[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: civ.png (83 KB, 1280x1024)
83 KB
83 KB PNG
Lets go boys

1. Pick tribe
2. Max 3 peeps to one tribe (will increase if requested)
3. Make a new trait or modify a trait per turn
4. Make one action (research, explore, build, etc.) per turn
>>
File: example.png (24 KB, 650x450)
24 KB
24 KB PNG
Other things:

>>CULTURAL EVOLUTION
Attached is an example of how the CULTURAL EVOLUTION process occurs.

Members of a tribe can make their tribe perform rudimentary actions, or perform their turn EVOLVING CULTURE OR ADDING A NEW CULTURAL TRAIT.

These are the traits you can include in your turn
>>
File: traits.png (73 KB, 1024x768)
73 KB
73 KB PNG
Other things:

>> SPECIAL ITEMS
Special items provide bonuses special to respective tribe. Cave chinks can use mushrooms, bush boys can use smoke from plants, and fruity friends can use fruits.

There exists one unique item for every region on the map (mountain, lake, forest, field, beach)

Special items can only be grown in their respective biomes and their effects are not permanent when used.

You can only get these items through good exploration rolls.

>>TRAIT PAGE

Left is the starting trait page. I'll update these maps as we go along and put stats in the posts. These are where they stand now.

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife
> Diet: Shrooms, Bats
> Resources: Stones

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire
> Diet: Bushberries, Bugs
> Resources: Dry Grass

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 30
> Tech: Agriculture
> Diet: Redfruit, Flowers
> Resources: Sticks
>>
>>2144083
Action: Explore the forest for new animals, fruits or plants
Trait: Animals are the children of the Gods -> (NEW) We gain wisdom from animals, mimicking and idolizing their successful behaviors to better survive
>>
>>2144083
Action:Build a mine in the Mountain
Trait: God is the darkness in caves and night->We live in caves and sleep during the day
>>
>>2144083
Action:Explore in search of animals and edible plants.
Trait:Drinking spirits gives you strength->Any who wish to become warriors or protectors must undergo many spirit drinking rituals and duel in order for the strongest and the best to come out on top.
>>
File: traits.png (103 KB, 1024x768)
103 KB
103 KB PNG
Rolled 54, 76 = 130 (2d100)

The fruity friends and bush boys spend a turn exploring their lands for cool shit. Meanwhile the cave chinks chip away at a wall with their stone knives, getting a lotta rocks but not a big shaft.

Traits are updated on the sheet.
>>
>>2144163
Fruity friends find some cool twine shit. Thatd be helpful for tying and stuff.

Bush boys spots a herd o' horsies trotting around. They're pretty fast, too fast for bush boys to catch.

No births were noted so far.

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife
> Rooms: Mining Tunnel
> Diet: Shrooms, Bats
> Resources: Stones, a lotta them
> Special Items: 30x Caveshroom

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Twine
> Special Items: 30x Bushsmoke

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 30
> Tech: Agriculture
> Diet: Redfruit, Flowers
> Resources: Sticks
> Special Items: 30x Bluefruit

Turn 2 will begin now
>>
>>2144168
Action: Scout for animal friends to learn from, bringing offerings of Sacred Fruit to offer the Divine Messengers.
Trait: Mimic Animals for Wisdom -> (New) Mimicking birds, we begin to form nests in trees with the sticks and twigs we have collected. This keeps us safe while we rest at night! Our twine helps hold the twigs together.

(you put twine under bush boys by mistake, heads up)
>>
>>2144168
Action: Look for edible shit like shrooms in the caves
Trait: God is the darkness in caves and night->The oldest member of the tribe is the shadow priest and handles matters related to religion
>>
Question, is this a multiplayer civ game?
>>
>>2144168
I'll be joining the cave chinks

Action: Practice staring into the darkness to become more attuned with lack of the evil light/connection with our God

Trait:good of darkness is in the caves -> Those who meditate in the dark for long periods of time sometimes gets messages or gifts from our God.
>>
>>2144168
Action:Try to tame the horsies.Gently.At first.If they don't cooperate then we will spontaniously invent whips without fear of using them.
Trait:Shamans intepret visions from smoke drinking->Smoking is now considered a valuable passtime for the general population.
>>
Action: Search for local wildlife with intent on husbandry
Trait: The people routinely dance on open flames to absorb the essence of the spirits
>>
Action: Investigate the dark warm vents in one of the caves, how plant life seems to grow well around them. perhaps we could grow farms of them.

Trait: paradise is beneath the earth - the cave chinks find it easier to find and capitalize on unconventional underground resources
>>
>>2144188
I like the idea of adapting our eyes, but if we don't find a reliable food source we'll be in trouble, since we can't rely on traditional farming using the sun.
>>
>>2144203
Fear not, I shall handle thusly.
>>
>>2144208
Nice, I support your idea.
>>
>>2144203
Think we can get to the point where we are eating rocks?
>>
>>2144219
idk still seems more normal than half the shit regular chinks eat
>>
https://discord.gg/M4wsU2E
>>
Joining Fruit here
>>
A lot more people here, so reply to this post here when the turns are final. I made a discord to organize thoughts if its confusing for others, just make sure to link final turns in thread
>>
>>2144176
>>2144231
Final answer.
>>
>>2144188
>>2144231
Final answer
>>
>>2144193
>>2144231
Guess that's gonna be our turn.Action's basically the same and i'm sure we won't burn ourselves to death...

Right?

By the way,still bush boys.Just on mobile now.Plus i've got a really irregular schedule so i'm gonna depend on smoke boi for a lot of actions.
>>
>>2144249
>>2144245
>>2144237
writing
>>
File: fruitfriend.png (56 KB, 1024x768)
56 KB
56 KB PNG
Rolled 85 (1d100)

Fruity Friends learn to mimic the birds they see, creating comfy nests for them to sleep on. They scout around for animal friends too, bringing offerings to see what they can meet.

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 30
> Tech: Agriculture
> Diet: Redfruit, Flowers
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit

>1-25: Nothing
>26-75: Something okay
>76-100: Something awesome
>>
File: fatbear.png (15 KB, 640x480)
15 KB
15 KB PNG
>>2144266
(Diet should actually be bluefruit)

Fruity Friends find some fat bears. They seem pretty friendly and like the fruit you eat, so a group of ten of them come back to the nest.
>>
File: bushboy.png (63 KB, 1024x768)
63 KB
63 KB PNG
Rolled 84 (1d100)

Bush Boys look around the plains to find other wildlife. They also start a tradition where they dance on open flames to absorb the essence of spirits. The pain hardens their feet, but the bushsmoke they breathe makes it easier for them to not complain and just let loose, maan.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire
> Diet: Bushberries, Bugs
> Resources: Dry Grass
> Special Items: 30x Bushsmoke
>>
File: bakedhawk.png (14 KB, 640x480)
14 KB
14 KB PNG
>>2144281
A bush boy with a burning bush approaches some hawks pecking at a dead rabbit. It doesn't fly away after breathing in some sweet bush smoke. About ten hawks fly and sit on the bush boys shoulder and follow them back to the camp.
>>
File: cavechink.png (60 KB, 1024x768)
60 KB
60 KB PNG
Rolled 16 (1d100)

Cave Chinks practice meditation for long periods of time and learn to become more attuned to the darkness. They can see much better in the dark now, and one claims to hear a vision from God...

