Tunnelers mutated humans ARE a thing. So feel free to fluff them as such. Back in this 'early' period most mutations are due to magic rather then SCIENCE! You can even include Queens and their speedy gang ups.
>>
>>2442093
Hey Genie, how much of the horde came back (last?) turn?
>>
Rolled 13 (1d100)

>>2440714
>B: Start looking into torture techniques, magical,mental,physical and drug induced, if it’s torturous we need to learn it and teach a couple of the craftier dorfs it.
-
>C: summon a group of three darkdorf torturers.
>Summon however many GDorfs before they start complaining
-
>H:Get those slave pens up and start looking for anyone we might be able to “persuade” (torture dorfs into Ddorfs and equivalents for the other races), anyone who doesn’t come willingly/gets tortured into falling, we use to add to the undead
>Get a nice big storage area set up
>Set up a dungeon for the aforementioned DDorf torturers and whoever they take as their assistants (basically the most sickfuck minions we have, although they’ll still need to preform their duty’s outside of torturing people)
>Get defences set up, expand that hallway like the dorfs said and reinforce EVERYTHING, maybe see if we can get some goblin cannon emplacements set up, some glyph traps and a sudden lava portal
>Set up a small “dwarven district” for the dwarves to live in near all the dorf stuff
>Expand the undead storage area
>Anything that other anons have suggested, that I’ve missed, that can be done easily
>>
Rolled 86 (1d100)

>>2442329
about a quarter and then some. According to their report, they lost people but they recruited a lot of unsavory characters to replenish their numbers. Hell, they are even expecting to come back with more troops then they left with. Including valuable sub species like Hobgoblins.

Apparently, the 'horde' split into two different groups one charged into the underground to hunt around and the other went to the surface to pillage. They state they be bringing in plenty of plunder, new recruits, and slaves.

Its worth noting Overlord the more havoc you cause the bigger and more bad ass you appear. The better and more plentiful the minions that will be interested in joining up.

There are all manner of ways to attract minions.
>>
>>2442689
Unsavoury characters?
>>
>>2442705
Who else would be willing to join up? It's not like respectable and good people are just going to be lining up to sign up.
>>
>>2442731
Woops, shoulda phrased it better, was curious about who/what decided to hop on for the ride.
>>
Rolled 8 (1d100)

>>2442621
What's your goal with the torturing that's better than sacrificing the slaves for power, anon?
>>
>>2442785
Torture dorfs to get DDorfs
Torture Elves for DElves
So on and so forth, plain evil humans etc
>>
Rolled 48 (1d100)

>>2440714

>Overlord, Magic Adepts
Summon more elementals, including some air and water elementals.

See if we can't use sacrifices to improve out gains. Particularly that is go assemble the slaves and ask for any that have useful skills. Those that don't take as sacrifices, and make this clear to the other slaves. We'll get a catalog going of who's worthwhile and who's not.

Misciwa and the elementals that survived the expedition may assist in this if they wish.

>Other forces not mentioned
Carry on same as last action (see: Earth Elementals and Kobolds). Any forces that desire hard labor may use slaves or golems (looking at you, Kobolds and Dwarves).

1 Evilgineer to the Kobolds.

Continue the tool production.

Anyone else don't be idle, carry on with last orders or expand something.

>2 Evilgineer, Golems
Expand our animal farms, and possibly pull of the same combining trick we did with the plant farms, to house all the larger animals we purchased not very long ago.

>1 Evilgineer, Golems
Expand Non-Horde living quarters...if that's not what the Evilgineer and Horde OVerseer are already doing.

>1 Evilgineer, Misciwa, preferred workers, possibly water elementals
We need the following:
-Water Recycling Facility
-Water Purifying Facility
-Water Reservoir System
-Enlarged Aqueduct

Get on it.
>>
Rolled 8 (1d100)

>>2443404

We just need more workers. The easiest way I see of doing that is either getting more elementals, or crafting more golems.

Perhaps we should replace the 2nd action with creating slave pens, I didn't notice it but our Water rating did go up so we can put that off for a bit.

We also should still reward the Dark Flame Spirit and his Elementals with 1 unit of Energy, and his pick of our treasures. They may not've succeeded, but they tried and we have faith in them.
>>
Rolled 87 (1d100)

>>2443494
I'd suggest not only creating slave pens, but get someone to build storerooms. The kobolds (with assistance) started building a treasury, we still need to get to work on other forms of storage. We should do these things instead of the other construction projects.

Also summon more earth elementals and dorfs. Air and water elementals may have their uses, but they won't help with general construction.
>>
>>2443722
We've got a bunch of large animals just laying around (likely to die) if they don't get housed soon. We got those animals in our double-crit and I'm loathe to let that investment go to waste. I'd wager getting them housed is more urgent than getting storerooms.

Water Elementals and Lava Elementals paired up allow for another construction force, particularly in the magma plain. Air elementals I'll concede.
>>
Rolled 36 (1d100)

>>2443404

>Overlord, Magic Adepts, Misciwa
Summon more elementals, emphasizing Earth elementals followed by Water and Lava elementals. Whatever materials are required may be used in this endeavor.

See if we can't use sacrifices to improve out gains. Particularly that is go assemble the slaves and ask for any that have useful skills. Those that don't take as sacrifices, and make this clear to the other slaves. We'll get a catalog going of who's worthwhile and who's not.

Misciwa and the elementals that survived the expedition may assist in this if they wish.

>Evilgineer Primaris, Horde Overseer, Earth Elementals
Carry on until you're done. By the way, what are you doing and how long will it take?

>Kobolds
Continue work on the treasury.

>Tool Production
Carry on, sweet line overseer and QA guy.

>2 Evilgineers, Golems, Slaves
Expand our animals farms and possibly pull off the same combination trick we did with the plant farms. Our main goal is create something suitable for the larger animals we purchased to inhabit.

>1 Evilgineer, Golems
Construct Slave Pens

>1 Evilgineer, Golems
Construct a storehouse network. We plan to come up with some means of transportation through the Magma Plain to somewhere or several somewheres, but we need distributed storehouses of considerable size to cut down on the distance miners have to go to drop their stuff off.

Or if you have a better solution, do that instead.

>Other
Gift the Dark Flame Spirit and his surviving elementals 1 Energy (that's a lot, right?) and a reasonable amount of whatever they want out of our stockpiled wealth.

"You may have failed in your task, but you have shown your loyalty by returning and having made the attempt without complaint. For this you deserve reward, and I see the value in each of you."

Also sumon more GDorfs and DDorfs, and assign the Dorfs slaves or golems to do heavy lifting as according to their preference.
>>
Rolled 51 (1d100)

>>2443779
There's been no alert about that, and if there was any mention of animals lying around dying, then I missed it, so I'd assume the farming complex++ (unlimited) is adequate for the "larger animals we keep in farms."

>>2443821
Close enough.

Making sure we do in fact have somewhere for the animals is worth it, I suppose.

Hopefully the evilgineers will be able to requisition more workers, because I"m pretty sure golems won't cut it, especially with just a single engineer to direct them.
>>
Rolled 11 (1d100)

>>2443891
See: >>2428605

For some reason even though the double crit action said “Expand the farms” generally, only the plant farms got expanded (or at least looking at our stat bar it seems so). I’m not looking a gift horse in the mouth though.
>>
Rolled 14 (1d100)

>>2444060
Okay, so everyone overlooked that and we should have dealt with it immediately.

Let's see if there's anything we can do about it now.

We got a lot more than plant farms from that action though.
>>
>>2444118
I was hoping we’d get giant farm animals as a result of incorporating “yield enhancing materials” into the existing animal farms when I wrote that action. Would’ve been neat.
>>
>>2444060
*starts sweating* Yeah sorry about that I haven't gotten around to renaming the animal farms into something far more accurate. Like ranches, chicken roosts, and so on. Hence why I didn't include them.

>>2444129
They are just bulkier.

If you want giant animals that is actually simple if your willing to spend the energy to have the dungeon boost them. It won't take too long to make them giant but getting them magical will take some extra care.

Not impossible(just see the fire worms and chickens).

On the other hand, giant creatures have much higher upkeep them average sized ones and magical creatures are going to have special upkeep requirements(which aren't cheap if you don't have a supply of them available).

