[3 / an / cgl / diy / gd / i / n / out / p / po / qst / s4s / t / trv / vip / vm / vmg / w / wg / wsr / ] [Settings]
Board
Settings Home
/qst/ - Mitsuba Archive


File: 94135_CN_GL.jpg (26 KB, 360x360)
26 KB
26 KB .jpg
Life is a strange thing. One day you're sitting in a burrow warm and safe with your fellow kin. The next you know, you get forced out into some cold place full of water and mud. A month or two later and you're practicing blood rituals for dark gods, speaking with witches, and dealing with mushroom storms.. Life really is like that sometimes....

It still goes on for you and your kobolds though, and life requires food! The stores have been thoroughly emptied after the month long hibernation and everyone is eager to get to work harvesting what they can. Maybe the most surprising thing about the whole even is that your fish farms not only survived, but thrived. The fat things swam under the surface and ate at the scum blankets covering the surface. Clearly helps that you weren't plucking them for a month too. The meat is so nice after all the mushrooms for so long. On the subject of where your labor goes to in gathering you do have some choices. The fungal storm has left quite an abundance of mushrooms and fungi of all kinds bloomed about the place, and it would definitely be easy to just gather up as much of it as you can to save on time and effort... Then again everyone is sick of the damn things. Kobolds like their meat, and even if you call mushrooms the meat of veggies, it's not the same at all. It's going to be hard to find more protein after the whole environmental ordeal. Another idea, is that considering you've largely begun to move your dwellings into the burrows, there's a large surplus of space within your walls... You could just begin to largely convert the entirety of the second wall interior to a fish farm.

>Gather the mushrooms and deal with it
>Specifically hunt for meat!
>Dedicate the time to expanding the fish farm operation.
>Write-in


Previous threads: https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Kobold+swamp+survival
>>
>>5210974
>Dedicate the time to expanding the fish farm operation.
For the grunts

>Specifically hunt for meat!
For our dragonwrought leader, our nature-dragon, and any other elites who proved themselves worthy to accompany us in our recent raid on the humans
>>
>>5210974
>Dedicate the time to expanding the fish farm operation
>>
>>5210974
>Dedicate the time to expanding the fish farm operation.
>Specifically hunt for meat!
I said it beoifre but with the tunnel complex in place we should go look for subterranean animals, most animals above ground might have been killed by the storm after all
>>
>>5210974
>Gather the mushrooms and deal with it
>Specifically hunt for meat!

Magic mushrooms and meat yo!

I’m happy to see you back KSSQM!
>>
>>5210974
>Specifically hunt for meat!
>Dedicate the time to expanding the fish farm operation.
>>
>>5210974
>>Dedicate the time to expanding the fish farm operation.
>>
>>5210979
>>5210980
>>5211037
>>5211065
>>5211376
>>5211442

A majority of your labor force is dedicated to developing the land you've staked your claim over. Digging is something that you've gotten quite good at over these days so it shouldn't be too much of an issue. Maybe one day you'll be able to fully be fed by it but not today.

The rest go towards hunting down actual creatures to eat. The storm shook up the entire swamp for sure, but there are bound to be more animals out there, you saw them. It would be nice to take stock of the state of the ecosystem as it is now...

You personally, well you've decided to get busy in studying the new primer on blood magic you've received after that slaughter at the human camp. Should probably go claim the rest of that some time... Anyways, it appears to be on the subject of moving flesh. The pictures tend to be about wound care strangely. Diagrams on how wounds are and them sealing up. It'll help with your new skills certainly.

>Practice the fundamentals in wound care
>Continue to push boundaries and experiment
>Write-in
>>
>>5212392
>Just practice the basics for now
>Go joint the hunt
>Make sure to read it with Lyralia later
Our dragon does enjoy books.
>>
>>5212392
>Continue to push boundaries and experiment

We're literal devil worshipers can't be afraid with getting our hands dirty
>>
>>5212392
>Practice the fundamentals in wound care
>>5212398
She doesn't like blood magic.
>>
>>5212407
She thought our little pictographic scroll was barbaric. A proper book on magical theory may be more appealing.
>>
>>5212392
>>Practice the fundamentals in wound care
>>
>>5212392
>>Practice the fundamentals in wound care
>>
>>5212392
>Continue to push boundaries and experiment
Fuck fantasy OSHA, hit me with your best shot OP
>>
>>5212392
>Practice the fundamentals in wound care
>>
>>5212392
>Continue to push boundaries and experiment
>>
>>5212398
>>5212399
>>5212407
>>5212507
>>5212549
>>5212563
>>5212714
>>5212936

Well, it's best to simply understand what you're doing right now. The flesh weaving you did before was clumsy, just making a messy sheet that you flopped onto the floor. No coherency in the meat, just a homogenous mass of flesh. You need to get something to work on though, so you join the hunts in order to get some good animals.