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife
> Rooms: Mining Tunnel
> Diet: Shrooms, Bats
> Resources: Stones, a lotta them
> Special Items: 30x Caveshroom
>>
>>2144305
Action: Try to domesticate bats
Trait: This nigga the prophet now
>>
>>2144305

The chink though he saw God in the darkness, but alas, he's not used to that darkness yet.

Turn 3 begins now. Possible special event after ???
>>
>>2144305
I would still like to do some underground farmig and make a trait for easily finding underground resources
>>
>>2144321
I'll support this
>>
>>2144305
Action:Okay,NOW try to domesticate the horsies.We're gonna use them along with the hawks to go full mongolian hunters.
Trait:Shamans interpet shit=They do it much more frequently and tend to dance in open flames in order to gain the spirits' favor.
>>
>>2144312
Action: Search for yet more animal friends
Trait: In order to become big and strong like them, we mimic our bear friends and engage in some friendly bear wrasslin
>>
>>2144325
I'd say as a trait we should create a new subgroup where people throw random shit into the fire to see what happens, basically shit fire science
>>
OP does magic actually exist in this setting?
>>
>>2144337
if magic exists, it would be from special events I give out
>>
>>2144336
I will agree to it only if the logical conclusion is us throwing the enemy's babies into it for good luck.

But yeah,sure,let's do your thing.

>>2144312
Boss,there's been a change of plans for weed nation.
>>
Im joining the bush guys because they are the coolest besides the weeb neets.
I think that our culteral development should be star worship because thats where the smoke goes. Also we could have a myth that the hawks are kindred spirits from the stars that are reborn.
>>
>>2144321
>>2144324
To clarify:

Action - Go forth and investigate a group of potential crop plants growing around heat vents beneath the earth, and see about using them as farming

Trait - The Bounties of God: the god in the darkness knows his realm well, and in his whispers sows secrets and information to his children, allowing them to find and capitalize on underground resources better
>>
>>2144371
Good ideas all in all bro.
We'll see about putting some of that in the next turn.
>>
File: fruitfriend.png (59 KB, 1024x768)
59 KB
59 KB PNG
Rolled 44 (1d100)

Fruit friends mimic their bear friends, wrestling happily to build up their appetite. They go out to search for more animal bros.

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 30
> Tech: Agriculture
> Diet: Redfruit, Flowers
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears
>>
>>2144415
Fruit friends don't find any animal pals, but they come across some nuts. With protein down, they can feed more peeps and animals. Looks like they might be able to support some more newborn peeps too next turn.

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 30
> Tech: Agriculture
> Diet: Redfruit, Flowers, Nuts
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears
>>
>>2144415
Question: do we have to roll for pop growth? How does that work?
>>
File: cavechink.png (64 KB, 1024x768)
64 KB
64 KB PNG
Rolled 10 (1d100)

Cave chinks learn from deep meditation to listen very closely, and hear the empty echoes of hollow chambers in the earth. They can identify caverns with resources now! Now its just a matter of digging to get there.

They send some people to follow one noise, hoping they won't need any heavy tools to dig into it.
>>
File: deadend.png (22 KB, 640x480)
22 KB
22 KB PNG
>>2144429
The noise leads to a dead end...but now they know that somethings on the other side! Its only a matter of time before they uncover the rich secrets

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife
> Rooms: Mining Tunnel, Dead End
> Diet: Shrooms, Bats
> Resources: Stones, a lotta them
> Special Items: 30x Caveshroom
>>
>>2144425
Population will only be as much as you can sustain from your food, so when you increase the number of food sources/availability of food/cooking science etc. I'll reward an increased population cap the next turn.
>>
File: bushboy.png (67 KB, 1024x768)
67 KB
67 KB PNG
Rolled 57 (1d100)

Bush boys invent a new hobby - watching things burn. A couple boys throw stones and feathers in, but seem to have a good time burning a lotta bush too.

Now armed with baked hawks, the Bush Boys chase after the horses again. Rolling for success.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire
> Diet: Bushberries, Bugs
> Resources: Dry Grass
> Special Items: 30x Bushsmoke
> Animal Pals: Baked Hawks
>>
File: slowhorse.png (30 KB, 640x480)
30 KB
30 KB PNG
>>2144455
The bush boys manage to catch and cut off four of the slowest horses. They passed around some bush smoke and the horses gave in peacefully, joining them back to camp.
>>
Bush Bois lets get some smoke magic shit coming
>>
>>2144475
Anything specific?
Continue with the fire?
Do some star shit?
>>
>>2144479
I'd say go the fire route, gotta get our bodies immune to that shit then we can just become motherfucker fire brawlers
>>
>>2144488
Use fire to brand names into our children when they come of age mabye? Make a language based on the characteristics of fire to reflect that?
>>
>>2144491
Blowing smoke rings and shapes as silent signaling is go?
>>
>>2144493
I was thinking making berry markings and paintings the primary tool of written language. But smoke signaling would be great. Especially if we decide to go nomadic.
>>
File: CHALLENGE.png (24 KB, 640x480)
24 KB
24 KB PNG
Event 1 - Melodies

[r]The Bush Boy Shaman[/r] sees a form in the smoke. It tells him telepathically, "Hey dude, I'm your ancestor man. If you do me a favor, I can give you cool magic and shit. All you gotta do is like, make like a tool that makes a cool boom boom noise. But, you gotta use one of them rocks from the mountains bro. Its not gonna sound right without a mountain rock."

A Cave Chink meditator finally sees the dark farm of God in the darkest of dark places. God tells him, "Hey, you found me! Thats great! I suppose you want a reward or something, right? Well how about, I can bless you with some magic, but you gotta craft an item that makes sweet sounds. Like a plucking sound. You will need an item from the forest in the west. Good luck, God out."

Finally, [g]a young fruit[/g] wrestling with a bear is shocked when the bear suddenly speaks to him, as if possessed by a greater power. "Greetings, pink naked bear. I am the Spirit of the Bears, I have chosen this cub as my host. Us spirit animals enjoy your company and wish to gift you with something, but we want you to play some music. No, not that atrocious man-howling, we want you to sing like the birds. There is a plant in the south, in the long grasslands, that you can turn into an instrument to sing like a bird. Do this, and we can grant you a wish."

Now you can post your next turn.
>>
>>2144498
Pretty nice way of insinuating inter tribal relations op. I approve.
>>
I'll be back to posting next turn by midnight EST, so don't wait too long.

>>2144501
Thanks!
>>
>>2144498
Action:Deciding to listen to the ancestor spirit,we take some mountain rocks and attempt to hit them against each other and other things in an attempt to both make melodies and start glorious fires.
Trait:Throwing things in fire=We start attempting to throw things in the fire that makes it grow and produce more smoke.

You guys satisfied with this or do we change it?
>>
>>2144498
Action: We cannot refuse a request from god! Uh, go get the thing. The item thing!

