Life goes on as you approach the 100th day of living in the swamp. Over 3 months of this place and you're still alive. Everyone is busy preparing for a sort of celebration to commemorate the moment, though you still have work to get done. As a slightly accomplished magician you would like to keep practicing. Maybe bring up some new apprentices considering one of yours died in that brutal attack. Well, it's always a good time to practice your skills....>Blood magic>Enchantment>Nature>Write-inWe're back after a fairly long break. The end is approaching so hopefully I can speed up now. Previous threads: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Kobold+swamp+survival
>>5359267What happened to our votes at end of thread 6, QM?I stand by mine:>Cultural and magica la >>5351555>Exploration and MilitaryTake our apprentices to visit the fiddler a la >>5352116
>>5359267> NatureBut also fully in support visiting the fiddler.
>>5359271Votes from the last thread were accounted. General consensus seemed to be magic and or scouting. >>5359332>>5359442>>5360148You get cracking with the newer recruits and try to instill in them the details of magic. It's always a difficult thing but at least you have the old apprentice to better convey the specifics. On the bright side, having them try and grow plants a little faster is an easy and relatively safe way to ease them into things. You on the other hand are mastering the finer arts of causing spines of wood to burst outward and impale things. Think you're relatively getting the hang of things at this point? Another tool in the kit.As the work is done, some important and maybe worrying news comes through. While scouting around for the source of that mad fiddler music you've been hearing, humans were spotted. An entire large battalion of the damn things marching to the north-east. They seem far more well organized and put together than the last group of mediocre settlers. Lots of armor, and a bright red theming. Few flags depicting some kind of fire symbol. Are they looking to settle back in the old spot the others died in? They certainly outnumber your tribe anyway and would probably easily trounce you in a straight out war. The fiddler hasn't been seen yet, but the music persists. As the day turns to night you start thinking about contingency plans...DAY 98KOBOLDS: 61SLAVES: 6FOOD: SecureMORALE: Wary[Choose a subject to focus on]>Food>Construction>Exploration and Military>Cultural and magic>Tools and research>Write-In>>>
>>5360268>Exploration and Military>Construction Time to start setting more traps throughout the area
>>5360268>>Tools and researchWe must make new weapons of war
>>5360268>Exploration and Military>Construction Supporting the trapmaking idea. We ARE kobolds, after all.
>>5360268>>Exploration and Militarydid we ever tap the magic tree for sap?
>>5360820Nah, we've been cutting them down and adding them to out totem of protection whenever we get our hands in one.Since they just keep spawning those wood abominations if they're left alone.
>>5361147I thought we did bottle some sap before choping it down last time?
>>5360820You cut down the magic node tree, so there was a bit of sap that could be collected along with the lumber>>5360345>>5360433>>5360596>>5360766It's only natural that you'd want to set up defenses when faced with that ridiculously sized force. It's only now that your population is recovering and even then humans aren't supposed to be the ones outnumbering kobolds in a fight, even if yours are better fighters than the average bold. Great care is taken to add to the traps fields between you and that group. Incursions of the wood creatures have slowed down to a trickle after your offensive so they won't be eating the bulk of them at least. Then again they were a barrier to travel before they were eliminated.Fortunately the humans seem to be content to settle down and create a camp about half a day away near the forest. They're far more perceptive than the old group, and the fact that one of your scouts had to dodge bullets is a statement to their equipment. By the next day a significant amount of protection has been deployed and you're feeling quite confident about your odds in at least damping any incursions.What you're not confident about though is the goblin war party approaching pointedly from the west. It's absolutely bizarre that the goblins of all creatures are doing a march like this but then again you're the warrior kobold talking... Point is, there's a lot of green coming for whatever reason. There's probably over a hundred of the bastards a few hours away and approaching. All covered with their patchy scrap armor, accompanied by giant spiders and awful feverish music.4d100 best of 3 for your stance>Hunker down and trust the traps>Meet them out in open combat>Create an ambush
Rolled 17, 1, 29, 68 = 115 (4d100)>>5361744>Create an ambush
Rolled 41, 85, 27, 76 = 229 (4d100)>>5361744>Create an ambush
Rolled 16, 18, 54, 84 = 172 (4d100)>>5361744>Create an ambushAmbushes and trapsFinally a Kobold like assault
>>5361750>>5361760>>536178341, 1, 29, 68The general plan to deal with the approaching goblins is an ambush to break them apart. So far from what you've dealt with the goblins were far from impressive. A fairly strong attack and they'll likely shatter... Things do not go as planned.The first part is how the greenskins charge into your zone far faster than expected, leaving the ambush unfinished and forcing a melee in order to protect those who were caught out. The second is that these are not the usual goblins you've encountered. These ones are ornery and angry as hell, almost crazy in how they're fighting. A few casualties are immediate, especially when the spiders get going, leading you to an unfortunate position of disarray. 3d100 best of 3>Tactical retreat>Take to the field yourself>Form up and defend>Write-in-Abilities available->Berserker: Successes count much more and losses are more damaging>Shield wall: Dice failures are lessened>Flesh smith: An amount of deaths will be completely prevented
Rolled 69, 46, 59 = 174 (3d100)>>5362805If you're doing Bo3, shouldnt the third dice be 54, and the fourth dice be 84?>Take to the field yourselfFuck these assholes, lets kill em all!>Flesh smith: An amount of deaths will be completely prevented
>>5362805>Tactical retreatGrab our dead and fall back...>Shield wall: Dice failures are lessenedErect a shield wall...>Throw the corpses into the hell-portalGrow some demon kobolds to replenish our numbers!