But once you get giant bugs going and magical beast parts. The stuff you can create get real nifty. Think Monster Hunter and alchemy(SCIENCE!) boosting components.
>>
Rolled 87 (1d100)

>>2440714
Could we combine >>2442621 and >>2443821 ?
>>
>>2444425
Hey Genie, do Hydras shed scales, and have we started feeding our Hydra glutton beetle bits for all that elemental goodness?
>>
>>2444544
Hydra eating beatle bits? The hydra eats fire chickens!
>>
>>2444615
Good point.
>>
>>2444615
>>2444617
Leading on from this, would a hydra eating fire chickens become a pyrohydra?
>>
Rolled 62 (1d100)

>>2442621
>>2444540
Honestly torturing slaves to turn them dark seems terribly inefficient. I just can't see it having a success rate high enough to justify doing it instead of summoning if we want more minions and using the slaves for something else.

I have no problem with asking for volunteers to evil however, if you want to see if any of the new slaves would rather be minions. I would guess a lot of the slaves are human, thus more easily tempted to darkness than elves and dwarves who have extreme cultural antipathy towards their dark counterparts.

You did mention undead, but I think rather than an afterthought, it should be the focus if we're going to torture slaves into madness. Research some sort of tortured enslaved undead to remake our slaves into. If we're not just sacrificing them, research subjects seems to me like a better use of excess slaves than trying to make them evil through torture.

We got the Necromancer trait, we should use it.

But even aside from that, we really need to focus on getting that damn storage. And the slave pens and treasury.

Other than that though, your plan is good.
It mostly involves dwarves, whereas >>2443821
has them as more of an afterthought. So combining them is probably a good idea.
>>
>>2445127
I can see your points Anon, and I appreciate the criticism, any cool undead ideas?
>>
Rolled 32 (1d100)

>>2445213
Not any original ones, at least right now, although I can think of one or two places to look for inspiration/blatant ripoff.

There's one already explained by Genie, the ghost chain swarm, but it's really not what I was thinking of making. Very difficult to control, but we could create one easily enough. A ghost hivemind on the other hand, would be very difficult to create. Chain swarm bound to a place could work as a guardian, but we probably wouldn't want it in a high-traffic area.

Something useful for labor however? >>2436674
This gets me thinking, we could come up with something.
>>2440403
Perhaps combine with a Possession Magnet?

Maybe corporeal undead would be better though. There's also the idea of the ghostly artisan, also not really what I was thinking of, but bears further contemplation.

>>2444540
Alright, I attempted to combine them. There's some division in what to do with the slaves, so I figure at the moment we can just try to catalogue them. And also use them for manual labor.

I'm also including something about orichalcum, we figured that out thanks to a crit but haven't done anything with it yet. We'll definitely have a demand for it though once the runeforge is ready.

>>2440714
Part 0
Carry on.
Anyone who is engaged in an ongoing task, keep doing that.

Part 1
Minion Management
Summon more elementals, mostly earth, but also some water and lava
Acquire more grey dwarves, a lot of them
Acquire more dark dwarves as well
Use whichever market is most efficient.
Figure out what kind of slaves we got, and what skills they have if any. Also if any are promising candidates for promotion to minion, and/or magic potential.
Give treasure rewards of their choice to the dark flame spirit and other survivors of his expedition. Our minions have to put up with a lot, but the danger of that mission was above and beyond, yet they did it without any backtalk.

Part 2
Construction: We have a lot of shit to build
>General Storage
>Slave Pens
>Treasury
>Dwarven Runeforge
>Dwarven Magical Foundry
>Dark Dwarf Enchantry
>Extended Entryway
>Defensive Enhancements
>Waterworks
>Graveyard and Crypt Expansion
>Dwarven Quarters
>Dungeons/Torture Chambers
Dwarves will work on the dwarven stuff, everyone else who can build shit and is not already building something will work on building the other things, working down the list.

Part 3: Personal and Magical
Start looking into various torture techniques, as well as their potential application, if any, for necromancy; or more specifically, the creation of undead.
Try to figure out what it would take to begin large production of orichalcum.
>>
Rolled 60 (1d100)

>>2445301
Supporting.
>>
Rolled 59 (1d100)

I think we should research how to make a ghost hive mind.
I think that if we create a special necromancy focused summoning chamber that is filled up with big storage vessels filled with ghosts, and have a big supply of charged death diamonds in it, and have placed in its center a special possession magnet that can channel a very large amount of ghosts into a big powerfull mind melt orichalcum glyph.
If we do reseach on how to use the possession magnet to draw a large amount of ghosts out of nearby vessels and into a mind melt glyph and hold them there long enough for them all to mind melt while feeding the area around the glyph necromantic energy stored in the death diamonds then it really should atleast result in something interesting. If it goes bad we might be able to use the summoning chamber to banish it to some other world so the failed unholy experiment is disposed of "safely".
>>
>>2445301
If any of the slaves got latent magic potential then we can turn them into one of those scrying undead one of the fluff pices described.
>>
>>2445416
Don’t forget to roll Anon.
>>
>>2445460
Thanks anon but I already rolled on a post before that one, you can roll several times per turn?
>>
>>2445550
If you’re supporting a different post I do believe you can, but Genie would need to confirm it.
>>
Rolled 82 (1d100)

>>2445301
Change the Overlord figuring out torture techniques to the Overlord supporting Elemental Sumoning via sacrifice and I'll vote for it.

The clear application for a Possession Magnet sigil is to host our undead near the entrance, and then inscribe Possession Magnet formations on all items we don't want anyone looting.
>>
Rolled 35 (1d100)

>>2445928
Couldn’t we do both?
>>
>>2445953
At reduced effect, and I just don't see the need for torture techniques at the moment.

Though I do admit being a bit amused at the abject evilness of getting slaves and then immediately deciding to investigate torture techniques for no real reason. That's pretty hardcore and would definitely remind our minions they're working for an Overlord.

But I must insist on us personally handling the summoning. Look at what happened last time we delegated it out.
>>
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Rolled 34 (1d100)

>>2446563

"O-Overlord...is there any reason why you just applied the soul-anesthetic to that slave, shredded his mind, hosted his consciousness inside your own so he could observe both mind and body being shredded with excruciating detail without losing his sanity, pulled each of his fingernails individually with bronze pincers inscribed with dark dwarven runes of pain, and then shoved his tormented soul back into the pseudocorpse to be reanimated and bound to the now-not-his flesh such that he will forever watch his body perform dastardly acts but be unable to stop himself?"

"Of course there was a reason, Goblin Magi. I had to see if the torture would accomplish anything aside from torturing him!

Also how can you expect someone to get better at torturing folk if they never torture anyone? Preposterous."

"But Overlord, it was your idea to torture him in the first place?"

"Look here now, I'm the Overlord of this WHOOOLE Dungeon. I don't have time for your petty 'details'!"

"Aah...yes, Overlord I do not know how I didn't understand sooner. I guess I'll get back to work on mass-manufacturing those glyphs now!"
>>
Rolled 7 (1d100)

>>2445301
>>2445408
this
>>
>>2445416
also this. the softhlang induces gradual insanity too.
>>
>>2446786
You say that like it’s a good thing?
>>
Rolled 75 (1d100)

>>2445928
>>2445301
Right, I meant for us to personally oversee the summoning. It'll be necessary to get workers in the numbers we want.

Part 3 is more for after we've done pretty much all we can personally to achieve the previous action items.

>>2446563
>Look at what happened last time we delegated it out.
I know what you mean, but we did gain 2 hero units from it.

>>2446638
kek
>>
Rolled 19 (1d100)

>>2445301
"Hey what should we do with these slaves Overlord? Perhaps work them to death, sacrifice them for power, or maybe torture them for funsies?" Asks a newly returned minion as you survey all the captured slaves before the gathered minions.

"Torture? Why would I want to do that without a goal in mind?"

"Oh okay well since that is the case but Overlord we still don't have a slave pen built yet so why don't-"

"We shall torture them so hard that we can create the most fucked up undead possible," you finished striding to your new torture chamber before looking back waving your arm and saying "Come along now I need to work upon my torture technique. Can't improve without practice after all!"

"..." There was a stunned bit of silence among both the slaves and minions both.

"Oh right torturing them to death would be a waste after all. So right before they expire, make sure to take them to the summoning chamber to be sacrificed. Why waste a perfectly good death after all?"