Trait: Chinks Dig Gains! - To avoid the cursed sun, the Cave Chink's arms are much bigger and stronger, so they can quickly dig holes to sleep in and avoid the sun during the dawn.
>>
>>2144498
Action: We follow the will of the spirits and leave the forest for the plains in search of this plant that will make a sound as like the singing birds
Trait: The nuts are useful, but not nearly as valuable as the fruit seeds. So while the fruit seeds are carefully planted and grown on a family basis, the nuts are all grown in communal farms that let all people plant, grow, and eat as much as they want
>>
Cave lads, we should try and find giant spiders and make a cool ass harp.
>>
>>2144535
I agree. Spiders are our friend.

please
>>
>>2144532
this right here
>>
>>2144521
We get the item at night !
>>
File: Pakkirappa-Hunagundi.jpg (30 KB, 615x409)
30 KB
30 KB JPG
Cave rock eaters #1
>>
File: cavechink.png (69 KB, 1024x768)
69 KB
69 KB PNG
>>2144521
Chinks get MAJOR GAINS thanks in due part of their rock and bat diet and rock related strength training. They're better equipped now to take on the sun, though its still too far for them to beat up. They also are able to use their strength to dig up ground and hide outside, allowing them to go outside and not be trapped in the sun's gains!

The Chinks are off to find the Forest item! Next turn they will arrive at the edge of the forest and explore. Will update their journey at that time (if the Cave Chinks want they can roll for the exploration roll otherwise I can do it for you.)

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife
> Rooms: Mining Tunnel, Dead End
> Diet: Shrooms, Bats
> Resources: Stones, a lotta them
> Special Items: 30x Caveshroom
>>
>>2146311
dice+1d100
>>
>>2146316
goddamnit
>>
File: bushboy.png (69 KB, 1024x768)
69 KB
69 KB PNG
>>2144516
Bush Boys send some boys out to the mountains. They'll find some cool rocks and stuff the next turn.

Some fire throwers begin to narrow their focus to the more important questions. Like, what makes a smoke a smoke? Is it the size of the fire? Is it the type of the fuel? Is it the strength of the winds? The research allows the Bush Boys to identify the types of bush that produces peaceful effects in creatures, and can now gather these!

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire
> Diet: Bushberries, Bugs
> Resources: Dry Grass
> Special Items: 16x Bushsmoke
> Animal Pals: 10 Baked Hawks, 4 Slow Horses
(updated with some bushsmoke used up since you used it to tame the animals)
>>
File: fruitfriend.png (61 KB, 1024x768)
61 KB
61 KB PNG
Fruity Friends sent their scouts to the south, hoping to find the magical plant that sings like a bird. Their scouting results will come next turn, like the other tribes, after a roll result which they can choose to roll if they want.

They decide to grow nuts in communal lots so that that protein can be shared with everyone, ever the bears. Maximum population has been increased!

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 40
> Tech: Agriculture
> Diet: Bluefruit, Flowers, Nuts
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears

Next turn starts now, you can link your rolls/turns here.
>>
Rolled 22 (1d100)

>>2146331
Rolling for scout results.
>>
>>2146331
Action: Use our twine to make rope ladders up to our nests. This will make getting up and down much easier
Trait: In the event that we can't find the plant that sounds like the singing birds, as a backup measure we practice more bird mimicry and try to whistle like their calls. Will also be useful to communicate across long distances
>>
Rolled 78 (1d100)

>>2146331
Rollin for bush boys

Culture- smoke goes up. So that means that the stars are our ancestors and stuff.
Action- make clothing out of the long grasses and fibers from dead bush.
>>
>>2146527
I'm back and ready to smoke some bush.

This is fine but I think next time we could try to make more weapons or maybe go for more taming and become beastmasters or some shit.

Good idea or nah?It's all up to you,my bush brethren.
>>
Rolled 83 (1d100)

>>2146311
Action: Now that we're SWOLE. We need a BIGGER tool to CRUSH rocks.
Trait: Some people are really good at meditating. They're the designated messengers of God.
>>
>>2146534
What would be an appropriate weapon of choice? Talon gauntlets? Whips of fire? Or just flaming spears idk.
>>
>>2146551
Whatever it is,it's gotta be flaming.We'll use the gays as weapons if we have to.

Though for now,I guess we gotta start off simple.
>>
>>2146565
Since we will have ready access to fibers from this turns tech and we have horses and shit. What if it was like a rock, tied up in a bundle of dried grass, then it would be wrapped in a rope and swung around while the rock part was set on fire. That shit spinning like a windmill on horseback would be terrifying. And they could be thrown too.
>>
>>2146575
Sounds pretty good for now.
We're gonna need to find some goddamn oils to be able to set our shit on fire without a hassle though.

Regardless,are you satisfied with our weed smoking progress so far?
>>
>>2146579
Hell yeah. Though I worry about lung health. But we aught to be some hard ass mother fuckers given time.
>>
>>2146581
Ya got that right.

Those fucking chinks and hippies ain't got shit on us.

We actually have somewhat of an advantage here.Chinks have trouble with light and hippies are hippies who live in the very flammable woods.

Then again,I guess we don't need to exterminate them for the glory of the eternal fire.
>>
>>2146535
I completely, entirely agree.

I want a hammer! or maybe a pickaxe. Both is good, but the hammer is
>>
>>2146586
Although now that im thinking about it, weapons right now might not help us all that much. Mabye we should look for some more resources next turn instead.
>>
>>2146589
Yeah,sure,why not?

Just waiting for op.

But,that aside,what's gonna be our big plan?

Our end game?
>>
>>2146619
I dunno bro. Ascend? Become fire kin? Gtfo and find new lands? Im down with whatever.

Also its wierd that we have 6 culture traits while the other 2 have 7
>>
>>2146621
Meh,we'll ask op about it later.

Anyway,we also need to find a way to communicate,what with the whole 'No Speaking' thing we've got going on.
>>
>>2146623
Smoke signals were thrown around. Written language can also be a thing. Since we have falcons we can use them to function as carriers for messages. Mabye we cant speak but we can communicate through song. There are many ways to get around it. Also theres that incan language based around sticks that we could copy.
>>
>>2146642
Nice.

I'm still thinking of maybe doing a beastmaster type of thing where we tame all these creatures and then strap some fire-proof shit on them while we let 'em burn.
>>
>>2146662
Bro. Why set animals on fire when we could set ourselves on fire?
>>
File: 1513048697121.jpg (37 KB, 752x375)
37 KB
37 KB JPG
Rolled 68 (1d100)

>>2146311
Rollin
>>
>>2146535
Opes didn't see this post
>>
File: cavechink.png (91 KB, 1024x768)
91 KB
91 KB PNG
>>2146535
Cave Chinks manage to reach the forest's edge. They manage to spot in the dark shadows some big sticks. They take one and use their strength to stick it inside a big rock. Sweet, a rock hammer!

They also come across a new type of mushroom in the jungle. One of the chinks eats it quickly. There doesn't seem to be any wierd effects, until he notices his skin becoming glossier. Congratulations! The chinks can now eat Jungleshroom to gain heat resistance! Fires and sun radiation won't burn your skin now! (although it doesn't do anything to beat the sun's unholy light...)

