[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
Underdark Builder [Simple Rules] thread 3
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 23
Thread images: 2
File: OP.jpg (853 KB, 1024x768) Image search: [Google]
OP.jpg
853 KB, 1024x768
Roll call.

Rules:
https://docs.google.com/document/d/1aPkMN5onZmXXoUhQlF2jJeI_YPpyixyMWgv6wUNiV-c/edit?usp=sharing

Wanna play builders? Join the cabal:
https://client00.chat.mibbit.com/
#Nation channeL
>>
[Realm of Zagrom]
Color: Yellow
Race: Albino Goblins [led by a dragon]
Racial Description: Zagrom the Insular has developed something of a reputation for sloth and aloofness during his formative years, but as he grew older his desire for things became insatiable. Eventually, he assumed nominal control over a series of small tribes near his cavern; this cemented his entry into the underdark.
Dark Energy: 1 (+1 a turn)
Population: 86 (+6 a turn) [Breeding Pits][Brood Mothers]
Favour: 5 (+1/turn: Shadowrend)
Buildings: [Goblin Forges: +15]
Military: [Fireballs+Bow Squadrons];[Military Tactics];[Goblin Knights];[Metal Arms/Magickal Weapons];[Handbangs];[Duegar Mages];[Crude Cannons];
Goblins: [Warped Goblins]
Zagrom: [Magic-Resistant Steel Plating]
Geography: [Dark Radiation Pits][Dark Energy Ore, Irradiated]
Misc: [Shadowrend][Artifact Skull:+1 Hex/Coordination]
[Adv] Might of a Dragon: Anytime you're involved in combat, the enemy may elect to flee rather than face you.
[Dis] Drunk with Power: Sapient races perceive you to be a threat best dealt with permanently. Diplomacy is difficult for you.

--
Actions [Attack the mutants; develop better cannons]
--
1. "Begin an assault on the mutant holdings. I will lead the assault. The stupid creatures have territory I desire." [attack the mutants]
2. "Begin developing better cannons and ranged weapons. We must have some capacity to defeat heavy fortifications -- these cannons are awful." [upgrade cannons][Goblin Forges?+15]
>>
Rolled 98, 3 = 101 (2d100)

Rolls
>>
Rolled 98, 70 = 168 (2d100)

Nice, shame I'm at work tonight

>>43623905
1. What with concrete researched last turn I might as well use it - build a mighty fortified gate on my boarder with Zagrom's territory, complete with lava moat and cannons
totes jealous of the bone gate

2. Dig along the south side of the river to the fork

Colour: Orange
Race: Dwarf
Racial Description: [omitted for length]

[Adv] Industrious: Build things quickly! You may create 2 things in 1 action.
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once, may re-direct the flow of lava\build magma dams
Boats: +5 Traversing River
Dwarf Darkmagma Forge: +30 to craft metalworks
Powersphere and Grid: +5 to all rolls dependent upon machinery using the grid
Alliance with the British: mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Research Institute: +6 to all research rolls
Arsenal: Increased siege engine production

Full Combined Arms Force
Dwarf Ironclads (with big guns): Enemy Fleet 3d8 casualties
Cannons: 40 to take Drow and 60 to take Deep Dwarf cities
Dwarven Defences: No siege roll of less than 75 after bonuses will crack these defences, stationary positions with guns get +15 to any combat roll
Mobile Artillery Unit: lowers the to-hit number of a siege entity by 15.
Mining Boat
Dark Energy Technology.

[Dis] Fairer Cousin: the Deep Dwarves around here don't appreciate mountainfolk muscling in on their turf, and will seek to subvert you in the most Dwarfish way possible.
Dark Energy; 24 (+1)
Population: 37 (+1)
Favour: 3
>>
>>43623905
Name: Underealm Fiendish Magocracy
Color: Light Blue

Race: Deep Humans
Racial Description: A society of white-haired Humans, Drow, Half-Drows and Demons. They worship Lolth and other Dark Gods and hold true power in the Underdark.
[Adv] Magical affinity means base +2 Dark Energy a turn
[Dis] Few gods of the Underdark Favour humans. You'll need to work harder to earn that.