The prospects of finding animals out in the greater swamp seem to be limited to only catching burrowed frogs that are just emerging so far. That's not enough, so we must delve into the forest. That forest also seems to have expanded further while no one was watching, it's quite close now. Fowl and some inquisitive deer are actually caught over the days giving you a nice swell of meat to chew up, and you think that the crocodiles might be returning to the swamps soon after a few spottings.

The hunts go on to the next day while you experiment with inflicting injuries on the bodies before sealing them up again. Harder than would think to fully repair an organ instead of just stretching it or making it a piece of mundane skin. They get tossed to the butchers after enough work and you move on to the next.

----------------------------------------------

>Progress on making a large fish farm has been made
>Basic fleshworking has been learned

After food was secured yesterday people go about there tasks and begin picking up where they last left off. Clay is finally being worked again so you could actually begin finishing up the improvement of your burrows if you wanted. The lack of metal in your stores is disappointing though.

DAY 62
KOBOLDS: 42
FOOD: Okay
MORALE: Recovering

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In
>>
>>5213655
>>Tools and research
>>
>>5213655
Are the humans fully wiped out? If so
>Raid the human settlement for metal and other treasures
if not
>Tools and research
>>
>>5213655
>Exploration and Military

More metal and raid the human settlement for supplies.
>>
>>5213655
>Exploration and Military
Raid the human settlement for metal and other treasures
>>
>>5213655
>Tools and Research
See if the leftover mushroom have any special properties, see if they're more reactive to our nature magic for example.
>>
>>5213655
>Exploration and Military
Train combat. 💪
>>
>>5213693
>>5213884
>>5214420
>>5214437
>>5214621
>>5214623

Considering you've completely wiped out the human settlement, it would be a good idea to get around to fully looting the place. A Steady line of kobolds travel single file, back and forth from the place carrying as much as they can from the site. A bit dangerous considering the wildlife, in fact a few of those large, aggressive weasels harry the group for a bit before scarpering off at one point.

In terms of material it's a whole mishmash. Metal armor and weapons that are too big for you to possibly use can be melted down for material use. The various cloth, furs, and leathers though? Those are definitely in high demand. You're fairly certain individuals are going to be squirreling away their own cuts of the textile so they can get personal bedding.

The food is long rotted, but there's also bits and bobs of other stuff too. Books, though not on any subject of real import. Crude maps, flasks... There's PLENTY of wood here as well. They were really into lumbering that's for sure. It would be a pain to transport back but at least you wouldn't need to cut it. All in all, it's just more loot for your own hoard.

When the looting has settled down, you're left thinking on what you should do next. Melting down the useless equipment would be nice, but It's not enough to meet your demands. It does produce some much finer quality stuff than what you have at least.

>Return to the ruins to scavenge metal
>Focus on extracting and refining bog Iron for your metal needs
>Write-in
>>
>>5214706
>Focus on extracting and refining bog Iron for your metal needs

👍
>>
>>5214706
>Return to the ruins to scavenge metal
QM updated
>>
>>5214706
>Return to the ruins to scavenge metal

We need to still figure out what's going on down there.
>>
>>5214706
>Focus on extracting and refining bog Iron for your metal needs
>>
>>5214706
Focus on extracting and refining bog Iron for your metal needs
>>
>>5214706
>Focus on extracting and refining bog Iron for your metal needs
>>
>>5214706
>>Focus on extracting and refining bog Iron for your metal needs
>>
>>5214709
>>5214714
>>5214726
>>5214776
>>5214805
>>5214876
>>5215088

At some point you've gotta make stuff yourself, and now that you've stumbled on some random lumps of swamp rock that have iron in them you can work with that instead of hiking back and forth between the ruins every time you need metal to work with.

You have the equipment the refine it, but the trouble comes in actually finding the stuff. As time goes on you do happen to figure out some signs. One big indicator is a rust color sludge when the ore is present. That and withered vegetation is a general sign that it's there. Then you either poke into the ground with poles until you find something hard or start digging.

Not too much of a yield, but hey it's homemade instead of scavenged. The tunneling you do in the burrow contributes to your development all the same too.