They come across the tall trees with bears sleeping at the roots and filled with giant nests of big sleeping birds with leaves for feathers. There seems to be a ton of loose vines in the nests, something that's be perfect for making a plucking sound! Wait a minute, those aren't birds -- those are people! Is that another tribe? How do the Chinks wanna handle this situation?

> try n wake up bird ppl without being eatn
> be sneeky deeky and steal a vine
> write in

The tribe celebrates those skilled at meditation by letting meditation be their sole job. They've got a buncha messiahs in their camp now.

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife, Rock Hammer
> Rooms: Mining Tunnel, Dead End
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 5)
> Special Items: 30x Caveshroom, 5x Jungleshroom
>>
File: bushboy.png (76 KB, 1024x768)
76 KB
76 KB PNG
>>2146527

The shaman makes a revelation that since, like, smoke goes up and stuff, and like, spirits are in smoke, what if like, our ancestors, were that smoke and they go up to the stars man? The stars are where our ancestors go man...

The bush boys have gone nude long enough! Its time to protect their private parts and wear some sick bush n grass clothing my dudes.

The scouts arrive at the foothills of the mountains and find something woody that looks like it'd make some dope smoke -- I mean, has some powerful spirits trapped inside. They set it alight and inhale. WHOA! Their biceps blow up at least 5 times their size and they become super stronk! Congratulation bush boys, you've found Shrubsmoke, which gives you a strength buff! The bush boys gather the 5 shrubs they find.

Finally, the bush boys spot some caves with a lot of clinking sounds. They spot a young, very, very pale kid with weird eyes smashing two rocks together. That rock sounds like it would make a good item for the instrument! How do the Bush Boys wanna handle this?

> attempt to communicate through coughing and wheezing
> steal rocks from a babby
> write in

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 10 Baked Hawks, 4 Slow Horses
>>
>>2146793
Give that chink the dank ass cush
>>
File: fruitfriend.png (63 KB, 1024x768)
63 KB
63 KB PNG
>>2146390
Fruit Friends refine their bird mimicry by practicing to sing like a bird. The songs are so birdlike that a couple birdbros fly down and chill out with the fruit friends!

The fruit scouts manage to reach the plains. Their roll wasn't high enough to find some neat fruits, but they did spot a sound that sounded like a bird call, only to find its wind blowing across some grass. But the grass isn't just anywhere -- its in the middle of a campfire with a buncha baked hawks, horsies, and humans! They seem pretty chill now, how do the fruit friends wanna handle this?

> join the chill sesh
> take the singing grass while they're out
> write in

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 40
> Tech: Agriculture
> Diet: Bluefruit, Flowers, Nuts
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears, 15 Birdbros


NEXT TURN LINK HERE. Also, if you're gonna make a decision based on the event, roll a 1d100 to see how the outcome of the decision comes out. I can accept the highest roll if multiple tribe members roll.
>>
>>2146802
Forgot about the twine ladders, here's the fruit friends updated stats

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears, 15 Birdbros
>>
Rolled 10 (1d100)

>>2146802
>HERRO BILD PEEPOL. May we bollow som vine:)
Action: TEAR THAT WALL DOWN WHILE SCREAMING PRAISES TO GODS ALMIGHTY FURY
Trait: God's messengers know a lot. Our council should be led by the most competent one.
>>
>>2146770
This is my vote:
>Write-In
"I say we just climb up with our bare hands and get some loose vines. What's the worst that could happen? Animals tend to not attack if you don't bother them right. Like the bats."

Action -
Improve our Stone Knives too. Let's get bigger and sharper ones and attach them to sticks and make Stone Axes, with a sharp front for cutting and a spikey back for stabbing and climbing.

Trait:
Improvement - DO NOT SKIP LEG DAY
We need to climb this tree!
We also need to outrun the sun sometimes by dawn.
Train our legs to be stronger too, so we can easily climb things and run faster and carry heavier stuff.
>>
>>2146808
>>2146814
Hmmm. How about

>Ask the Tree People for Vines
>Action: SMASH THE WALL WITH HAMMER
>Trait: DO NOT SKIP LEG DAY

sound fair?
>>
>>2146815
Yeah that's a good compromise
Also you should roll to undo my shit luck
>>
Rolled 73 (1d100)

>>2146793
> attempt to communicate through coughing and wheezing
In addition to >>2146795

>>2146802
Trait- our tribe now follows the stars in the attempt to honor our ancestors (some nomad shit)
Action- find some new resources somehow. Mabye hunt with the hawks and use the horses to travel farther distances for the great search of dank food and other things.
>>
>>2146830
>>2146795
Bro roll just in case you get a higher roll.
>>
>>2146770
Also op why does the chinks have 8 traits and we have 7? At what point did we stop getting traits?
>>
>>2146840
I had just edited the throwing things in smoke trait since it was similar enough.
>>
>>2146848
Oooooooh ok. I didnt really notice, thanks for clarifying.
>>
Rolled 72 (1d100)

>>2146833
ite
>>
>>2146858
Kek
>>
Rolled 79 (1d100)

>>2146833
I'm back bitches!
>>
Rolled 63 (1d100)

>>2146815
>>2146817
Rolling
>>
Rolled 45 (1d100)

>>2146802
The plains people seem pretty relaxed, so they hopefully won't mind if we just schmooze on in and grab some of that plant before going on our way

Action: Scout for more resources or animal pals
Trait. Further mimic our bear friends, and develop our sense of smell to sniff things out
>>
I’ll expand tribe capacity from 3 to 5 now if more will like to join. So far I believe we have (from thread and discord)

> Bush Boys
> Bush man
> BushBoi

> FruitBro
> Jean
> fruitypebbles

> Cave Chink
> rocksop
> Chink 3
>>
>>2146915
Fine by us.

The more peeps to share the kush with,the merrier.

Unless they're chinks or hippies.

Then we won't share.
>>
Rolled 14 (1d100)

Rollin
>>2146802
>>
Rolled 26 (1d100)

>>2146903
>>
>>2147026
>>2146981
>>2146903
*keks in chink*
>>
File: conc.png (105 KB, 800x600)
105 KB
105 KB PNG
The Bush Boys approach the young boy, attempting to communicate through coughing and wheezing. The boy is alarmed and terrified, but the bush boys fortunately push onwards and the smoke from their burning bush manages to soothe the boy down.

"Hey man, thats some good shit, can I have it?'

The bush man points to the rock. The boy nods, seeming to understand.

"Yeah, I dig it dawg, lemme cop that sticky bush and you can take dis dope rock brother."

The Bush men cough in appreciation. They stay with the boy sharing the smoke until the voice of a concerned mother alarms the paranoid bush men, who run back to the camp.

The Cave Chinks decide to wake up the bears and the weird bird people. The noise alerts the bears, who attacks some nearby chinks in confusion, but they are called off just in time by the fruity friends. The chinks climb up, asking if they can have a bit of vine from the bird people. They also have some wounded cave chinks that might not make the journey back before sunrise, so the scouts are stuck until they get care.

The fruity friends try to schmooze in and grab some plant. Unfortunately, the soothing sensation of the smoke is too strong for the fruity friends, and they sit by the baked hawks and bush men, incapacitated for the turn.