Naturally, the slaves started to weep and cry even harder after realizing what their fate was going to be. Only to be ruthlessly crushed by the nearby army of minions many of whom had a cold sweat dripping down their backs. The only exception being the sadistic torture lovers and other real sick fucks who had a vile smile on their faces.

"Goddamn you Siro you told us your Boss was nice and lax who wasn't fan of supervision even," complains a minion punching another one. "You motherfucker said nothing about him being pure fucking evil! He didn't even consider the working them or sacrificing them for power!"

"I was the fuck was I suppose to know we got paid, never tortured, and had a comfy job. Why the fuck would we know the truth?" Defends the minion who recruited them.

"Goddamn I knew I should have never have worked for a Magi. No sense of right or wrong," mutters another minion under his breath.

Sometime later after the Overlords torture practice, the Overlord went to the summoning chamber to ensure deaths were not wasted. As he looks at the elemental summoning circles, all the blood, and death before pointing to some nearby magi minions. "Oi you lot why the fuck do you think its a good idea to waste such awesome sacrifices on elementals? Why have you not created some more fitting summoning circles? What the fuck why is there NOT an Alter to sacrifice them on? You idiots are ruining EVERYTHING! I mean just look at them laying around and dying! Not even fueling a particularly diabolical summons or even on a sacrificial altar?"

"Uh we were told to summon elementals..." tries to defend a mage.
>>
Rolled 80 (1d100)

>>2446891
"Just sacrificing them like this without even the proper converters in place. You any IDEA how much juice your wasting? Just relying on straight up sacrifice for mortals to elementals without the proper conversions in place you wasting over 97% of the offering. So the who fuck told you such stupid orders and why did my MAGI of all things who should have been smart enough to realize the error just went along with it? I would have thought after what happened LAST time you all would of learned your less but just look at you lot! CLEARLY, you haven't learned your lesson!"

"Uh...Overlord you were the one who gave us those orders," defends another mage.

"I don't have time for your petty 'details.' I have an ENTIRE dungeon to run! Do you think I have time to babysit you all?"

WARNING

REALITY BREACH IN SUMMONING CHAMBER!

WARNING

"BLOOD! BLOOD AND DESPAIR I SMELL!"

"DEATH, DESPAIR, PAIN, MISERY, AND ITS ALL SO DELICIOUS!"

"MORE MORE BLOOD, MORE DEATH, MORE DESPAIR, I WANT MOAR!"

"MOAR!"

"MOAR!"

"MOAR GIVE US MOAR!"

"SOULS I WANT SOULS!"

"GIVE THEM TO US AND NOT WASTE THEM ON ELEMENTALS THEY HAVE NO TASTE AND KNOW NOT THEIR VALUE!"

"YES TO US AND NOT THEM!"

"TO US ALL OF IT FOR US ALONE!"

"NO ME!"

"NO ME!"

"SHUTUP ITS ALL MINE!"

"OVER MY ROTTEN COCK YOU SAGGY TITTED BLOODSUCKER! DON'T YOU HAVE VAMPIRES TO FELLATE?"

"OH THAT'S RICH COMING FROM THE BOY TOY OF THE THOSE WHORES! DON'T YOU HAVE SLUTS WHOSE CUNTS NEED ROTTING?"

At a different place in the dungeon a mage looks towards the summoning circle. "You know what this time you fuckers are on your own, I'm out," says the mage throwing up his hands in defeat and walking away. "Beings from the Elemental Realms were bad enough. I ain't getting involved with cockblocked demons who have a good reason to be pissed."


More dwarfs have been purchased.

Slave talents and secret potential are being tortured from them.

Rewards have been handed out.

>ALERT
Severe Construction worker shortage. We do not have nearly enough manpower for all the requests that are being ordered. Minions beg for more workers.

Meanwhile back at the Overlords Office some undead were cleaning up the place and stacking the notes together. They were talking among themselves.

"So you think the Overlord is going to mass produce those torture created undead?" Asks one of the undead going through the notes.

"I don't think we got enough necromancers. Much less professional Torturers," answers a wraith in a whispery voice was trying and failing to stack a bunch of papers together.

"Nah you forget about the all 'natural' method. Torture them hard enough and they don't need any necromancer to animate them. They'll come back on their own," corrects a mummy when an alarm popped up in the office before the situation was revealed before the working undead.

"Uh oh. Demon Incursion and they look angry," laughs a zombie lord.

>>2446638
Canon event during the torture session.
>>
Rolled 36 (1d100)

>>2446945
"Eh I would be pissed too if I were them," admits the zombie lord watching. "A big ol buffet before you and you can't even have a bite."

"Too bad the Overlord is there," shrugs the Mummy King. "Won't get much a show now."

"Oh I wouldn't know about that," wails the Soul Scourge. "The Overlord is actually in a very bad spot to be in right now. The demons and other evil things have caught the scent. Without a taste even. They'll be...most upset. Reality rends and the Overlord is right in the middle of it. Caught up in it all. Not a good position to be in not even for an Overlord!"

"You underestimate how powerful an Overlord is," wheezes the Mummy King. "Even Heroes have to team up to stand a chance to bring down an Overlord. Broken Reality and raw nether won't kill an Overlord."

"Kill maybe not, but cripple? Yes," hisses the Soul Scourge. "An Outsider Outside has the advantage. Go Outside and it's their playing field, not ours. They suck him in and even an Overlord would be hardpressed. Overlord is too close and showed up at a bad time."

"Yeah Outside our reality the Dungeon won't be able to reach," shrugs the Zombie Lord. "Can't rely upon it get him out of its mess. You Outside and its their domain."

"You both underestimate an Overlord, the power they get from their Masters is no joke. It can make you so powerful heroes have no choice but to team up to face one and even then they may fail. Those Outsiders will know that and reconsider. They touch the Overlord then they'll offend his Masters. Those Masters...even Outsiders have reason to fear. They don't mind facing gods but the Masters? HAH."

"Why would the Masters' care? They have plenty of servants even Overlords and even the Outsiders aren't fond of them. Much less the gods who hate them," whispers the Scourge. "Too small a thing for them to be interested."

"If that were the case why would the Masters' whisper offers to lowly Mortals and make Overlords? It is not beneath even them. Gods have good reason to fear the Masters. Even Outsiders fear the Masters but Outsiders don't share the same realm. So why would they care as deeply as the gods? Even so, they are still wary of them. Despite being so far out of their reach." Explains the Mummy King

"Yeah, but why would they be interested?" Mutters the Zombie Lord. "The Overlord pissed off those demons for good reason. Why would they bail him out of his own mess? Masters care not for their servant nearly that much."

"Yeah even I have to agree with the mindless zombie," interrupts a mage eating popcorn and sitting down in the comfy chair to watch the show. "Heroes and champions of Gods have slain plenty of Overlords but what do their Masters do? They just raise up some new Overlords and carry on with their machinations. Mortals are like flies to them. Annoying and easily squashed. Why help a fly against another fly? Plenty more of them where that came from," he continues opening the desk and pulling out some drinks.
>>
Rolled 90 (1d100)

>>2446945
“Welcome, Demons to my as-yet humble Dungeon! Perhaps I may tempt you into my service with the promise against a bunch of Lava Lords!?”
>>
Rolled 98 (1d100)

>>2446997
Meanwhile back at the Summoning Chamber whose reality was tearing itself apart and outside it an eager swarm of demons was rushing to get inside.

"...Ah crap SEE what this is," complains the Overlord pointing it out. "THIS is why I asked for that Altar and now I gotta deal with this shi-oh crap reality is falling apart way to fast, this isn't right-*notices the summoning circle* Ah oh right now I remember why. Bullocks."

Unfortunately for the Overlord he was too close to be able to bail as the rest of the mages ran away. With the wiser ones tossing tortured slaves at the demons who were breaching.

"Ah...fuck I may have underestimated just how many upset demons there are and oh shit is that a goddamn Slaughter Spirit? Oh that's really not a good sign," mutters the Overlord to himself. "Reality is fragmenting to hard I can't escape thanks to the Summoning Chamber being too unstable. I'm losing the advantage. Connection to the Dungeon is winking out and reality is falling apart at the seams. Getting sucked out into the Outside, they have the advantage. I don't see any Bad Asses yet so I should be fine."

What do?
>Break back into reality
>Beseach the Masters
>Charge deeper into the void
>Magic is the answer
>Other?
>>
Rolled 85 (1d100)

>>2447013
Promise of a fight against a bunch of lava lords*

I swear I’ll make this offer to every damn disaster we are hit with until it works.

