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Myceanea Civ Building Quest 2

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Last time...

We built a large village, enslaved bat people, killed two giant monsters, began worshipping a primordial goddes of death, found a Cthulhu daemon of said goddes in a magical pool, and were about to declare war upon Dwarfs for not prioritising worship of said Death goddess.

"We will bring death to the stunted, in our ladies name!" You bellow into the cavern. Shrayum'ptar looks at you, then sinks into the water.

What now?
>>
Start mass producing our gunpowder tubes (blowguns?) And armoring up our spider mounts in Iron.

Also our mad scientist of a MC starts researching Metallurgy.
>>
Also OP links to the old one...its pretty fucking buried in 4chan repository land
>>
>>1523800
Knowing that the drums of war are beating, you begin to start mass-producing Blowguns and their pellets. In addition, your engineers have come up with a revolutionary idea: placing slabs of metal onto our mounts to protect them from damage.

Your cavalry is armed, and all 99 shrooms have a blowgun. But you feel like something is... Missing. You experiment with the metals found from earlier mining trips, and end up creating a sharp piece of metal that can be held in a hand!

>Swords have been invented!
>Armour has also been made!
>Blowpipes have been mass-produced!

Also, link to last one: >>1500874
>>
>>1523809
Make metal armour for our troops.
>>
>>1523814
Seeing how well the armoured cavalry went down, you decide to task your engineers to make the same for your troops. They agree, and end up producing a kind of armour fit for a shroom.

>All your troops are now armoured!

What now?
>>
Set up a warbase 1 Ttyers (Shroom Mile) away from the dwarves. Bring every single non-essential shroom available.

Then, once our army is set up, have the armoured FUCKING SPIDERS lead the charge with our riflemen not far behind providing firepower.

Orders are to, unlike usual, kill sparingly and only target military dwarves. We need the elders for their techno logic unfortunetly. Take as many prisoners as possible.
>>
Also have the Daemon dude just provide spell power from the back, like an overgrown warlock.
>>
I also have an idea that the way the pool thingy functions is that its basically a gigantic funnel to a rebirth (without memories) where the weaker ones just pile up around the edge of the funnel whilst stronger deuds can push downwards.
>>
Rolled 10 (1d100)

Preemtively rolling. Time to nod off. Gdnight OP.
>>
>>1523820
>>1523823
You organise a hastily made war base near the entrance. You have brought every single shroom in Necrontyr. You even managed to rope Shrayum'ptar into it.

Walking up to the front, you announce the plan; Cavalry will lead the charge, followed by Blowgunners. You and the Spearmen of all kinds will follow. Shrayum'ptar will be at the back. (He snorted slightly at this) You give specific orders to kill only non-important Dwarfs are to be killed, with the High up to be spared.

You gather aroun the entrance, then Charge in! There were a couple of sentries, but they were taken care of swiftly. However, one did mange to sound the alarm, meaning the entire hold is aware it is under attack!

You and the Spearmen follow, with Shrayum'ptar close by. You casually kill several rank-and-file troops, while Shrayum'ptar's casts several divine spells, most of which involved withering away enemies. After a while, you come to a hall where there are two exits. Which one do you take?
>>
>>1523865
The left.
>>
>>1523869
You travel to the left, coming across a line of Dwarf Warriors. "Halt, Shrobi!" They cry, in a pitiful attempt to stop you. They fail.

Eventually, you reach a monastery of their God of smiths and mining, Grungi. You defile it and smash the Clergy who were ptraying for protection at the time. Pitiful. A single priest remains, and he asks "Why are ye doin this Shrobi?"

How do you respond?
>>
>>1523879
"Our god requires death. We happily provide."
>>
>>1523884
"Our God requires death. We happily provide." You then stab him right through the chest, going through a symbol of Grungi in the process.

After butchering almost every unimportant Dwarf, you make your way to the Elders of the hold. They stand defiant in the centre of the room.

What do you do?
>>
>>1523889
Beat them and then put them in chain's.
>>
Take the prisoner, try breaking them in. Those that are resistant we offer to Lady Malkooth herself.
>>
>>1523894
>>1523896
You easily take them out, and have Shrayum'ptar imprison them in mental chains. You give them an ultimatum: reveal their secrets and live, or refuse and be sacrificed to Lady Malkooth herself.

Several of them choose to die but one, just one, agrees. It is a Dwarf with white hair, a long beard, and fearful, Amber eyes.