New Decisions:
> Fruit Friends give vines or no?
> How will Cave Chinks deal with wounded Chinks / coming sunrise?
> How will returning bush men deal with baked fruit friends?
> Bush Boys can now travel to Cave Chink's base

Gonna post normal turns next.
>>
File: bushboy.png (79 KB, 1024x768)
79 KB
79 KB PNG
Rolled 11 (1d100)

The Bush Boys become migratory, following the path of the stars when they appear at night time. The Slow Horses don't mind carrying a lot of extra things like bush, grass, and way too baked bros.

Another scouting party is sent out to find new resources in the grasslands, like food or other resources. With the aid of the hawks and horses, a +10 bonus is given to the roll.
>>
>>2147133

Doesn't look like the Bush Boys find anything out in the wilds, sorry. By the end of the turn, the scouts return from their journey into the mountains, and the Big Rock is in Bush Boy hands! Now its only a matter of putting together the instrument...

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 30
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 10 Baked Hawks, 4 Slow Horses
>>
I got stuff to do.One of my bush brothers can do this turn and i'll roll to try and get anything better.
>>
File: cavechink.png (93 KB, 1024x768)
93 KB
93 KB PNG
Chinks train their legs so they can be able to outrun the sun and carry heavy things.

The stone knives are improved too, to be bigger and sharper and they are attached similarly to the rock hammer to make an axe.

>>Cave Chinks
> Gov: Council
> Pop: 30 (5 injured by bears)
> Tech: Stone Knife, Rock Hammer, Stone Axe
> Rooms: Mining Tunnel, Dead End
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2)
> Special Items: 30x Caveshroom, 5x Jungleshroom
>>
File: fruitfriend.png (61 KB, 1024x768)
61 KB
61 KB PNG
>>2146903
The Fruit Friends further mimic their bear bros, suddenly using that chunk of flesh on their face called the nose. They are able to identify good and bad objects by smell alone now!

They continue scouting the forest with their new noses in the search for more cool things. (updated their physique since fruit bros do wrestle bears)
>>
Rolled 40 (1d100)

>>2147200
rolling for their scouting
>>
>>2147204
Fruit friends don't find any animals, but do find some cool berries. They bring it back to camp, adding more variety to their diet.

>>Fruity Friends
> Gov: Elected Chiefdom
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears, 15 Birdbros

You can post next turn now.
>>
>>2147216
We take the fruit guys and attempt to communicate with them.

Action:We attempt to start hunting with our hawks and horses.

Trait:We believe that our animals are the sacred souls of our ancestors,sent to help us in our lives.
>>
>>2147112
Decisions
> How will Cave Chinks deal with wounded Chinks / coming sunrise?
Dig a hole and try to sleep it off.

Action: We got hurt by bears. That's not right. We need to be STRONGER than bears!

At night, we'll wrestle some bears for practice, catching them first using our superior night senses.

Trait: Competitive Streak - Trains to be stronger than the next strongest thing they meet.
>>
>>2147216
We let the men have the vines they came for

Action: Scout once more for food or animal friends
Trait: Mimicking the bees, we organize our tribe into social castes. Scouts, builders, farmers, workers. To compromise with our existing government, each caste will now elect its own representative to sit on a tribal council rather than the tribe electing one chief
>>
>>2147242
I agree with all this stuff. How about we carve that rock into a dope ass percussion set?
>>
>>2147242
>>2147323
>>2147324
I'll update the turns later tonight boys, for now to sort of close off the event, the Bush Boy scouts have returned and can communicate with the Fruity Friends trapped in the camp now. The communication can happen in thread here.

The Chinks now have the vines and will be sleeping in holes they dug to recover, and the Bush Boys will have crafted a percussion instrument, so they can decide on a magic ability they want to inherit.
>>
>>2147484
How do the bush boys talk to the fruit boys I thought they were unable to speak?
Or dose the smoke send messages
>>
>>2147578
You’re right, they shouldnt be able to communicate. Instead, it’ll be up to fruit friends if they wanna stay or leave with their grass, unless the bush boys don’t want to let them leave.
>>
>>2147640
Fruit Friends ask if they can leave with the grass. They wait for confirmation, like a nod or head shake or whatever
>>
>>2147484
Love this!
>>
File: fruitfriend.png (67 KB, 1024x768)
67 KB
67 KB PNG
Rolled 76 (1d100)

>>2147324
The Fruit Friends keep on scouting the jungle, looking for more resources and animal friends! They mimic bees to create a social caste system. There are designated scouts, builders, farmers, and workers now. Each group has a representative on a tribe council now.

The fruit friends let the chinks take the vines peacefully. The chinks nod appreciatively and dig holes to hide inside for the day.

Finally, the Fruit Friend scouts ask if they can leave. The bush men respond with coughs and gestures, trying to communicate with them. The fruit friends take it as a yes and get up and leave. The bush boys are a bit too stoned to follow, and a hawk flies up, spotting the direction the fruit friends leave in. The Fruit Friends will return at the end of this turn with the birdy grass and knowledge of the Bush Boys camp!

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit
> Animal Pals: 10 Bears, 15 Birdbros
>>
File: elifant.png (23 KB, 640x480)
23 KB
23 KB PNG
>>2149706
Fruit Friend scouts find some tiny elifants. Their trunks tickle the scouts playfully and follow the scent of the fruits back to the camp. A herd of about 10 follow back.

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit
> Animal Pals: 10 Fat Bears, 15 Bird Bros, 10 Tiny Elifants
>>
File: bushboy.png (80 KB, 1024x768)
80 KB
80 KB PNG
>>2147242
Bush Bois begin to hunt using their horses and hawks to help out. They get a lotta gazelle meat at the end, the stockpile helping increase their numbers and their animal bros numbers!

The fruit bros begin to believe their animal companions are like...our ancestors incarnate, helping us in our life man. The stoned animals seem to nod and be cool with it.

The bush boys try to talk with the fruit friends, but they manage to leave after they speak. The bush boys are too chill to chase them down, but a hawk manages to spot the direction they're traveling in if they wanna find the weird dudes again.

Finally, the sacred rock has arrived at the camp. The shaman takes some bones and uses them as drumsticks to make cool noises. Suddenly, the smoke spirit returns.

"Hey man, you like, made a cool instrument. Yeah man, that sounds really dope. So uh, what was it you wanted? Oh yeah! Lemme bless you with some magic. Uh, what was it you wanted again?"

> Fire magic
> Psychic magic
> Death magic
> write in

(the above will be a school of magic. after selecting one, you can use an action to study new spells within the school)

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
>>
File: cavechink.png (96 KB, 1024x768)
96 KB
96 KB PNG
>>2147323
Chink scouts thankfully manage to take the vines and immediately dig up shelter so they can sleep during this turn. Next turn they will start to make the journey home. When they return home, they will use their hammers to SMASH DAT WALL.

The chinks take lessons from their bear lessons and try n wrassle with some bears. The bears, confused, play back and help teach the chinks different strength fighting techniques. This also establishes a competitive drive for the chinks, so they can become stronger than the next strongest thing.