Dark Energy: 7 (+2 a turn)
Population: [24/5/3] 32 (+1 a turn)
Favour: 2 - Hard

>Buildings
Ziggurat
Tower of Summoning
Scrying Tower (+12 to scry rolls)
Magic Dark Tower (+9 to Magic Rituals)
Dark Portal (can summon daemons)
Temple of the Dark Gods
Mushroom Farms to the North
Ziggurat city to the East
Shrine-city of Lolth to the West

>Technologies
Mineral and Metal Summoning.

>Artifacts
[9] Rings of Power
Artifact of Dagon's Watery Death
Relic of Amuun

>Allies
Battlemage Krzzt Balgaran


Our domains, albeit safe, are too small fro three different races. We need unity, common ground, but also space so we can breath.

1. the holds to the east and west are to be expanded. Pushing against the underdark has never been an easy task, nothing to it if not to keep trying. We should enforce the use of Demon and Drow units to push in darkest caves, for their perfect darkvision.

2. At the same time we have our best Transmuters and Alchemists devising a way to mix our blood together. Demon, Drow and Deep Human. Not only through crossbreeding, which is a slow and progressive affair, but also through magics. [Research Technology for Metamorphosis, +5 Dark Energy is used]
>>
>>43624191
GODDAMMIT I ALWAYS FORGET ROLLS
>>
Rolled 6, 54 = 60 (2d100)

>>43624597
WHYYYY
>>
>>43623905
That's a cool map.
>>
>>43624656
Thanks Anon, inkarnate.com has a free beta with a neat map builder. It's super limited but y'can make something pretty, fast.
>>
>>43623905
Oh boy the next thread!

not actually playing, came in too late. But I am enjoying seeing it all unfold.
>>
File: tumblr_mgwilfwdVw1s2dnezo1_500.png (147 KB, 469x750) Image search: [Google]
tumblr_mgwilfwdVw1s2dnezo1_500.png
147 KB, 469x750
Rolled 1, 26 = 27 (2d100)

>>43623905
Name: Myceilia
Colour: Magenta
Race: Sentient Fungus
Racial Description: In a dark cavern such as the underdark, all manner of things can arise in the squalid pallor and in its umber crevices. The Myceilia are such a thing. From the humble fungus that grew plentiful on the cavern's walls, floors and even the roof, they arose slowly from the earth itself, the dark energy that inhabits the cavern infusing them with sentience. They are a new race, directionless and having no motive other then the will to survive. They worship the Great Uttershroom, a giant mushroom from which the original spores of life are said to have spawned, and new mushroom creatures arise from everyday, and will do anything to defend it. Naive creatures, having just sampled the ichor of life, they know not the intricacies of modern rhetoric, and their culture can be said to be lacking, but make no mistake, these creatures are not stupid, and many a stray creature has learned that the hard way from a spear to the throat.

Dark Energy: 2 (+1 a turn)
Population: 13 (+3 a turn)
Favour: 0
/Adv/ Great Uttershroom: base +2 pop/turn, can mutate your species with 1 Dark Energy to produce a new kind of shroom that turn--effects somewhat random. If you get something good, you can deliberately continue to breed it.
[Dis] You're susceptible to fire, slow moving, and not very quick to grasp technological or philosophical ideas.