You release him, and take him back to Necrontyr. As for the rest? Shrayum'ptar will ta,e care of them...

What now?
>>
The dwarven settlement (ruins now) should hold some advanced and vital tech. Scavenge the fuck out of that.
>>
>>1523916
You order your troops to scavenge the ruins of the hold, as there could be some valuable tech in there. Sadly, it seems this was one of the more backward holds, and the only thing I of worth you could find was a cannon. Still, a cannons a cannon!

>You have gained a cannon!
>>
>>1523926
Let's celebrate
>>
>>1523980
To celebrate your victory in the holds, your priest declares a festival to be held on this day. Events include the spider-riding contest, pin the cap on the shroom, and blind Dwarfs bluff.

What now?
>>
>>1524025
Monster hunt!
>>
>>1524033
Deciding it's been a while since you've killed any kind of large monster, you gather a team of troops, and go into the tunnel system left by the first Leech Viper.

It's not long until you hear that all to familiar hissing, which preluded the arrival of the serpent. You order your cavalry to drop from the ceiling of the tunnel, while the Blowpipers blow.

Roll 2d100 for how succesful they are.
>>
Rolled 35, 50 = 85 (2d100)

>>1524063
>>
>>1524077
The Cavalry is thrown off but they get some minor damage in. The Blowpipers only fare slightly better, wounding it. The rest of your men attack!

Roll another 2d100.
>>
Rolled 84, 23 = 107 (2d100)

>>1524095
>>
>>1524121
The Spearmen do relatively little. You however, manage to stab it right in the brain, killing it instantly!

>You have a Leech Viper corpse!

What do you do with it?
>>
>>1524140
Drag it home.
>>
>>1524161
You drag your quarry back to Necrontyr, then subsequently spore it. 20-40 shrooms should come from it.

What now?
>>
>>1524190
Let's oversee the slaves.
>>
>>1524195
You decide to see how the slaves are coping. They are working just as hard in the mining pit and have already unearthed some kind of metal. The odd thing is, they seem to be beginning to understand your language.

Do you encourage this or stop it?
>>
>>1524216
Encourage it.
>>
>>1524221
You encourage this new behaviour, and even give extra rations to those that do take up your language.

>Slaves hate you less and can speak poor Shroomish!

What now?
>>
>>1523781
Link or archive of the last thread?
>>
>>1524453
In the post below.
>>
>>1524410
Search for more species.
>>
>>1524614
Seeing how successful your endeavours with other specials have been so far, you decide to go out and try to discover new species.

Roll 1d100 to see how successful you are.
>>
>>1524668
>>
Rolled 57 (1d100)

>>1524668
>>
>>1524689
You end up spotting a crevice in the cavern. You and your troops wiggle through it, and in it, was something amazing.

It lead to a bustling civilisation of any people! They were incredibly adavanced it seemed, perhaps even more than you.

What do you do about them?
>>
>>1524702
Ant people. My apologies.
>>
Scout the shit out of them, look for weak points in their defences and any key targets.
>>
>>1524810
You decide you must stealthily scout out their weak points, potential targets, and anything else.

Roll 1d100 to see how it goes.
>>
Rolled 62 (1d100)

Scout it
>>
>>1524886
You identify some key weak points in their political system, and with a few careful assassinations, you could take their entire society out!

What do you do?
>>
Last post for tonight, will continue tommorow.
>>
The usual subjugation and enslavement is getting boring. Lets try to annex them by holding their Queen Hostage
>>
>>1524944
Deciding that the usual subjugation of other races has begun to become grating, you and your troops attempt to kidnap the Queen of the ant colony. Roll 1d100 to see how well it goes. You get a +20 modifier due to group size Btw.
>>
Rolled 9 (1d100)

Lets go deuds
>>
>>1527240
You end up accidentally assassinating an innocent ant civilian, instead of the queen. Try again?
>>
Rolled 46 (1d100)

LETS RELOAD AND GO FOR IT
>>
>>1527323
You only just manage to kidnap her, but get slightly injured in the process. That does not matter though, as you now have the queen of the ant civilisation hostage!

What do you do with her?
>>
Weve got their only sources of breeding and management. Negotiate terms of surrender as a vassal state.
Make sure they worship our god.
Review their technology and assimilate everything thats more advanced than ours.
>>
Hey guys, won't be able to post for a while, will probably make a thread 2.5 at some point.
Thread posts: 55
Thread images: 1


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