>>Cave Chinks
> Gov: Council
> Pop: 30
> Tech: Stone Knife, Rock Hammer, Stone Axe
> Rooms: Mining Tunnel, Dead End
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2)
> Special Items: 30x Caveshroom, 5x Jungleshroom
>>
Action: When the scouts return with the reeds, we make instruments to properly fulfill our questy destiny!
Trait: (New) Caretakers. We attempt to befriend and bring home new species of creature to tend to them, learn about them, and learn from them. We view it as our divine duty to give back to nature in this way, and a blessing to be granted the opportunity to expand our own wisdom from what we learn from each new kind of friend.
>>
>>2149761
>Fire Magic

Probably could do more with the others but we have a theme going on now.

Action:Study some new fucking spells boi.

Trait:Criminals shall be burned.If they don't die or get uber crippled then they get to be shamans because they were spared by the flames.
>>
>>2149924
But dude. We can communicate with psychic magic. Thats our ticket out of the handicap. And we could always try to get other magic at a later date.

Other wise I agree with your stuff.
>>
>>2150270
Hmmmm.

But fire though!

Fair enough.

>>2149761
Everything else is good but change it to Psychic magic.
>>
I will join the monothiests
>>
>>2150402
Can somebody mind explaining the current situation?
Action:build some new houses
>>
>>2150411
R E A D T H E T H R E A D
>>
>>2150411
Just scan through your relevent turns dude its shouldnt take more than 5 minutes.
>>
>>2150423
I just did thanks
>>
>>2149887
Gonna amend our action, since we don't need to spend one on the instrument.
Action: We have comfy places to live, so we should make some for our animal pals too.
>>
>>2149784
While the scouts return and smash the wall
Action: Take the sun ressitent shrooms and and try growing more in our cave, pray to the shadow good if we have too!

Trait: We want to further our defense against the evil sun by researching stone armor to protect us from the rays
>>
>>2150508
>stone armor
You're a fucking genius anon
>>
File: cavechink.png (117 KB, 1024x768)
117 KB
117 KB PNG
Cave Chinks further develop their defenses by creating rock armor. The only thing they can really make with their materials are stone pauldrons attached by sticks; anything else would require vines.

The cave chinks begin a tradition of growing shrooms inside caves. They attempt to do this with the jungleshrooms, but fail. It seems they can only be grown in their native jungle, so they would either need to grow it there or have someone gather it for them...

The Chinks finally manage to return with the vines! An ingenuous chink fiddles with a rock and some vines to make a stony lute and plucks it. Soon, the voice of God speaks to one of the messiahs.

"Hey, is that plucking I hear? Hey, you managed not to be touched by the sun either, thats great! As a gift, I will grant you with magical abilities, what is it you would like to study?"

> Rock magic
> Shadow magic
> Shroom magic
> write in

Finally, the hammer men smash that wall down, revealing a shiny room of green looking ores! The tunnel also leads to a pool where tons of tiny, naked molerats are drinking water from. They seem unafraid as a chink goes up and licks one of them. The chinks take them back to camp, not deciding whether to eat them or play with them.

>>Cave Chinks
> Gov: Council
> Pop: 35
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2)
> Special Items: 30x Caveshroom, 5x Jungleshroom
> Animal Pals: 20 Salty Molerats

(switched around culture and action to make a bit more sense. After this turn, might change rules a bit so stay tuned)
>>
>>2151025
Cave chinks seem to be pretty gud.
>>
File: fruitfriend.png (72 KB, 1024x768)
72 KB
72 KB PNG
>>2150467
>>2149887
Fruity Friends return with reeds in hand. One bites into it to make a couple holes and blows into the new flute. One of the big bears wanders over, once more taken over by the animal spirit.

"Wow, that sounds just like a bird! We, the nature spirits, are proud to have you humans in our tribe. As a token of our thanks, please accept this gift"

> Planty magic
> Animal magic
> Illusion magic
> write in

In return, the fruit friends vow to seek out and protect new animals they come across to honor the animal spirits they hold so dear. They start to honor the pals by building comfy places for them to live. The bears and elifants sit under a woody/tree roof with leafs as a bed, while the birds sleep with the humans in the big nests. It seems so cozy, that some animals go out to tell their other animal friends about how cool it is and more join!

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
>>
>>2151057
Voting Plant Magic
>>
File: bushboy.png (94 KB, 1024x768)
94 KB
94 KB PNG
Finally, the bush boys choose to study psychic magic and now have the ability to talk to people with their minds! Well, its not really talk, more like flashing images and feelies in people's brains to get a point across. The power of the spell is limited so its only use is to communicate with others, any other use will require a research turn.

They also create a new law that burns any criminal scum. If they live through the punishment, they become shamans themselves.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk
>>
>>2151153
Action:Go looking for some new shrubs that could prove useful to us.

Trait:We start pushing for more warriors in an attempt to create a standing army.
>>
>>2151177
I agree with the action. But how about we make it so that we never stop moving? We already have the nomadic trait. What if we just never fucking stopped. Our horses would get swole and so would we. The smoke blows and we must move like the wind brother. Stars by night wind by day.
>>
File: monstra.png (12 KB, 640x480)
12 KB
12 KB PNG
Event 2 - Beast

One particularly ordinary day, a huge roar had echoed throughout the skies! The tribes of the world grow anxious in fear of the terrible voice. That same night, the (chink meditator/bush boy shaman/fruity friend representative) hears a message from the (dark god/smoky spirit/possessed animal).

"Terrible news, friend! There's a huge monster who will take over the island with it's minions in no time unless you stop them! They're located at the lake's shore with a growing army; if they fester for too long they'll sweep the island! What's that? My help? Oh uh...well, I'm too busy. Maybe if you survive this monster threat, we can talk again?"

(starting in two turn, the minions will wander into the villages in waves! Will you bolster your defenses, migrate to better positions, or lead a coalition to end the threat?)

You can post with your next turn here
>>
>>2151239
LETS FUCKIN GO LADS
>>
>>2151177
Ok since theres a new threat how about we get rid of it asap. I say we research psychic stand power for our warriors and shit.
>>
I've posted a proposed plan on the discord
>>
>>2151272
Reposting it
Bush boys smoke out the enemy at 1st, us and fruits bears will attack on the front lines while the bush boys act as calvery and scouts
Because we will be taking most of the losses I would like to request food from your peoples land to off set the chicks that would die before the attack
>>
>>2151265
What new threat?
The others getting magic?

But yeah,sure why not?

At this point I think you should do actions while I do traits.

I'll keep doing both though and take your entirely logical suggestions to heart.
>>
>>2151295
Oh.Just saw the update.
>>
>>2151239
>>2151025
>Rock magic

Action; study the green rocks to see if we can further there usefulness. Maybe they can act as magic rocks that heal or maybe they act as a better weapon. WE MUST FIND OUT

Trait; How dare there be a threat better and bigger then us ! This must be the work of the sun! Let's further our competitive nature/arm/leg training/whatever to be better at fighting
>>
Since the customs seem pretty well put into place, to make the quest a little more streamlined we will edit the definitions of the turns.