-------------------

>A middling amount of metal has been made available
>Varying tiny iron deposits have been found

DAY 64
KOBOLDS: 42
FOOD: Okay
MORALE: Steady

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In
>>
>>5217139
>Cultural and magic
Let's improve morale with a bit of revelry -- maybe a ceremony to not-Kurtulmak (Krishgah?) to thank him for hardy kobold resilience!
Maybe we can ask him for advice on taming dire-weasels? It would improve our military might and hunting/scouting range
>>
>>5217139
>Construction
Improve Baphomet's totem with the metal. Reinforce it, add menacing spikes, make it look better. We want to get it to the point where it can block a fungus storm. We never know when it can come back.
>Food
Finish expanding the fish farm.
>>
>>5217153
Support
>>
>>5217139
>Cultural and magic
>Let's improve morale with a bit of revelry -- maybe a ceremony to not-Kurtulmak (Krishgah?) to thank him for hardy kobold resilience!
>Improve Baphomet's totem with the metal. Reinforce it, add menacing spikes, make it look better. We want to get it to the point where it can block a fungus storm. We never know when it can come back.
>>
>>5217153
+1
>>
>>5217139
>>5217144
support
>>
>>5217144
support
>>
>>5217153
>>5217192
>>5217422
>>5217444
>>5217628
>>5217788

Life finds a way, and with all this food it might just be time for another celebration. On the first day many are sent to get some fresh meat while others are set to prepare festivities. Items are made from clay or spare metal that you haven’t set aside for personal keepings among the bolds. Which does bring up a certain question to you that you hadn’t considered yet. Now that the storm has passed, the top side housing is available again, and some have quickly moved to claim them again even if they’re above ground. People naturally want to have personal rooms for space and loot keeping. This brings up the subject of how you’re going to handle housing. Considering how high population kobold nests can get, personal lodgings might begin to take a lot of effort. Most tend to keep to a barracks style solution.

>Continue to try and make accommodating housing
>Encourage a more communal barracks style
>Write-in
>>
>>5218926
>>Continue to try and make accommodating housing
>>
>>5218926
>Continue to try and make accommodating housing
>>
>>5218926
>Encourage a more communal barracks style
>>
>>5218926
>>Encourage a more communal barracks style
>>
>>5218926
>Continue to try and make accommodating housing
>>
>>5218926
>Encourage a more communal barracks style
As nice as it would be, a warren for every family is VERY taxing on our limited resources.
>>
>>5218926
>Continue to try and make accommodating housing
>>
>>5219321
Good point.

Changing my vote (>>5218996) to:
>Accommodating housing for the best bolds, barracks for hatchlings qnd weaklings
>>
>>5219409
Changing mah vote>>5219321 to this. This would HEAVILY encourage the bolds to work hard to get the good warrens for themselves
>>
>>5218926
>>5219409 +1
>>
>>5219698
>>5219422
>>5219409
>>5219401
>>5219223
>>5219207
>>5219205
>>5218996
>>5218965


Now, selectively giving better housing to some and not others would naturally cause unrest and contempt, eventually fighting. But what if you wanted that? If they want better rooms, then they would have to fight to earn them now wouldn't they? So that will be your plan. Those who want to climb the social ladder will claw for it. Sort of how nature intended, just in a different way isn't it? Certain chambers will be made nicer than others for those who've earned it while others get to slum in the communal barracks.

On to the subject of your celebration, preparations go just fine. The totem has bits of metal added to its structure. Iron bracings and spikes to add to the intimidating appearance as well as more macabre arrangements in the vicinity. If anything else is to be done you'd likely need to make a building out of it. Lately its been feeling a lot warmer after the work was done which has been nice.

>Totem improved, local climate has become warmer and more suited to kobold life

Frogs and fish are all sliced up and prepared for cooking making a nice smell in the air. When you were looting the human camp there was a very nice find among the food that wouldn't rot. Two barrels of some strong alcohol, nice and ready to drink. It's amazing that the humans didn't drink it all while they still lived.

Food is eaten and drink is quaffed. The mood is high for the first time in a long while. Maybe you should think of ways to create booze, it's a nice treat for sure... While looking at all the progress around you, you can't help but be prideful. It's a bunch of mud and clay shaped into the crude form of a small village, but it's yours. Your group came here with nothing, but you survived and kept going, killing that which opposed you and surviving the challenges thrown your way. This is just two months of work, who's to say what you can accomplish next? You lay down near the statue of Krish'gah as the world spins around...

----------------

When you come to, the celebration has more or less come to an end. Many are grumbling about their headaches, but it's doubtful that they regret what happened last night. You're about get to work planning the day when you feel something in your hand. A wrinkly paper note.

"Very nice, live a little longer and you may deserve a present. Don't get overconfident, your troubles are not over. The earth holds great terror. -Krish'gah"

Not sure if you appreciate the casualness of your god's messaging method, or are disappointed in how flippant he can be. Foreboding message though, but then again when would your troubles ever be over? Probably not till you're dead.

DAY 66
KOBOLDS: 45
FOOD: Okay-ish
MORALE: Fervent!