1. Such variable and possibly horrible creatures, we must pray to the Uttershroom to deliver unto us Large robust warrior to defend our homes! (Attempt to evolve a large, brutish Warrior Class)

2. This dark energy is odd stuff, let's play around with it and see what happens
>>
Rolled 53, 33 = 86 (2d100)

1. Send the Stealth Teams to steal the central crystal empowering the Druegar defenses.

2. Train the Curse Spiders in the art of warfare some more. Each soldier should be polished to perfection until they gleam with expertise. We are now tested against these Dreugar and we shall take that experience and hone it to a razor's edge.

http://pastebin.com/AGdMwt8u
>>
Off to work, hopefully everyone will turn up
>>
Roll call?
>>
>>43627569
here, waiting
>>
>>43627569
ayyy
>>
Rolled 40 (1d100)

>>43623905
>>43550762
>Rolled 8 (1d100)

>>43550683 #
>[[Daemon of Vengeance]]

>The Daemon is attempting to violate the Void barrier around the Aboleth portal! notCathy, roll Defense.

Silly demon, you'll go mad swimming in our lake.
>>
Rolled 2, 15 = 17 (2d100)

>>43629615
>Colour: Gold
>Race: Aboleths
>Racial Description: Aboleths are a dying race, practically incapable of breeding outside of when the stars, planets and solar system is right. Exceedingly powerful in two areas, psionics and in void magic, using Dark energy they can pull distant "relatives" from primordial planes and places, horrific mind-bending abominations have terrorized the entire under dark if they manage to gain enough power. Their gods, are of course, their sleeping elders beyond the veil they rend.
>Dark Energy: 21 (+2)
>Population: 12 (+1)
>Favour: 12 (+1)
> [Eldritch Abomination] Siege weapon
> [Madness Rift] Spend DE to summon, +1pop/turn
> [Waters of Madness]
> [Void Barrier] Defensive wards

1.These strong minds are a challenge, but one we will rise to, improve psionics, spend one favour, one dark energy.
2.The drow goddess' displeasure means nothing, we serve greater Masters, continue domination efforts.
>>
Here on my phone, posting is going to be painful so gimme a sec.
>>
>>43629750
Same

>>43627848
lamo
>>
Name: British Imperial Exiles
Colour: Yellow
Race: Human
Racial Description:
http://pastebin.com/y5GYhcMe
https://www.youtube.com/watch?v=j-_k5sO2jqM
Dark Energy: 18 (+1 a turn)
[fuels everything from vile Arkana to plant life in the Underdark]
Population: 29 (+1 a turn)
[run out of this, you end]
Favour: 0
[spend this for the aide of the Dark Gods, but be wary of their punishments]
[Adv] Great Library: you brought some of the greatest minds' of history with you in prose, and gain +15 to discovering or inventing anything--so long as nothing happens to those books...
[Dis] Nonnative to the Dark: you must roll 35+ to expand, as your people are frail and unaccustomed to the dark

Buildings:
Earthen Fortifications
Trade Route to Digmaster Dwarves
Laboratory +5 to Research
Alliance with the Dwarves: Mutual +5 to researching things, mutual +5 to production of buildings\works
Trading Post: Great economic contact with the mountainhomes. With their trade they bring their politics.
Steel Mill - [Flux]
ARTIFICIAL SUN +10 to expansion within 2 hexes of the city
Dwarf Magmaforge: +20 to craft metalworks
Power-sphere reactor - Energy Grid

Star Fort New London

Technology:
Steam Power
Steel Production
Guns & Lamps: +4 to expansion
Extreme Steam Mining Apparatus: +20 to Digging, may dig three hexes at once
Gatling Guns
Cannons
Concrete
Large Artillery Pieces - Ironclads deliver 3d8 casualties to enemy fleets. Stationary positions with these guns get +15 to any combat roll.

Vehicles:
Steam Drill

Military Units:
1 Mobile Artillery - Lowers to-hit of siege unit by 15
1 Dreadnought - 4d8 casualties to the enemy navy/bombardment. Acts as mobile fortress, boarding actions of this vessel will be treated like a land battle
>>
Rolled 58, 65 = 123 (2d100)

>>43630312
1. Build a barracks, to train and drill able bodied men into proper infantry.

2. And raise a unit of infantry.
>>
Bloody elves, always late
Thread replies: 23
Thread images: 2

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.