We will offer it to dwarven strongholds about to fall before our mighty armies. To kingdoms and magocracies and packs of adventurers and heroes. We may be unnamed, but we shall nonetheless be known by our challenge to all who oppose us!
>>
Rolled 13 (1d100)

>>2447015
>Other
Magic is the answer!

Create a patch of reality around us, and then attempt to use it as a foothold to launch ourselves back into the real thing.
>>
Rolled 26 (1d100)

>>2447015
>Break back into reality
Must get back to Dungeon

>Magic is the answer
If the problem is too many demons crowding around, the solution is BLASTING THEM!
>>
Rolled 41 (1d100)

>>2447024
>>2447023
We aren’t thinking with enough magic, anon, and the dice disapprove!

>Magic is the Answer
Create a shifting SOUL STORM OF REALITY out of the tortured souls of those we have sacrificed which will shred any outsider that comes near!

Then, put one of the souls in charge of the storm and quietly sneak away to break into reality because everything out here will be drawn to such a conflagration of souls.
>>
Rolled 67 (1d100)

>>2447030
Close, but no cigar.

>Magic is the answer
Demons...how does one deal with demons? We must magically buff our strength and wreath our hands in crackling energy so we can RIP AND TEAR!
>>
Rolled 12 (1d100)

>>2447038
Magi brawler Overlord with a magical soul-shotgun and green armor of Real-ness?
>>
Rolled 78 (1d100)

>>2447015
What do we know about demons and outsiders and spirits and how to fight/escape from them?

Could we possibly call out for the Dark Flame spirit while we’re in here?

On a more serious note, I suspect our Forbidden Knowledge And Secret Seeker can both be applied here to great effect. I also suspect we really want to NOT FUCK UP.
>>
Rolled 16 (1d100)

>>2447019
I assume this is a joke.
>>2447030
Letting the pissed off outsider eat the sacrifices did NOT work out well last time.
>>2447048
If only we had time to create such things, I fear conjuring such artifacts from thin air is beyond us.

>>2447056
Seconding this question.

Also yes, we need to figure out how to use our forbidden knowledge here.

Given how our attempt at diplomacy went last time, I suggest we resort immediately to kicking asses.

If only we could get a called roll, like maybe a 73.
>>
Rolled 68 (1d100)

>>2447015
Also what’s our current inventory?
>>
Rolled 66 (1d100)

>>2447056
All the things you attracted were lured by the presence of the tortured slaves and their sacrifices. Which meant evil demons and nasty spirits galore. The best way to fight them is with good or holy magc and banishing. Unfortunately the second goes to hell when your being sucked Outside. For evil mages who some reason can't rely upon banishing(see making the stupid decision to fight them Outside or in their home realm). Are forced to rely upon the very poor decision of fighting evil with evil or relying upon more neutral magics(like water) and hoping the water spells you cast can put out demonic hellfire(as an example).

As for escaping its quite simply stop going Outside and leave their home realm. This greatly weakens what Outsiders can do and they can't fight at their full power(see the powerful archdemon is a HELL of a lot more terrifying a foe inside their own demonic realm then outside it).

If your stuck fighting outsiders in the Outside then your best bet is to force your own reality to the area around you and fight from it. While it won't have the sheer suppressing effect it would have in a proper realm. It would at least give you a small advantage and a better place to work your own magic within.

>>2447138
Mage robes and staff. Two wands one dueling and the other is a focus. Oh right you also have spell engraved bronze armor and bronze engraved staff.
>>
>>2447184
Kamehameha their asses
>>
>>2447283
>>
>>2447283
>>2447284
For some reason i cant roll on phone. Can somone do it for me
>>
Rolled 44 (1d100)

>>2447184
Can we open a gate to a heavenly realm to create a chaotic free for all battle that we can use as a distraction to escape?
>>
Rolled 24 (1d100)

>>2447288
Supporting this for the chaos, open the gate and hop back into reality.
>>
Rolled 10 (1d100)

>>2447288
Supporting this I guess, also Genie what timezone are you operating in?
>>
>>2447297
And are we still doing the “extremes at either end of the spectrum are better than mediocre rolls” thing?
>>
Rolled 99 (1d100)

>>2447288
No one sees any possible way that could make the situation worse for us?

>>2447023
Alright, I'm supporting this. At least attempt a sane solution before resorting to a batshit crazy one, I say.
>>
Rolled 79 (1d100)

>>2447307
Supporting
>>
Rolled 14 (1d100)

>>2447307
Bah fine I’ll support >>2447023
But we’re keeping the heavenly gate idea on the table if everything goes tits up.
>>
So all I am taking from the last few turns is that we really need to invest in stronger summoning circles and shit.

Also, why haven't we just mass summoned some goblins to fill in our labour demands short term? We can sell them back later but for now they'll help to make up our deficit of workers.
>>
>>2447375
I’m pretty sure the worker problem stems from the fact that we had the horde go out and horde, leaving us with dorfs, elementals and undead.
>>
>>2447412
Also that I listed ALL the shit we need to build. Probably would have gone better if I went with like 1/3 of it.

>>2447311
That goes without saying. I'm not even sure if it work however, but I am sure that whether we succeed at opening a portal or not, it would attract a shitload of attention in a very bad way.
>>
>>2447430
Probably, although I’m looking forward to see who/what our minions are coming back with.
>>
>>2447375
I think that with our increased wealth and with the hopefully better prices on the magic market that we can buy the ingredients for one or more wretch hives now.
>>
>>2447454
I’d hope so, knowing how much a unit of wealth is worth would also be pretty awesome, knowing what we could purchase with it even more so (pastebins anyone?)

So should we start taking bets on what new horrifying monsters the horde have adopted?

Hey Genie what separates these hobgoblins from our normal goblins, are we going by WHFB where they’re bigger stronger and smarter or have I missed something really obvious?
>>
>>2447307
>>2447288
I mean, we literally have a Curse of the Gods on us and that’s on top of being a godless Overlord. Opening a gate to heaven is probably bad on several different layers.
>>
Rolled 78 (1d100)

>>2447375
Because goblins are shit and we already have too many of them.

And when I say goblins are shit, I mean they do shit work so it's better to invest money into buying things that don't do shit work rather than buying/reselling goblins.

Really we need to plop down a chunk of change and purchase a Golem/Puppet Workshop from the Mage Market. I'm sure we've got the cash for it.

But yes, stronger summoning infrastructure is also important.
>>
>>2448388
They are good for unskilled labour which is something we are lacking. Fact is we lack enough labour for all of our farms, mining and for construction duties. We need sheer muscle-power where their utility as cheap, expendable and fairly effective workers comes into focus.
>>
>>2448390
>>2448388
My good anons I propose a third option, we gather our cash, buy the stuff from the mage/Mundane market to make wretches, then we turn any slaves who we don’t torture/sacrifice/recruit into wretches, and by that I mean do whatever you do to make a wretch with them I guess.
>>
>>2448417
The result, is a forever loyal, reliable multi-purpose workforce who’s always going to be helpful.
>>
Rolled 18 (1d100)

>>2448390
They're not even good for unskilled labor, golems are better and untiring and once we have a workshop we can shit the motherfuckers out with all the material we have laying around.

For instance, goblin stonework (just excavation work) made the Dwarves almost fight them. We've yet to hear such a complaint about the golems.

>>2448417
Of course we want a wretch hive but I'm willing to bet that even with our wealth we can't afford one. It might even be better to look for such a thing on the Black Market rather than the Mage Market.
>>
>>2448515
If we can't afford one we could pair the orcs up with some sneaky rouge style minions and send them out to get that shit, we have people, we are a leader we should delegate when we can. Our angry hero mage could be gives some resources and man power and told to get the stuff. We should be focused on big stuff like how to get us powerfull enough to conquer the world and pay the dept to the masters without getting fucked.
Researching powerfull stuff like ghost hive minds might help with that, if we create different ghost hiveminds, like one with only the minds of dead weaponsmiths we could maybe use my Necromantic puppet central fluff to have it mass control puppets to create a huge arms industry of amazing quality and scale.
>>
>>2448572
Golems can be made ridiculously powerful with research as well, though that's a nifty idea you've got there.
>>
>>2448572
Cool.
>>
>>2448417
Assuming we can get wretches I'd like that but until then I still feel goblins are very worthwhile. Especially given their inventive nature which renders them useful for developing solutions to problems.