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In
>>
>>5220755
>>Tools and research
>>
>>5220755
>Tools and research
>>
>>5220755
>Exploration and Military
Fervent Morale? Why not Explore a bit, and raid the gobbos? Let’s hear the lamentation of their women!
>>
>>5220755
>Cultural and magic
Research more of the blood magic with our disciples. Try to spar with the two of them against one of us. Let's see if they're combat ready, Krish'gah's message is worrying to say the least.
>Tools and Research
Make an artifact. We've been taught how to do it but we've really only made one after learning how.
>>
>>5220755
>Tools and research
>Construction

See if we can't use the power crystal as a source of heat? Or at least try to improve our kiln/furnaces. As we get bigger better tools will take us a long way, maybe bigger molds for bricks?
>>
>>5220875
Supporting.

>>5220755
>>
>>5220755
>Military
Need combat training.
>>
>>5220755
>>Cultural and magic
time to expand our labor pool for mining
>>
>>5220875
support
>>
>>5220875
Support
Improving the kiln will get us better iron.
>>
>>5220770
>>5220787
>>5220797
>>5220842
>>5220875
>>5220920
>>5220964
>>5221280
>>5221287
>>5221684

Might be time to think about how to improve your technique in industry now with the lull in activity going on. With the new source of metal it's as good a time as any after all. The crystals have you thinking about possibilities at the moment. They've got power in them and make electricity so... Maybe they could be used in smelting?

After around a days of hard work experimenting and messing with them in various ways you've come to a certain point of progress. Through a ramshackle method, your workers have managed to make a crude smelter with them. The problems come in when actually trying to apply the method. Metal rods are being used to transfer the energy through, heating them up so that the thing can be operated. Unfortunately, they melt and warp far before they could functionally be used to smelt ore.

New plans are going to have to be devised if you're to actually use this method in practice. Maybe just brute forcing with the materials you have on hand? Though those ruins seemed quite advanced, they might have something to give insight into this matter. What to do...

>Organize a ruins raid
>Keep trying with what metal you have
>Try experimental methods
>Write-in
>>
>>5222359
>>Organize a ruins raid
>>
>>5222359
>Organize a ruins raid
>>
>>5222359
>Keep trying with what metal you have
>>
>>5222359
>Organize a ruins raid
Once more into the darkness.
>>
>>5222359
>Organize a ruins raid
>Try experimental methods
>>
>>5222368
>>5222457
>>5222459
>>5222467
>>5222502

Ah well, It can't be avoided at this rate. Best to send another scavenging party to the ruins again. Numbers are quite bolstered too since last time, it's certainly been a while. A cohort of around sixteen instead of the regular dozen should do just fine. Now, other matters need to be taken care of while they're away... Suppose some more work on your industry and constructions since the subject is up in the air?...

-------------------------------

Over a month since the last time a good old expedition has gone through! Good times for you since you've survived so long. Leader has gotten sort of creepy with all the blood stuff, but ironically quality of life has been more decent than you might expect. Most don't even mind fighting anymore given how much we've survived. A lot of the bolds in your squad haven't been through what you've seen out here though. That last big fight down in those tunnels was a nightmare. Still, it's your job to bring back some new metal stuffs to help with the forge or whatever.

>Nearby metal ruins
>To the great ravine
>Write-in

Regardless 3d100 Bo3 for the journey results
>>
Rolled 54, 77, 28 = 159 (3d100)

>>5223548
>>Nearby metal ruins
>>
>>5223548
>To the great ravine
That mushroom wind gave me a Fallen London vibe.
>>
Rolled 54, 4, 85 = 143 (3d100)

>>5223548
>>To the great ravine

Kobold get funny orange metal that bends easy!
>>
>>5223548
>>To the great ravine
>>
Rolled 26, 53, 88 = 167 (3d100)

>>5223548
>To the great ravine
>>
>>5223548
>To the great ravine
>>
>>5223548
>>To the great ravine
>>
>>5223561
>>5223595
>>5223604
>>5223734
>>5223740
>>5225010
>>5225054

26, 53, 88

If you want the big scores you gotta take risks and dive deep. To the ravine it is you march! The journey if relatively uneventful. You don't happen to run into any goblin patrols and the salamanders you spot are far away and uninterested. As you near the destination the wind becomes hotter. The land seems more dry than last time? Sort of like a dry plains. The sky is an angry red and it casts a glow everywhere. It wasn't like this last time.

When you reach the great scar in the ground, it seems to be teeming with activity. Creatures moving to and fro in the depths. Drafts of scorching air rise from below and you can faintly hear string music echoing non-directionally along with whistling through the angry glowing crystals. Standing on the edge doesn't make it any more inviting.