Rolled 76, 8, 64 = 148 (3d100)>>5362805Oh, and roll
>>5362816What is this? it smells like bitch in here. Why not kill these fucks, torture them for intel, and eat their corpses?
>>5362805>Take to the field yourself>Flesh smith: An amount of deaths will be completely preventedFuckin greenskins, prepare to die
Rolled 29, 59, 70 = 158 (3d100)>>5363012>>5362805Forgot my dice
>>5362805>>Take to the field yourself>Flesh smith: An amount of deaths will be completely prevented
>>5362809That was just me being delirious and not adding numbers correctly. Dice rolls take the best total result, but 1's will replace any roll in their slot. It wasn't a good result regardless.>>5362816>>5362817>>5363012>>5363013>>536367769, 46, 59If you want something done right you've got to do it yourself. If these goblins think they'll have an easy fight then they're sorely mistaken. You bring yourself into the fray and hack away at the wretches with terrible force. Your magic is put to use at the same time, mending the fallen and keeping them from death. If there's one thing you've come to accept in your time here is you're quite strong, and your presence immediately anchors the spirits of your warriors. The goblins aren't too much of a pushover though compared the last times you've faced them. They're still furious fighters, though less refined than you. There's hundreds of them as well and whenever one falls another takes its place. Beyond the tide of flesh there's more than regular fighters. Shamans chant some wretched tune and a shower of venom rains down on you all. Paired with the giant spiders their spirit remains intact and the fight continues.3d100 Best of 3>Hunt down the priority targets>Form up the warriors and clear the chaff>Breakthrough wedge>Remold the flesh, fight with rage>write-in-Abilities available->Berserker: Successes count much more and losses are more damaging>Shield wall: Dice failures are lessened
Rolled 63, 32, 83 = 178 (3d100)>>5363684>Breakthrough wedge>Shield wall: Dice failures are lessenedWe need to get at their shamans.Note to self: invest in war beasts, leather tanning of goblin hides, and find mines to dig up ore.
Rolled 21, 46, 68 = 135 (3d100)>>5363684>>5363713 +1
Rolled 24, 10, 12 = 46 (3d100)>>5363684break and shield/ When we kill them all, and we will, let's try to keep some alive to torture and sacrifice to gods or something.
>>5363684>Breakthrough wedge>Shield wall
>>5363713>>5363739>>5364269>>536427763, 32, 83Well It won't do to have your forces spread out like this if they're going to attack in force with such methods. With intense shouting, you manage to rein in the warriors and create a wedge formation to break further into the lines. The shamans try to put up a fight, sending a wave of malediction your way, but the bolds manage to steady themselves despite the pain and discomfort. You personally slaughter them to get some breathing room in this battle. With the shields up your troops find themselves in a circle, surrounded by the many remaining goblins seemingly uncaring to some of their leadership dying. There must be still over... 80 of them left? In fact the more that die the more aggressive they get somehow. And even now someone is playing some damn music that pounds your head.3d100 Best of 3>Take an aggressive stance on them>Hunt down the spiders first>keep tight and fire on them all>Rely on magic to win the fight-Abilities available->Berserker: Successes count much more and losses are more damaging
Rolled 43 (1d100)>>5366100>>Berserker: Successes count much more and losses are more damaging>Hunt down the spiders first
>>5366100>Rely on magic to win the fightWIZARD BATTLE
Rolled 85, 79, 3 = 167 (3d100)>>5366100>Rely on magic to win the fight
Rolled 14, 12, 18 = 44 (3d100)>>5366100>Rely on magic to win the fight
Rolled 41, 80, 34 = 155 (3d100)>>5366100Oh, forgot my roll for WIZARD BATTLE
>>5366100>Rely on magic to win the fight
>>5366104>>5366113>>5366122>>5366365>>5366484>>536709941, 80, 34Surrounded on all sides, there's nothing left to do but fight it out. It's the kind of battle that you've sort of come to enjoy in this place. There's no muddling with running away or talk or something else. Two people fight and one will die while the other lives from being stronger. Even if a kobold or two dies around you, you don't really feel that bad. They were just too incompetent to survive, whether it's not being good enough in a fight or stupid enough to come along for this. Maybe that just encapsulates the kobold condition?...Combat gets you too introspective, it's time to kill. Magic is your choice of focus here and the briars you raise into the horde of green shreds their skin apart. This is a trial by combat for your new apprentices, and they live or die on their potential. Some of them fall, but others stand strong. They've learned blood magic, so they really have no excuse for standing with wounds. You've personally gotten extremely adept at flesh mending. So much so that you're pretty sure the new flesh is better than the old, remolding with every iteration. Your skills are sharp anyways when you're in the thick of slaughtering the goblins and their spiders...In the end, you find yourself in victory. The dead and living are tallied up and taken note of. Nine dead kobolds who could not be mended and at least over thirty goblins who are still breathing in the bloody mess. The dreary swamp muck has been dyed a dark shade of red as it mingles with the mud. Somewhere off in the distance you can here a fiddle playing a sad sounding tune.>Slay the living for Baphomet>Enslave them >Write-in
>>5367136>Enslave them>Throw the dead in the hellpit
>>5367136>>Slay the living for Baphometwhy get slaves when we can just breed more>interrogate them about where they came from
>>5367136>Enslave them>interrogation for intel, loot, caches, their plans, etc.>>5367139I'm new and haven't gotten around to reading the older threads yet. What is the hellpit?
>>5367170+1>>5367208Dont remember, but it sounds badass.
>>5367208>>5367344In the last thread, we got a blessing from Baphomet: a pit in our village that you can hurl dead bodies into in order to create amnesiac demon-kobolds.
>>5367411Fucking sweet. Are they T H I C C and breedable?