>>2448515
I remember the dwarves complaining about the quality of their workshops / forges but not their stonework / excavation in general.

Also golems as useful as they are, are much more expensive to summon.
>>
>>2448713
If we get a workshop we can churn them out ourselves. We have no shortage of materials.

They did complain about goblin stonework, so much so that they nearly came to blows. It never came to a head but I'm sure the tension is still there behind the scenes.
>>
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Rolled 87 (1d100)

>>2447023
Vote.
>>
Y’know with all our exotic materials, I bet we could make some badass tattoos and spell scrolls if wine had an ink master and tattoo master.
>>
>>2449646
I suppose that could be cool...
>>
Now here’s a question, do Wretches have a size limit?
>>
Rolled 47 (1d100)

>>2449892
Magic tatoos and disposable magic is just another way of enhancing any minions, really.

Hey, that gets me thinking...

Next turn we need to get all the minions on preparing possession magic formations on gems and weapons while we hold the demons and spirits off to buy them time. Then when the real nasty stuff comes out we'll get a shitton of powerful demonic weapons out of this deal.
>>
>>2450267
....You...SOMEBODY GIVE THIS MAN A DUNGEON!
>>
Rolled 5 (1d100)

>>2447023
With how reality was rapidly falling apart and you were increasingly dragged into the...void between realities? Complicated subject for sure the 'Outside' your own realm and yet not fully into a different realm. Yet you knew if you kept on adrift you were rapidly losing the advantage and they would be even stronger. So you did what you could.

You grabbed upon the breaking shards of reality and attempting to force them together using your own magic to reinforce it. Creating a temporary foothold that you used to launch yourself back into your own reality. Right in time too there was a LOT of demons and other things out there.

Even as an Overlord you weren't particularly fond of your chances to fight all of them while Outside. Being back in your own realm was quite the relief even as you noticed the increasingly large holes within reality and watching it as it broke apart before the Outsiders assault.

Yet now you had the advantage! SO long as you avoid those holes and getting sucked back out there. Something that is quite fatal unless you have an obscene amount of power or some other tricks.

"HAH you demonic fucks you think you can beat me! Now I'm the one with the advantages and I don't care how many of you ugly little shitstains come. I have the POWER and MAGIC! Now look at you bunch of squabbling little worms butthurt simply because you didn't even get a taste. Pathetic." You taunt laughing at the infuriated demons and other beings. "Aww you all look upset is that some tears I see-"

WRAAAHHHHH-" A huge roar suddenly echoed out and the previously swarming demons suddenly began to break up and scatter in sheer panic. As something...BIG and much meaner makes its arrival.

"BLOOD, AGONY, DESPAIR, AND SACRIFICE. LOTS OF IT, A PRACTICAL FEEDING FRENZY...A BUFFET BUT NOT ALLOWED EVEN A TASTE? WHO DARES? I SHALL REND YOUR SOUL FROM BODY, FLAY THE FLESH FROM YOUR BONES, DRINK YOUR BLOOD, AND DAMN YOUR MIND TO ETERNAL AGONY FROM WHICH NOT EVEN INSANITY CAN SPARE YOU!"

>WARNING
Powerful Outsiders are breaking into our reality from the tears!
>WARNING

Bad Ass Demonic Renders have entered the dungeon.
Bad Ass Vile Storming Spirits have entered the dungeon.
Bas Ass Evil Eldritch Feasters have entered the dungeon.

Elite Demons have entered the dungeon.
Elite Spirits have entered the dungeon.
Elite Evil Eldritch have entered the dungeon.

>ALERT
Enemy Heroic Entity inbound detected. ETA Soon.

What do?
>Seal the breaches
>Banish the outsiders
>Collapse the chamber
>Make an offering
>Other?
>>
Rolled 62 (1d100)

>>2450725
>Seal the breaches
>Banish the outsiders
>Call Miscawa
>RALLY THE MAGI TO HELP WITH THIS MESS
>>
Rolled 48 (1d100)

>>2450725
This>>2450736 and >>2450267
With the daemon weapon creation idea.
>>
What if we actually use our overlord dungeon powers? Pay the dungeon core to rearrange the demon infested chamber to the bottom of a hard rock hole then pay to quickly build a magma sea on top so it falls down and burns the demon fucks. Or just pay to change the chamber into a demon binding circle or something like that, we can also rearrange so the rooms our horde and undead hangs out in is moved right next to this room so we don't have to wait for the slow ass undead to move here.
>>
Rolled 60 (1d100)

>>2447454
Expensive but not impossible.

>>2447469
The value of a single 1 unit of wealth is abstract and varies for the sake of sanity/simple rules. For example, 1 wealth from a large empire is FAR more valuable/powerful than 1 wealth from a small kingdom.

>>2447375
Eh anons have a hate/love relationship with goblins. They are expendable, breed quickly, and are quite inventive. On the other hand, they are severely lacking in common sense.

Still the inventive+lack of common sense plus the fact they don't give a shit about casualties(unlike the vast majority of minions) they can really pull off some crazy shit that the vast majority of other minions simply can't/won't do.

Goblins may be cowards but they're strangely willing to die in the name of progress or work. It's why their facilities are so insanely dangerous(goblins do not understand the concept of workplace safety whatsoever) but strangely productive/inventive. Goblins can't help but want to tinker. They see reckless innovation as far more important than reliable high-quality products.

I can tell you this Overlord. Once you get rid of the goblins minion inventions will vastly decline. Its unfortunate but most horde species simply don't have either the clever smarts or reckless curiosity as goblins.

>>2448390
Goblins are not unskilled. In fact, they are one of the fastest sources of trained labor due to how fast they learn and how quickly they grow up.

Its just they are more interested in tinkering then quality.

>>2448572
Orcish scouts are actually quite stealthy. Contrary to popular belief orcs understand the importance of stealth. Sadly only female orcs are particularly good at it(mostly due to the sheer amount of muscles on male orcs makes them less agile/clumsier). This isn't to say female orcs are weak. Quite contrary female orcs are tougher than male orcs but not as strong(at least if their age is the same).

In fact, most orc scouts and rangers are almost made up of entirely female. Its just they are so ugly its very difficult to tell them apart from their men.

>>2448515
You would indeed have better luck finding a Wretch Hive on the black market then the mage market. Mostly because mages prefer the use of golems, undead, and outsiders for their labor(assuming they can't just use magic to make the problem go away).

>>2450062
Wretches are...idiots. In terms of size they are actually quite short unless you use a Giant Wretches who are basically their bigger brethren for when you need something big.

Wretches have many perks in terms of labor but keep in mind they ARE idiots albeit evil-minded ones with a large masochist fetish and love working. They can't stand NOT having something to do. In fact its the only way to actually torture the little buggers.

Don't expect wretches to work smart. It will NEVER happen. On the other hand, at least they can actually think through simple problems, unlike golems who keep repeating their previous orders. Even mindless undead will sort of try
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>>2450816
Simple put dungeon powers are absolute control and power of the dungeon's domain...for a price. Think of them like the magic toolkit of creation itself. The Masters invented them simply because they got tired of not having the perfect toolkit that could do anything they wanted.

As such dungeons follow their own rules and ANYTHING can happen inside them...for a price.

They can break down matter into energy and vice versa. Its the price that needs to be paid. Aka 'Energy' to do anything or you can do it the hard way(which is usually a lot cheaper).

So think more dorf fortress and careful placement of rooms are as you noticed quite important.
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Rolled 75 (1d100)

>>2450961
So we can pay the dungeon to warp the space the demons is in now in an semi necron tesseract labyrinth style way to slow them down and build a demon capture/binding circle on the ground they stand and move one or two of the rooms in our dungeon with the most combat minions in them next to this room? How expensive would that be? I would like to do this, it might also impress our angry mage.

And wow fighting a rich overlord in his dungeon is not very wise, what daft demons.
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Rolled 81 (1d100)

>>2450725

So we've actually been really successful at summoning a whole bunch of really valuable demons and spirits.

We still have some slaves left, right? A considerable number?

>Make an offering
Might be the appropriate approach here, but there needs to be more nuance to it than that.
>>
>>2451077
Thee tessaract labyrnth would be most expensive due to the dimensional manipulations which is huge/complex. Moving rooms around is not 'too' expensive since your just moving stuff around. Especially if there is already some empty space available. It's cheap unless it also requires dimensional manipulation to work(so its either cheap or expensive). Most Overlords just have their minions move whatever they can before using the dungeon to move the rest to cut down on expense.