> Traits
>> Laws, Customs, Art, Language, Beliefs, Tech
> Actions
>> Scout, Fight, Build, Research Magic
>>
>>2151239
We regretfully inform the Cave Chinks that we cannot join their attacking plan, as we believe firmly in self-defense only, and will be focusing on defending our own lands. But we wish them luck, whatever they decide to do.

Action: Study Plant Magic, particularly spells that will allow us to erect defensive barriers of plants
Trait: Expand our caste system to include dedicated Plant Mages
>>
File: IMG_20171216_161449.jpg (157 KB, 960x815)
157 KB
157 KB JPG
>>2151265
>>2151301
You guys down to murder whatever evil threat there is ?
We should spend this turn prepping and next turn preemptively attacking it
>>
>>2151433
That makes sense, if you need a night time guardian we work for food.
>>
>>2151614
I iz down boss.
>>
>>2151306
I support
>>
File: cavechink.png (121 KB, 1024x768)
121 KB
121 KB PNG
The Cave Chinks, believing the threat to be the work of the evil Sun, decide to formally incorporate all of their physical training and competitive nature into martial training! They practice smashing things with their stone hammers, and form a good group of warriors that can use the hammers as weapons.

After further investigation of the green rocks, it turns out to be an ore of some sort. One of the messiahs claim that God had told him it was called "Kawh - purr". Supposedly it could be used to make even stronger rocks, though that process would require more research.

>>Cave Chinks
> Gov: Council
> Pop: 35
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: 30x Caveshroom, 5x Jungleshroom
> Animal Pals: 20 Salty Molerats
>>
File: fruitfriend.png (94 KB, 1024x768)
94 KB
94 KB PNG
The Fruity Friends decide to experiment with their new plant magic abilities. They learn how to erect trees by enchanted tree seeds in the ground. They can use this practice to artificially create a forest wall or even housing if they so desire. The best practicioners of these types of magic are separated into a druid caste.

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
>>
>>2153193
Action: Learn how to use the new ore!

Trait: I am one with the ROCK and the ROCK is with me - Cave Chink's have exceptional hiding abilities, by quickly digging a hole and camouflaging it excellently within moments. Perfect for ambushes.
>>
File: bushboy.png (96 KB, 1024x768)
96 KB
96 KB PNG
Rolled 47 (1d100)

>>2151177
Bush Boys try and look for new shrubs. Since they've already discovered shrubs in their grasslands and the mountains, they follow the path that the hawk spotted the fruity friends went in last turn.

The bush boys also practice their own form of martial training, expanded from their dueling trait. As they had dueled in hand to hand combat, their martial training uses these established methods.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk
>>
>>2153363
We need to address the new threat this turn we can upgrade our rocks and hiding later
Our culture trait can still happen but it takes an action to set up for an attack
>>
>>2153379
Unfortunately, the exploration roll was not high enough to yield a new type of plant that could be lit BUT they do find plenty o' sticks that could be used for something

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk
>>
Get ready boys, end of next turn will be the first wave!
>>
>>2153363
Lets use our super speed which we can increase even further with our shrooms to launch an attack on the waves coming after us and the bush boys.
With our armor/super arms/super speed/Martial training - war hammers we can steam roll the threat that's coming in our land.
With the bush boys providing support we can be the hero's and hopefully win favor
>>
>>2153400
Action: Our plant mages begin using their magic to create a tree wall around the border of our forest, hoping that it will keep threats at bay and better protect our groves.
Trait: Animal Mimicry - Elifant. We are inspired by our newest friends the elifants, with their thick hide and resilient nature. We strive to become as tough and durable as they are, caking our skin with dust and mud like they do to insulate ourselves and afford some protection against the elements.
>>
Rolled 27 (1d100)

>>2153400
>>2153464
Use cave chinks trait but I'm rolling for my action to be the action we use not the results of our actions
>>
>>2153400
Action:Get some new psychic spells,particularly of the offensive variety.

Trait::Having seen the chinks' mass,we figure out that some training may be good for us,demanding all warriors train in speed and agility.
>>
>>2153472
You haven't really met the chinks, so I dont think you can say you know their mass. Also, your martial training would give you some mass anyways I would think.
>>
>>2153525
Well,since we got those rocks from the kid,I figured we got at least a passing glance at the chinks.

Other than that,do you need me to change the trait to something else?
>>
>>2153552
The trait sounds like it could be covered under martial training, so I can accept it under there. I'll wait and see what the other bush boys think first.
>>
>>2153571
Kay then.
>>
File: bushboy.png (98 KB, 1024x768)
98 KB
98 KB PNG
Bush Boys improve their martial training by being fast boys. They also learn how to use their psychic abilities to pick up objects and throw them with their mind. They are unable to use their powers on living beings.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: 16x Bushsmoke, 5x Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk, Telekinesis
>>
File: cavechink.png (125 KB, 1024x768)
125 KB
125 KB PNG
>>2153363
Cave Chinks try and learn how to us the new ore, but its not soft enough to hammer into. Maybe if it were to be heatened up somehow...

They also use their speed and strength to learn how to quickly dig up holes, perfect for setting up traps and ambushes.

>>Cave Chinks
> Gov: Council
> Pop: 35
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: 30x Caveshroom, 5x Jungleshroom
> Animal Pals: 20 Salty Molerats
>>
File: fruitfriend.png (95 KB, 1024x768)
95 KB
95 KB PNG
>>2153466
Fruity friends mimic their new elifant pals, caking themselves in mud to have skin as tough as them. It also does wonders to make their skin silky smooth!

The plant mage erects a tree wall to stall the oncoming minion invasion. Hopefully, the attack will be delayed onto the fruit friend camp...

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
>>
File: shroomba.png (15 KB, 640x480)
15 KB
15 KB PNG
The first wave of minions have arrived! At the Bush Boy camp, ten giant walking mushrooms run over, leaving a trail of spores in their path. The Bush Boy camp stands by, equipped with their bushsmoke, shrubsmoke, 14 hawk friends, and 6 horse friends. All bush boys have 10 HP, their hawks have 5 HP and horses have 15 HP. The bush boys have initiative. How do they want to attack?

> (Stun) Bush Smoke
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)

Roll a 1d100 to determine the attack damage
>>
File: fruitantula.png (25 KB, 640x480)
25 KB
25 KB PNG
At the Cave Chink camp, ten fruit golems crawl over fast, spreading their fruity fangs in intimidation. The Cave Chink camp stands by, equipped with 5 rock hammers, 3 stone axes, 27 stone knives, and all wearing stone pauldrons. Their salty molerat friends stand by too, looking fierce in their vulnerable nekkidness. As fast as the monsters are, the chinks are fortunately faster and have initiative! How do the chinks want to attack?

> (Buff) Caveshroom, does not end turn
> Physical Attack (Hammers, Knives, and Axes)
> Animal Attack (Molerats)

Roll a 1d100 to determine attack damage
>>
File: smokupine.png (20 KB, 640x480)
20 KB
20 KB PNG
Finally, at the tree wall ten chad animals are met by the tree barrier, each threatening to steal away your girl by their charm and not give a fuck attitude. The Fruity Friends, unable to attack themselves, are able to erect barriers and have their animal pals to help them in this time. The Fruity Friends have 10 HP, the elifants 25 HP, the bears 15 HP, and the Bird Bros 5 HP. Thanks to the wall, the minions are unable to reach the fruity friends for three attack turns. What will the fruity friends do?