>Roam along the rift edge
>Stay in the upper cliffsides
>Rappel to the middle strata
>Descend all the way to the bottom?
>Write-in
>>
>>5225839
>Roam along the rift edge.
IF there are too many demons/flame things then we should go to the ruins instead. No point in us risking our lives to mine ores here if this place is being infested with demons or something. But we should see whats up with this shit beforehand.
>>
>>5225839
>>Roam along the rift edge
>>
>>5225839
>>Stay in the upper cliffsides
>>
>>5225839
>Roam along the rift edge.
>>
>>5225839
>Rappel to the middle strata
>Descend all the way to the bottom?
>>
>>5225839
>>Rappel to the middle strata
>>
>>5225839
>Roam along the rift edge
>>
>>5225839
>Rappel to the middle strata
>>
>>5225839
>Stay in the upper cliffsides
>>
>>5225863
>>5225865
>>5225867
>>5225928
>>5225953
>>5225993
>>5226597
>>5226609

A good location is found and ropes are secured. Double checked just in case. Carefully, we descend by rope into the chasm in an effort to explore and find good loots. The gusty winds make it a bit concerning whenever you're rustled about, but everything works out fine. The upper layer is calm, but activity does pick up the lower you go. When you reach a stopping point, you end up on a outcropping of broken wreckage sticking outside of the cliffside somewhere between the upper and middle strata. It's like a tube into the earth, as a hallway snapped in half somehow.

You manage to get inside and miraculously, the path isn't blocked. Just a dark interior that can only be revealed with torches. Nothing to do but move forward considering you're inside. The light outside is dimming, approaching noon.

>Quick looting (2d100)
>Steady pace (3d100)
>Extreme caution (4d100)
>Write-in

Rolls required for progression
>>
Rolled 76, 63, 26 = 165 (3d100)

>>5227279
>Steady pace (3d100)
>>
Rolled 20, 1, 20 = 41 (3d100)

>>5227279
>Steady pace (3d100)
>>
Rolled 94, 76, 43 = 213 (3d100)

>>5227279
>Steady pace (3d100)
>>
>>5227279
>Steady pace (3d100)
>>
Rolled 42, 94 = 136 (2d100)

>>5227279
>Quick looting (2d100)
>>
Rolled 98, 10, 88 = 196 (3d100)

>>5227279
>Steady pace
>>
>>5227285
>>5227345
>>5227372
>>5227481
>>5227622
>>5228203

94, 1, 43

The walk inside is ominous. Torches are brought to light and assigned so the group can actually see where it's going. The corridor goes on for quite a while, stretching onwards until terminating into a four-way hub. Two paths are crushed so the only way to go is leftwards. A couple doors are spread about the hallways so we crack them open when we can. Much inside is decayed to a severe degree. Collapses and such have broken up a lot of opportunities, but spare structures and furnishings can be pulled apart for good material.

In one room the sudden disturbance and rummaging causes a pipe to suddenly burst. A viscous orange fluid sprays out in a half-congealed stream. A couple kobolds are caught in the liquid, one falling over and writhing from the contact. The other two are left with terrible blistering and peeling hide, but are otherwise safe. Nothing can be done for the last unlucky one but to seal the door to keep the pooling caustic stuff from further leaking out.

A good reminder that these places are far from safe, and the subtle groans and clicks of the surroundings do not comfort. At the end of the hall a large door leads to an other branching path. A ladder goes off above, while condensing water drips off the sides of the shaft. to the side the structure is rent apart, only leaving various struts and platings to stand over a gaping chasm that spans a distance. There seems to be flashes of occasional light from across it?

-Moderate source of decent metals and parts found-

>Take what you can and leave
>Ascend further up the ruins
>Cross the chasm to the other side
>>
>>5229220
>Cross the chasm to the other side
>>
>>5229220
>>Cross the chasm to the other side
>>
>>5229220
>Cross the chasm

So crit fails take precedence. Noted...
>>
>>5229220
>Take what you can and leave
>>
>>5229220
>Cross the chasm to the other side
>>
>>5229220
>Take what you can and leave
>>
>>5229220
>Cross the chasm to the other side
>>
>>5229233
>>5229250
>>5229259
>>5229270
>>5229336
>>5229383
>>5229585

Could be something interesting over there, so might as well cross. Utmost care needs to be taken though, one step over the edge and you're done for. Ropes are tied to pairs and we slowly take whichever paths look safest. At a couple points, the steps creak and groan under weight. One spot crumples underfoot and the victim is only saved with quick thinking and the safety measures. By the end of the crossing everyone is still alive. The light turns out to be a sparking fixture connected to the wall. There's a room here that appears to be filled with crystalline arrays and sculpted pieces. Occasional lines of electricity arc between the parts. It seems to have some sort of purpose, but you obviously don't understand what it is.