Moving stuff around a lot can add up quickly, but Overlords do it all the time. Constantly messing with the organization of their dungeon.

>>2451089
Problem is they are hostile and if you weren't using a Forbidden Summoning Chamber it wouldn't have been nearly as bad. They have a good reason for why they are so angry.

Later shipments yes. The current slaves were all tortured to death in the name of skill improvement, undead creation, and sacrifice.

Fortunately, they still haven't all arrived. So you the later slaves will provide some slaves that haven't died.
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Rolled 14 (1d100)

>>2451089

Dungeon, warp in an appropriate altar as per our specs and any other magical items we'll need for the following plan.

>>2451171
Also apparently we need to warp in additional slaves.

Elementals, Misciwa, get IN HERE. Particularly Fire Elementals. Your job is to obscure what we and the magi are doing and BUY TIME. Elementals (particularly Fire Elementals) ought to be fairly resistant to what the Demons can throw at us. Earth Elementals can throw up walls, supplemented by Misciwa constantly shifting exotic waters behind and throw them to prevent the outsiders from simply phasing through. Misciwa has also demonstrated the capability to plug dimensional rifts, and should be able to use this to great effect. SLOW THEM DOWN AND DRAW THEIR ATTENTION.

Despite how bad this all is our Summoning Complex is actually kind of designed for this sort of thing.

>Make an offering
Magi, get your asses to US and help. Bring the slaves with you, and the Dark Dwarf.

"As some of you may have suspected, this has all proceeded according to my plan except for my brief stint Outside thus far.

Now. We have summoned all these wonderful demons and spirits and outsiders here with our teasing, BUT it was all merely a appetizer! Now that we have a HERO UNIT and Badasses AND Elites present we must PREPARE THE MAIN COURSE!"

We know Mindmeld. To begin with, mindmeld some of the slaves together so as to strengthen their collective mind, such that when it is broken the attraction will be that much more enticing.

Next grab some of the Outsiders who would be most tormenting to the human psyche and Mindmeld them into the mass as well.

Now begin torturing the non-mindmelded slaves. We will ravage their bodies as the demonic and spiritous entities ravage the minds of the slave-collective. We will also ravage the non-collective souls/bodies as well. Coordinate with mages. Some heal the slaves, such that they may endure more torture, others apply glyphs of physical bolstering directly into the flesh, that they may withstand more pain before it fails them, utilize all of the techniques described here: >>2446638 and more.

Utilize our Forbidden Knowledge to enhance our torture techniques, and utilize our Secret Seeker trait to dig into the slaves deepest darkest secrets so as to personalize the hell each of them is experiencing.

As each of the slaves is about to reach their breaking point, Mindmeld them into the collective that was established first. Continue this, and edge the Collective's mental state as close to breaking without actually breaking as possible.

Once we've finally exhausted our supply of slaves in this fashion, or if the Elementals' defense falters and we must hurry, offer the Collective Slavemind up as an offering upon the altar so as to acquire the services of these demons.

"Our sincerest apologies for the teasing appetizers, Dark & Unholy Ones & Many. We simply wanted to be sure that those who were worthy would show up FOR THE MAIN COURSE!"
>>
Rolled 39 (1d100)

>>2451184
>>2451171
Eh. It’s still possible, but it’s equally likely to backfire.
>>
Rolled 27 (1d100)

>>2451184
Supporting.
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Rolled 71 (1d100)

>>2451184
Supporting this, bluffing is always fun.
>>
I’m concerned.
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Rolled 20 (1d100)

>>2451184
Supporting this for better or worse.
>>
Someone needs to archive this.
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Rolled 51 (1d100)

>>2451184
Supporting for Khorne.
>>
Bumping so we don’t fall off the board just yet.
>>
Rolled 62 (1d100)

>>2451184
Mind Linking formations formed among the slaves but a proper mind meld...that is something Magi have a very hard time with. The rumors 'psychics' however have a far easier time of such things. We do not possess any of them, Overlord.

This is especially true when attempting to fuse a mundane mind with that of an Outsider. The incompatibilities and differences are...vast. To say the least and it quite naturally greatly exacerbates the problem of the melding.

So at best our minions were only able to mind link. Only you yourself Overlord can force a mind meld using magic. The minions aren't as powerful as you in that regard.

Everything else however went according to plan. Even if you had to tinker with the mind links in order to convert them into a proper meld. Annoying and tedious but not beyond your ability. You keep on forgetting the minions don't have the access to the same knowledge that is in your head that you bartered for from the Masters. They were much like you before you became an Overlord. So puny, ignorant, and narrow minded. Unable to even conceive of all the wondrous possibilities and truths in our reality.

At least they were able to do everything else you requested. You even went so far as to dig out their deepest darkest secrets just to torture them with it. You even encountered some interesting things and capabilities of some of the slaves. One of them, for instance, is a beserker of the Black Blood and another rapes young girls in the name of some cult that offers a bit of power in exchange for such dastardly acts. What really caught your eye was an old soldier who served demons, noble tyrants, and even an Overlord before retiring far away from all the dastardly deeds he committed in their name.

Funny stuff. Such great secrets some of which would have been useful to you if you hadn't planned to sell them out to the Demons and the rest of their ilk. As frankly you just had this place redesigned and you don't wanna have to rebuild it from scratch again. Building all the formations and glyphs needing for a proper summoning chamber is agonizing. Even when you have a bunch of minions doing it because you have to check their work on every last detail...how can you have the time for such things?

You got more important things to do because your an Overlord!

So while the Elementals and Misicwa do their thing slowing down the demons and breaking reality. You spend time babysitting the magi minions and pondering upon how incompetent they all are. How you have better things to do but this kinda shit keeps on happening and YOU have to be the one to clean it up. Bloody hell you feel less like an all mighty and dreaded Overlord more like a goddamned over glorified babysitter.

Even as the altar is hurriedly made and the demons were still pissed. Luckily you had plenty of fresh slaves pouring in and that meant even MORE bribes!

AND MORE BRIBES!

Come to think of it don't you have a bunch of riches stored away? Good bribes to use.
>>
Rolled 53 (1d100)

>>2453688
So slaves were shipped in as the Horde slowly trickled in and those slaves were...processed(see tortured to death and sacrificed). The angry demons slowly became less pissed and to add the final cherry on top. You dragged out treasures that were stored away. Some of which are of use to demons and can add into the blatant bribery.

Boy did you bribe the ever loving PISS out of those demons. Gradually making up for ALL of your previous mistakes. As the wrath of the demons was washed away as they were fed and bribed. All except one.

A very...VERY powerful demon gazed at you through the ice and void. You returned its gaze. You no longer had reason to fear the rest of them but this one...it was different and you felt a strange slimy sensation coating the walls in your mind. Hinting that it wasn't the only thing watching...just the only one you could see.

"Your new at this aren't you Overlord? Otherwise, you would not have made such expensive mistakes," cackles the watchful demon causing the entire place to shake and the ice freezing reality even the void cracked before it. "You might have bribed all of them...but we aren't so cheap or easily appeased after such TRANSGRESSIONS!" Its last word causing a skull splitting migraine for you and everyone else was screaming while rolling on the ground clutching their heads. Only you remained standing.

"Folly. Such folly. If this were a direct transgression I would have your head, heart, and soul Overlord. As is you paid a very inflated price, lost all your slaves, wasted many treasures, and even damaged your dungeon realm. For what? A bunch of mere demons, tormented spirits, and hostile eldritch beings? Poor exchange indeed."


"Well it drew someone like you outright," you hiss rubbing your forehead. "Normally I would have had to pay a steep price just to know your summoning title. Much less get you to actually show up. In that case, this entire incident was worth it. So you mind telling me what your price is?"

"Ah...Magi its bad enough with your magics alone but also an Overlord? No wonder they go out of their way to wipe out your kind. As for price...hah next time you contact me you better have the Soul of a Hero to offer me. Otherwise...well let's just say you wouldn't like what will happen HAHAHAH," hisses the the watchful demon as it departs.

Leaving just you and that nasty cloying presence you can feel with your mind, yet even all your senses and power cannot detect it. Forcing you to speak out to...whatever it is.

"You mind coming out so we can have a proper chat? I know you are there. I can feel your presence in my mind. Not pleasant even by my warped standards are given how I met the Masters before. So what kind of entity are you?" You ask trying even harder to detect it.
>>
>>2453799
"̯̯Y̠̩͈͙o̝͈̪̙u̻ ͖b͇̳̦͇̞͎̳e͕t̖̮͚r̹̼̥̭̞a̟͎̼̣̺y̠̞ͅ ͖̪͈̖̰y̼̥̖̬o̻u̪͍͈͇̗͔̫r̳̤ ̬̤̳̯̯̠̘o̹̱͎̹̤̤͚w̬̺͕̘n̳ k̝i͕̰̟͙̗͔nd̩̜͍͇̰͈.̗͙̪͎̜̻ ̭̮̟͇̱̦T̰̠̬͍ọr̤̜̭͚͇m̬̣e̖͕͕̞̥̪n̰̞̠̤t͖ ͖̼̮̬̺t̳͈h̦̣̗̝̗e̯͓͉̣̦̜m̺̳ ͙a̹̝nd̳̠ ̳̫̥̜̳̳͕s̹̮̞͕e͉̪͇̞̟l̰͎̠̤l̝̩̟͇ ̜̩̗̻̺t͎͙͖̮h̪̰ẹ̤m̞ ̙̯̯̩̟o͎̞u̝̠ț͔͕͍̪͔ ̼̳̱͎t̩o̥ ̳̮̖̞͍̤t̝̮̣̦͎̮̱h̹͖͎̠͓ͅi̻͖̠ͅn̝g̝̩s͖͖ ̠͙͉͔̻̥̙n͙̖ot̬̮̖̠̹͖͚ ̱̫͉̩͓e̥v͇̙̘̱e͉n f̦̬͓͓r̳̖̪̪om̠͖͓̹̝ ͓̟̤̹͕̻̬y͕̫oụ͙̞͉̞r̠̩͉͔̼ ow͔͕̖͕̭n ͎̙re̩̞̖a̤͇̻̝̬̱ḷ̼̦i̭t̖̪̩̳̫̯y. ͚̰̤̭̱̝̦F͔̜̟o̺̺͍̼̹̖r̺̞͉͓ ̜̟̻̝w̤̰̞̖̺̩h̻̤̞̙̬a̳̝̤̘t͓? ͚̝̯̮͙ͅSo̖ ͔w͍il͔̯̗͖̼̻li͚̣͖̭͈n̦͍͍͎͉̣̝g̖̝̳̠̱̫͇ ̣͖̺͙͓̰̰t̗̟̮̞o̭̦ ͎ͅt͕̙̭̜̣͖u͈͎̙͇̹͉͓r̦͇̹̗̺n̖̬̝̟̤ ͔̼̝o̥̥͍͓͙̪̥n̤͖͎̘͔̗ͅ ̜̬͔̦y̝̟o̖̩u̟̼̱r̼̭̹͙̤ ̜͈ow͇̼n̞͔̫ a̼͎̝̺͓̙͔ṋ̙̬d ̺̙͎̹̳̤̭s̳e̳̟̩l̝͉̼͖͖l͖͎̝ t̗̗̟͈h͙̭e̟̬m̩̖̥̮ ͍͚̻͓̫ou̥t ̟f̘̻o̮͖͇̘r̹͓̞ ̘̘̦̥͈̻p͚͔e̯͚̘͍ͅr̥̱̪͚̱̜s̰͇̠o̜͇͓n̫͔̜͕̯̼aḷ̬̱̘ ͚͇g̭͍a̮̭̫͈i̬̩̩͖̝̬̣n̹.̦̻̥̼̯̞̗ ͍̮̹̻̯̼͚H̙o͚͍w͙͓̜̖̘͍ ̣̣͉f͈̳̹a͍̫̩̱r͎̜̯ ̪̣̝̘̫͔c̻̼̭̞a̫̝̬̝̺͓ͅn̮͙̥̱̺ ̼̰y͉̯o̻̬ͅu̘͙͙ ̯g̙̠̩̬̙͉o̦̦̦̩͚̦ ̼̞b͔͚̠̜e̜̮̻f̮͖̯̠͖̤̣o͖̫͖̬̦re̙͇̯͈̟̫ g̹̗͓͕̺ḙ̙̱̞̪̰̣t̟̫̗̰̮t̤͇̹i̟̻͚̘n͙̠͎g̮͎̥̤̹̰̼ ͚͖y̪̫͖͕oṷ̳̻̙r̪͚̦̦s͙̼̘̰e̼̖͎̞͖̝͙l̯̰f̠̤̦̖̺͖ ͎̹ki̻͕̮̙͖̗͈l̰̰͔̟͙l̜̮ͅe̺̯̙̹͉d͚̺̣?̮ ̹̮̺͚̭͖͓Ḫ̹̺͓̭͓o͙̥͈̻̫w̯ ̰̫̠̫͈f̟̖͖͉̗̭͖a̳͈̦r̙͍̣̮̞ ͈̱͈̫̹ͅca̯n ̬̤͈̭̻̣y̱̺͍͚̟ͅo̱͍͓̦̗ur͈ ̮͉̦e̘͙̣͇̯ṉ̦͙̜̘̱t͔̳̥͙̗̗̟i̦͖̹̻̗̙r̯e͈̦ ̺̯̖͎s̪͓̰p̥̱e̜̱̯c̩i͚es͎̞̹̩͔̗̪ ͍̥̝̱g̦̦͓ͅo̝̰̬͍ ͚̳͙b͔̣͖͚e͇͚f̘͍͕̫o̙̝̘̙̣̪͕r̘̟̩ͅe͉ d̰͕e͔s̗̬͙͖̺tr͖̬̥ͅo͔y̺͎̘i͎̥̱͎͈̞͈n̺̥͇̩g̠̼̭̩͎̜ ̞̪t͎̩̱̮h̖e̗̬̹͇̼̳̰m̙̟̤s͓̥̩e͕̙͍͚͙͈̼lv̦̭̬e̼̳̯̠̣s?̖͎̙̣ ͓̟̘͎̰Y̟͔̞̦o̭̫u͍̭̼͉̥ ̞̦̝s͈̻̮͉̯̥̹a̠̫̭͉̻w̖̞̠͖̬̜̝ ̪̘̗͎̤͇t̥͍̞h̺͇͕͓e̯̬̮̝̫͍ ͓k̬͖no̺͙̱͍̣w̜̪̟l͈͇̺e͖̻ḍ͈̼g̱̳̫e̩̠͖̹̮͖ ̱ț̱̮̯h̺̻e̼ ̺̖̭̝͙̳M̙͚̘a̗͎̝̦̻st͔̜͎̼͖͚ͅe̖͕̯̦̬r̼͉s ̫͓̫̣g͈a͙̻̜v̳͚͉̠̥͚e̤ ̣̻̪̫̘͕yo͔͙̭̟̮̰͇u.̣͕̪͇̯̙̤ ̣͙Y̞̟͔͕o͖̝͎̙u͓̮ ̣̻k͎͚̫̠͇ͅn͎o̫͚͖͉ͅw ̣the̥̝͈̤̱ ̭̱͚͉͍s̙̬̘ec̮̙͎͚͓ͅr̯̬e̮͉͓t̝̟s̳̰̩̟̼.͙͕
>>
>>2453820
̥̹͕̩̪̩̰Y̟̖͇̳͉͙ͅe̳͖͙͍̜̳t̫͚ ̱̠̗̰͙ỵ͖ou ̰̘̺ke͉̬̣e̥̠̪p̭̹ͅ ̼͇y̫̜̬̭̥e̩̮̟̣̼̦a̗̤͍̯̭͎̭r̝͓n̟̩i͇̹̼̞̠̱n̼̬̬g͕͖̥.