>Let it lie
>Grab the loose pieces
>Attempt to disassemble the array

>Take what you can and go home
>Continue to explore
>>
>>5230608
>Attempt to disassemble
>Go home
>>
>>5230608
>>Attempt to disassemble the array
>Take what you can and go home
>>
>>5230608
>Attempt to disassemble the array
>Take what you can and go home
>>
>>5230608
>Grab the loose pieces
>Take what you can and go home
>>
>>5230608
>Attempt to disassemble the array
>Continue to explore
>>
>>5230608
>Attempt to disassemble the array
>Continue to explore
>>
>>5230608
>Attempt to disassemble the array
>Take what you can and go home
>>
>>5230609
>>5230612
>>5230616
>>5230665
>>5230684
>>5230831
>>5231451

The order is given and your team begins attempting to disassemble the array of crystals. No one really knows how the thing works, so we just start pulling pieces off. This method bares its problems when what might have been a key part is pried off. A high keening noise fills the air before a large hunk of orange crystal shatters, spraying sparks and shards about the room. Several are injured by either cutting and stabs, or electrical discharge. A dull background humming noise that you didn't notice before quiets down and the any remaining lights fade and die. Any remaining deconstruction is uneventful. Packs are filled with what you can grab and wounds are patched as best they can with miraculously no casualties.

When your group moves to return the way it came, you hear something new. Dozens and dozens of repetitive harsh taps against metals among chitter. Below in the chasm, small glowing lights growing bigger as they approach until you begin to make out reflective chitin and lambent orange pustules. Angered dog sized insects crawling up the chasms sides directly towards you!

3d100 for your survival results

>Stand and fight off the insects through a bottleneck
>Barricade yourself inside the room
>Cross the chasm and run before they arrive
>Write-in
>>
Rolled 20 (1d100)

>>5231880
>Stand and fight off the insects through a bottleneck
>>
Rolled 94, 32, 2 = 128 (3d100)

>>5231880
>>5231897
Wrong dice, my bad.
>>
Rolled 40, 14, 26 = 80 (3d100)

>>5231880
>Stand and fight
>>
Rolled 32, 74, 26 = 132 (3d100)

>>5231880
>>
Rolled 99, 4, 54 = 157 (3d100)

>>5231880
>>Stand and fight off the insects through a bottleneck
>>
Rolled 83, 60, 87 = 230 (3d100)

>>5231880
>Stand and fight off the insects through a bottleneck
Not too late?
>>
>>5231880
>Stand and fight off the insects through a bottleneck
>>
>>5231897
>>5231900
>>5231936
>>5231955
>>5231966
>>5232565
>>5233138

36, 74, 26

Finally done with Easter business.


Immediately all are to fall back into the the crystal room, making use of the narrow doorway to remain safe from the numbers of the swarm. You arrange the bolds into a concave with their spears out to maximize your killyness. The insects seem chitter and flutter on six legs and two tiny wings. As the first few trickle in they try to attack right away. Their razor point legs are menacing but so are your spear tips. They wizen up after three of them end up dead scrambling into the room, revealing some natural ability of theirs.

Bright, weak lightning laces through the air from fluttering gossamer wings as they emit electricity from their bodies, shocking and burning kobolds. It's not strong enough to be fatal, but it's painful. At the same time, a grinding sound reverberates as some of the bugs begin carving through the wall nearby. There's shouting and panic as the strategy needs to be adjusted, and those injured pulled away.

It's a hard fought battle, and not everyone gets out alive, two more kobolds getting pierced to death and bleeding out, and one's heart simply stopping from all the sparks. In the end the insects seem to find your holdout too much trouble to over take, scuttling away cautiously and leaving behind dozens of their dead kin. Twelve of the expedition remain, and it seems like a very good time to go back home...

-Two carrying slots available to take home-

>Good quality metals
>Crystal array parts
>Spark bug carvings
>Caustic sludge
>Write-in
>>
>>5235076
>Good quality metals
>Caustic sludge

We should make an artifact soon. We learned how but we barely use it.
>>
>>5235076
>Good quality metals
>Crystal array parts
>>
>>5235076
>>Good quality metals
>>Crystal array parts
>>
>>5235076
>Good quality metals
>Crystal array parts
>>
>>5235076
>Spark bug carvings
>Caustic sludge
>>
>>5235076
>>Good quality metals
>Crystal array parts
>>
>>5235076
>Good quality metals
>Spark bug carvings
>>
>>5235080
>>5235085
>>5235136
>>5235402
>>5235442
>>5235454
>>5235553

Whatever parts look best are what you take. The ones that weren't shattered in the discharge and look most whole fill the packs. As you reach the rooms near the exit, some of the finer looking plates or bars of metal are also grabbed. As much that can be taken while still being able to walk. It makes the climb back up the cliffside more difficult to say the least. Compliments to whoever made the ropes at the village....


---------------------

When the expedition comes back, they all seem quite run down and tired. A handful are dead, but they did bring back their prizes. Valuable samples of the strange crystals and more of the fine metal that stayed solid under dirt for such a long time. They earn their rest as they deposit their spoils in the store rooms. With these materials you might be able to make the new smelting system work.

>A small quantity of good metals have been acquired
>An amount of crystalline parts have been acquired

>Use the metal rods as heating elements
>Try to use a crystal medium for heating?
>Maybe enchanting is a solution
>Write-in
>>
>>5236368
>Try to use a crystal medium for heating?
>Maybe enchanting is a solution
>>
>>5236368
>Maybe enchanting is a solution
Magitek smelting is go!
>>
>>5236368
>Maybe enchanting is a solution
>>
>>5236368
>>Try to use a crystal medium for heating?
>>
>>5236368
>Maybe enchanting is a solution
Leader going mage.
>>
>>5236368
>Try to use a crystal medium for heating?
>Maybe enchanting is a solution
>>
>>5236374
>>5236375
>>5236491
>>5236607
>>5236640
>>5236758

While working with the logistics of how this smelter will function, you decide to try out enchanting again. Steel is the item and crystal is the medium. On a sigil of blood you work, and the metal is worked into light reds pole. And in use as heating elements... They work perfectly. The furnace emits an ominous red glow, but it melts the scrap and ore much better than your old system. You won't need to work on this aspect of your metal work for a while.


---------------


DAY 68
KOBOLDS: 42
FOOD: Low
MORALE: Solid

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In
>>
>>5237851
>>Food
>>
>>5237851
>Food
Perhaps we could expand the ecosystem of our fish farms? Make a separate pool and see if we can get some bottom feeders to help fatten up the eels.
Alternatively, make some traps and start catching birds for eggs and poultry.
On a side note hear me out. We need to find rice and a substitute; we have shrooms to ferment, so we MUST secure ourselves some alcohol, we can't just keep getting high on godly interference
>>
>>5237851
>Food
>Exploration and Military

Hunt! Hunt! Hunt! Hell, maybe raid the goblins while we’re hunting for prey!
>>
>>5237851
>Food
>>
>>5237865
Supporting

>>5237851
>Food
Expand fish-farms, add more aquaculture
Set traps for small game
>>
>>5237865
More fish!
>>
>>5237853
>>5237865
>>5237867
>>5238023
>>5238160
>>5238351

The fishing pools are steadily getting expanded, but there might be other ways to increase the production besides size. So orders are to gather up any other potentially viable water critter and start farming them to see if our farms can be improved with their introduction. Those who hunt go to hunt, and those who dig will dig.. Simple boring stuff.

The experience of booze has left you wanting more after that night with the human stores, so the thought crosses your mind to try and create alcohol. Kobolds aren't the most agricultural species though. Some stuff is easy, like putting a bunch of fish in a pond and letting them live, or having mushrooms on a rotting log. Fermenting booze though, that's a lot more complicated. Various kobolds mumble and try to piece together information that they know while screwing around with some plants, trying to find viable subjects.


>Establish a regular hunter labor force
>Focus on working with plants for a while
>Are birds good livestock?
>Intense fish farm construction
>>
>>5239016
>Are birds good livestock?
>>
>>5239016
>Intense fish farm construction
Maximum aquaculture! Observe the natural world around here--the interactions between species, the food web. Trying to isolate a portion of it that can sustain itself in a smaller pocket.
>>
>>5239016
>>Are birds good livestock?
Diversification is key to sustainable agriculture. If something were to happen to our fishies like a plague, we would be boned.
>>
>>5239016
>>Are birds good livestock?
>>
>>5239016
>Are birds good livestock?

What about small rodents like moles or squirrels or maybe even worms?
>>
>>5239016
>Establish a regular hunter labor force
>Focus on working with plants for a while
>>
>>5239016
>Intense fish farm construction
>>
>>5239016
>>Establish a regular hunter labor force
>>
>>5239016
>>Establish a regular hunter labor force
>>
>>5239063
>>5239081
>>5239121
>>5239172
>>5239327
>>5239351
>>5239525
>>5239702
>>5239947

Well... Humans have chickens, right? What makes any other bird different? Maybe some birds here would make good livestock. You organize hunting parties and set schedules for them to actually hunt regularly as their job every day. The order right now of course is to catch some live birds.

The food eventually comes in, as do a couple badly bruised, concussed, and tied up wren birds. There's an immediate problem in the fact that you're not really sure how to contain them. Eventually, the conclusion comes to fence them in as best you can and clip their wings. It's... Not ideal. The birds are frankly just pissed and stamp around their enclosure. They still eat the fish if you toss them in. Guess you should give them some nesting material too?... Birds are a lot more complicated than fish so this will probably take a while.