̼̯̗A͉̻ ͎͕̝̦͓͖̝w̟̜i͓̻l̯l̬i̭͇̙̮̠͉͈n̤̝̮̗͙g͕̤͕͍͓ ̞͖̣̞͇͍t͎̖̯͍̖̪o̺͔̖̝̤̼ͅo͓̫l͖̞̮͚̬̪ ͖̘̯̟̺̯̻f̰̳̖͇̣̺o̘̭r̘̭ ̱̹t̞̬̺̦͚h̟̗̹e͙͍͇̮ ̻͉̺̯͇ͅM͈̹͍a̙̖sṱ̮̺̝e̼̠̪r͖͍͍s͍̦̰̝̺̝ͅ.̹͉͇͎̪͖̥ ̞͍̪̠A̯ S̖̣̫͎l̫͎͖̥a͕̫̮v̫̠̹̻͕e̞ f̼̫̗o̜̗r͉̯͓̮ ̙̱̘a̳ ̮̙͔W̫̦̥̯͖i̠l̟̭͙͚͓̮l̜͍͉̫̻̥̠ ̙̖̯̮͈͎̹n̪o̭̱̺̘̬t̻̝̖͔̟̙͔ ̘͍͔̯̻͖y̖͍̗͇o̩̘̝̱̳͔u͇̬͖̩͔ͅr̜̖̖̘̫͙̰ o̪w͖̼͔͚̖̟n͖.̻̭ ̻͎Y̩͖e͇̖̮̫̺̺̹t̗̜̬̘ y̜͕̦o̹͖̩͇̘̦u d̳on̬͉'͍̙̬̭̱̻t̯̼ ̺̖͔e͍̘̤ven ͙͚̫̰k̩̱̦̠͈now̹̦͇͖ͅ ̥̗̺̰ͅt̳͇ha͖͕t̥̮̱̫ ̼d͖o͖̗ ̗̖y͙̰̜o̤̫̹̳̥u̖̞͔̹?͇͓͎̠ ̘͇̗̭C̤a̻n͉̬̣̮̯'̺̭͙t̺͍ ͕̘͍̻̖y̝o̥͔̣̱͓̙͚u͓͙̻ h̺̳͈͈̤ͅe͉̬̹̠̝̝a͙̞͉̺r̜̩̱̤ ̘̹͇t͚̗h͍͎͉̫̬͈e̺̯̦͍ͅm̭̗̩?͙̘̣ͅ ̞̻͔ͅT͎̣̰͈̟̦ho͈͙ṣe͇̞ ̰͎̙̠t͎̩͔̮͈h̼i͉̳͇͖̺n̤̪͙͙̗g̟̙̣̦ͅs̪̠̣ t̙̠͈͇h͕̱̰͕ͅa̺t̟̜̼̬̭ ͇̖̥͎̯̬o̖̮̳̱͍̫͚w̯̗n̝̬̠ͅ ̳͚̙͚̩y͚̹o̞u.͕ ̦̩͇͚̱T̝̗͙̪̱̬h͕͇̯a̦̰͉t ̤̹̬̥̮c͇̞̖o̥̫n̫̫̱̳t͉r̻̪̫̙̪ͅo̗̙̩l̬͇͕͎̼͕ ̮y͕o͓̞̰u̪͕ͅ.

̟̹I̖̩̪͙ ̜̖̟̮̜h̬̬̪͓̫e̠a͈͙͉̮̦ͅr͕͎ ̘̙̟t̞̣̜̺h̖̙̳͕̞͙em̖̱ ̼͔̥̰̬t̥̮̤o̱̱̳͔̼̤̭o̞̱ ̬̝ỵ̯o̯u̻ ̜̼̮̯kno̝͎w̘͔̯̬. ̞͍A̝n͓ ͕̗O̝̞̫͎v͈̣͎͎̝͍erl͖̫̺͙̣̼͚o̜̘͇r̟ͅd͇̥̯̬̪̞̭ ̝͓̤̘ͅͅe̞̳̹n̬̭ds͙̣ ̟̤̘̹u̟͔p͈̰̭̞ a̟̦̠̗̹͎ ̭̙ͅpu̬̦p̤͉̺p͎̳̤̞̣e͎t̙͚̯ ̬̟̺d̼̹͎̳̖͈̯e͉͈̗̳̺̱͙sp̹ͅi̤̥̥̰͚t̫̼̬e̠̙̭͈̮̬͖ ̥̹̪a̖̖͉͚̣l̺l̬̻̯̥͉̦͍ ̺̖͇̙t͙͙̖̻̣͈͉h̝̠ͅe͈̫̘i͉͈̣̹̩r͙̺̟̮͇ ̪̳͈t͈͈e̥̯̹r̘̞r̗͙̙͇̘͕i͖̞b̦l̰̦͎̰̣e̟ ͓̥̩̙̻p̗o̟̰w͚e͈͖̗͈͇r̫.̥̳̪͉ ̣̤͉I̬̙t̬͈̼'͍̤s͖̘͚͉ ͓̞̠̬a͍͖̦̰̫mu̖s̱͈̝̻̦̳ḭ̫͉n̰̯̳̼̥̠g.̙̤̹̻ ̻̣̠͖̟̳̥N̰̰̺̗ot̗̟̝̞̣ ̞̞͕̗e͔̬v̟͖̤̦e̫n͇͎̝͍̖̹͇ ̞̞̝̦al̝̟̯l̤̪̣͈̮̭ ͇͎̗̜t͍ḫ̰ḁ͓̱ͅt͈ P̯ow͓͚̗e̟͙̮̣̘r̻̩̳ ̝͇̦̖̥̞̣c͕͈̗̼͖̼̙a͕̠ͅn̥̳͕̣̝̥̫ ̪f̘̭̜̤̪͉͓r̳͉͕̠̼e̝͕ͅe̳̝̦̦̹ ̰̬̜̬̞͈̳y͔̪͚͕o̦̺̠̺͙u̟̠̖͍.̰̰͕͉ͅ ̰̥̩͔ͅI̜͎̠͕̹̫n̞s̩̱̱ͅͅt̥̥͚̯̣̮e̠a̠̘ͅd̘̗͎͖͎,̰͙̰ i̟̟̠̪͇͇t̤̰͚̩͚̯ ̳̻e̳͇ns͍ḷ̹͚a̹̦̹͎̰̝v̟͓͙e͉̖̜s ̙̜͙̫̟ͅy̭o͓̣̜u̻͉.͔ ̬̰̖So͓̜͍̗̹̣ t̜͓e̼̝̥̪̪l̻̤̳̫̳l͕̥̜̮ ̥̯m̫̱ẹ͎̞̘̳͔ͅ.̟̭̬͚͖.̖͖͇.̪̥̯̮̹̮

͉̤̗̘W̰H̞̞̖͉ͅY̹͎͓?͖̜̣"̱̭̩̝̪̜
>>
>>2453829
Curiosity.
>>
Rolled 28 (1d100)

>>2453829

“All with power bow to some Master at some point. Whether it is the elements and magic magi harness, the people that Kings lead for as long as they don’t take too much, or the Masters an Overlord has turned his soul over to.

I exercised my will when I chose them. Whether I am enslaved to them now or not that was my choice, and for this short time before the contract comes due I will enjoy my power.

As for betraying my own kind, these are no more kith and kin to me than those outside this reality. If these slaves and those aligned with them had the power and ability they would every bit exact a similar toll from me as I do them and as these demons will try to eventually. These demons are at least consistent and honest in that respect, whereas my own will hide it behind words and facades. THAT is the species to which I belong, THAT is the answer to your latter question, and THAT is really the answer to how far my species will go as well.

Now, WHY do you come here and question me? Care to find out how far my species will go personally by observing my own journey?”
>>
Rolled 13 (1d100)

>>2454099
Supporting.
>>
Rolled 10 (1d100)

>>2454099
Forgot my roll
>>
Rolled 34 (1d100)

>>2454099
Let's get a better roll here.
>>
Rolled 57 (1d100)

>>2453820
>>2453829
I could talk to you about how my kind covet power above all else and are willing to pay any price for it, or tell you a story about how I came to be so twisted. But, ultimately I suppose I do it because it's fun. Or at least, that's why WE do it.

Finding out how far I can go is part of the fun, and I suspect that destroying ourselves utterly is one of the few things my entire species cannot achieve. No matter how great the disaster, some remnant will remain and survive. No matter how high we build our towers before they inevitably fall, they cannot crush everyone. Distant, far-flung, few, lacking even a shred of the glory we possessed but a moment ago, there will always be some who escape and survive the destruction we invite or outright wreak upon ourselves. I confess, the ability to survive does not change the fact that it is in our nature to destroy ourselves, and I'm not convinced that there is a more satisfactory explanation for our self-destructive tendencies than it being in our nature.

Admittedly the torture was a bit much, but I didn't know there was a concrete reason it was a bad idea. So what was I supposed to do, object on moral grounds? That would be quite unusual in a Mage Overlord quest




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