By the next day you've built up a stockpile of food. If the current rate of how much the new hunting teams are bringing in stays the same and the fish farms keep working, you'll actually have enough that you're gaining food instead of losing it with your current population. With that comes the problem of preserving foods. Usually don't have to worry about this stuff with how voracious kobold appetites are, but the population is still somewhat small. Plenty of options to choose for how you want to handle it though.

>Drying racks
>Smoke your foodstuffs
>Try to make salt from swamp water?
>Smothering in herbs
>Write-in
>>
>>5240967
>Smothering in herbs
>>
>>5240967
>Smoke your foodstuffs
>>
>>5240967
>Try to make salt from swamp water?
>>
>>5240967
>Smoke your foodstuffs
>Try to make salt from swamp water?
>>
>>5240967
>Smoke your foodstuffs
>Try to make salt from swamp water?
>Smothering in herbs
>>
>>5240967
>Smoke your foodstuffs
>>
>>5240967
>>Drying racks
>>
I know we worship Tiamat and Baphomet but what was the name of the not quite a God goblin again?
>>
>>5241306
Krish'gah, though he's a kobold, not a goblin.
>>
>>5240967
>>Try to make salt from swamp water?
>>
>>5240974
>>5241052
>>5241063
>>5241090
>>5241115
>>5241208
>>5241261
>>5241731

Two ways to preserve food are to either smoke it or drying it out with salt. You decide to try out both of them. One of the huts is used to hang up various eels or game and smoke them. The results are okay. The humidity really hinders your efforts to dry up the food making the process much more tedious.

Salt on the other hand is much harder obtain. You can get salt from drying up or boiling away pools of water and gathering the left behind residue. Unfortunately when you try this, you learn that swamp water doesn't make for good salt. There's very little in the water here it seems and what is left behind is mixed up with scum and detritus. Maybe if you had ocean water it could work, but the brackish stuff here would be far more effort than it's worth to process.

---------

The captured birds pace in their enclosure anxiously, the eels swim about gnawing on algae... All is peaceful until the ground shakes violently. You've experienced this once before more than a month ago, and the tremors aren't as violent as last time but it's still jarring. As soon as it comes, it's away again, leaving you in the drizzling dawn.

Nature can be such a pain. Speaking of nature the forest is only a couple minutes away at this point. Suppose that means game will be easier to encounter, whether that's for better or worse. Maybe you could go any chop down some trees and get good lumber again. Building materials are always nice. Lyralia still grumbles about lack of fine design as always. Some things will never change.

DAY 70
KOBOLDS: 44
FOOD: Surplus
MORALE: Solid

[Choose a subject to focus on]
>Food
>Construction
>Exploration and Military
>Cultural and magic
>Tools and research
>Write-In
>>
>>5242323
>Construction
Chop down some trees and get to work on building a proper chieftains hall for ourselves, decorated nicely with carvings.
>Tools and research
Make an artifact
>>
>>5242323
>Construction
>Exploration and Military
Explore what’s changed, get some lumber, and improve the fine design of our home.
>>
>>5242323

As >>5242329 says, but our chieftain's hall should include a religious shrine to each of our main deities and a focus on a finely-furnished room for our dragon.
>>
>>5242323
>>5242362 +1
>>
>>5242362
Did you mean to link my post?
>>
>>5242323
>Exploration and Military
Run some drills, improve our fighting strength.
>>
>>5242323
>Construction
>>
>>5242323
>>Construction
>>
>>5242402
Good catch, I meant to link >>5242327
>>
>>5242327
>>5242329
>>5242362
>>5242401
>>5242417
>>5242441
>>5242596
>>5242712

The forest probably won't get too upset from lumbering since it's so close now. Safer at least. So a small squad will get to work chopping down some choice trees then dragging them all the way back home. Nothing seems to have changed much from the earthquake besides things just getting knocked about slightly and the trees dropping a bunch of foliage luckily.

Now that the population is getting bigger and this place could fairly be called a village, a chieftan's hall would be a good idea. You deserve one at least. One of the already carved out rooms underground is enlarged, while others properly fit some more wood underground. the new support beams are all very well appreciated. Though with all the construction, you could devote some of that effort into a specific endeavor.

>Use some of your metal on a sawmill to better process wood
>Emphasize the chieftain's hall construction
>Relocate religious icons the the hall and make it a temple as well
>All around improvement of the burrows
>Write-in
>>
>>5243882
>Emphasize the chieftain's hall construction
>>
>>5243882
>>Emphasize the chieftain's hall construction
>>
>>5243882
>Relocate religious icons the the hall and make it a temple as well
>>
>>5243882
>All around improvement of the burrows