> Fix wall
> Animal Attack (ask animal friends to help)

Roll 1d100 to determine attack damage

>>2154593
The Cave Chinks have 15 HP
>>
Rolled 19 (1d100)

>>2154593
Use physical attack
>>
>>2154671
Actually can we tame them?
>>
Rolled 10 (1d100)

>>2154574
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)

Please,Glorious Ancestors,at least let us live longer than the hippies.
>>
Rolled 90 (1d100)

>>2154671
Let's try again
>Hammer time!
>>
>>2154612
We will focus our efforts on maintaining the wall to protect us
>>
Rolled 43 (1d100)

>>2154671
Reroll
Also what's our hp?
>>
>>2154707
Nice
>>2154731
It's 15 I believe
>>
>>2154707
HAMMER TIME!!!
>>
Rolled 75 (1d100)

>>2154593
Rolling to tame one of them for the cave chinks
>>
>>2154762
I think I tame one
Maybe we can build some sort of tent on it so we can travel during the day and use it to gather resources
>>
I dont think chinks have any magic or skill that can allow them to try and tame a hostile fruit foe, correct me if Im wrong.
>>
>>2154772
I did roll a 75 but there is no harm in trying right?
>>
>>2154778
Sorry dude, you cant tame this kinda hostile creature. Bush boys got away with taming because of peace grass on neutral animals and fruit friends got away with it because of animal affiliation on neutral animals. You guys got a 90 for attack though, thats p good.
>>
>>2154785
I'm fine with the damage
>>
File: fruitantula.png (27 KB, 640x480)
27 KB
27 KB PNG
Rolled 91 (1d100)

>>2154707
Thanks to the enormous strength of the hammers and axes, swathes of fruitantulas got SQUASHED. The remaining knife wielders knicked the fruitantulas left, leaving them wounded. They prepare themselves for their attack.
>>
>>2154853
Oh shit brace for impact
>>
>>2154853
The two fruitantulas manage to pin down one knife wielder, squirting citric acid to stun him and choking him with their grapey eggs. The Chinks lose one to the foul beasts!

> Cave Chink Pop: 34
>>
Rolled 57 (1d100)

>>2154869
Is it our turn for damage?
If so then use the hammers and kill the remaining ones
>>
File: smokupine.png (25 KB, 640x480)
25 KB
25 KB PNG
Rolled 7 (1d10)

>>2154712
The Fruity Friends send their mages out to fix the wall after the smokupines manage to wear it down. The smokupines are now annoyed! The status effect will force combatants to leave due to frustration by the die roll...
>>
>>2154879
"Man, this is lame, forget this!" Seven smokupines get up and leave from frustration. The remaining three continue scratching at the walls.

>>2154878
Yeah, its chink turn for damage now. Also, I'll wait until another Bush Boy gets online before I accept >>2154698 turn.
>>
>>2154882
Please God.

Give me teammates who don't have absolute shit time zones.
>>
>>2154888
Nice trips and it might be a while
>>
>>2154888
Changing it from everything with permission from OP in the Discord

Fuck everything else,no buffs or attacks,just use 10 bush smoke to stun 'em.

> (Stun) Bush Smoke
>>
File: heartfruit.png (12 KB, 640x480)
12 KB
12 KB PNG
>>2154878
The remaining nine combatants easily outmatch the two remaining plant golems. Victory to the Chinks! They dig through the hearts of the minions, retrieving x10 HeartFruits! Unfortunately to the Cave Chinks, its just a food item that grants no special effect. Perhaps when the woods are safer they can give it to someone who can make use of it...
>>
File: shroomba.png (18 KB, 640x480)
18 KB
18 KB PNG
>>2154913
The Bush Men throw their Bush Smoke to stun the mushroom men for a turn. They all get super dazed and pacified by the wonderful grass.

Bush Boys now have 6 remaining Bush Smoke. Its now their turn to attack.
>>
>>2154931
Drag the fruit creatures body's back home to harvest
They are made up of fruit and we can use there body's as food
>>
>>2154936
So stunning was completely pointless, good job guyz
>>
>>2154943
We have some fruits if it makes you feel better if you guys survive
>>
>>2154943
It was either this or get massively fucked by the shrooms.

Since I was the only fuck here and re-rolls weren't available since SOMEBODY WASN'T ACTIVE I begged OP in the Discord and he granted it to us this time.
>>
Rolled 83 (1d100)

>>2154878
Reroll
>>
>>2154960
I already killed them so that retool was not needed
>>
Rolled 98 (1d100)

>>2154948
Now we attack.

If this is a shit roll then Bush Boi is our last chance.
>>
>>2154948
We will come to assist after we take out our guys
We have super speed and speed shrooms so we will be there FAST
>>
>>2154965
Then let's provide back up to the other clans. The plant guys are just stalling till the threat leaves and bush boys are running low on smoke
>>
>>2154980
do we have to help them? Maybe for a reward
>>
>>2154970
Also,it's a mental attack.

Trying out our brand new magic on these shroomy fucks to show them that bush is the superior drug-I mean medicine.
>>
File: shroomba.png (17 KB, 640x480)
17 KB
17 KB PNG
Rolled 17 (1d100)

>>2154970
Bush Boys manage to throw a shitton of rocks at the shroom men, slaying seven in total. Their sores swell up into tinier mushrooms. Its not time for the remaining to retaliate.
>>
>>2155013
The Shroombas attempt to run over the Bush Boys, but they don't manage to kill any this turn.

> (Stun) Bush Smoke
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
Rolled 48 (1d100)

>>2155014
Ok then us cave people will help
Roll to get over there and help
>>
Rolled 74 (1d100)

>>2155014
>Animal Attack
>>
>>2155014
> Mental Attack (Telekinesis w/ rocks)
AGAIN
BUSH BOI YOU BETTER BE READY TO RE-ROLL

>>2155017
No thanks amigos.
>>
>>2155025
Oh ok then we'll have fun
>>2155013
Cancel>>2155017
>>
Rolled 13 (1d100)

>>2155025
Fuck.
>>
>>2155029
You sure you dont need our help?
>>
>>2155023
Also,don't mean to be bossy but could you please get in the fucking discord?
>>
>>2155032
Bush Boi has it.

I'm not worrying.
>>
>>2155041
Ok then
>>
>>2155038
I'm doing irl stuff so im in and out, so me being in discord wouldnt help at all to be honest
>>
>>2154882
We have the Plant Mages completely encircle the remaining smokupines with tree walls to capture them
>>
>>2155051
Same with me to be honest but i'm still in,fuck I don't even have a claimed account.

Just join and for the little amount of time that we're both on it,we can discuss in privacy.
>>
>>2155053
Fruit grow you want some heartfruits? I'm willing and ready to trade them for somthing
>>
>>2155063
*bro
>>
>>2155063
Would you care for a supply of nuts to supplement your gains?
>>
>>2155103
What type of nuts and how many? We have 10heartfruits
>>
>>2155110
Just nuts. We can give you as many as you need to grow a permanent supply of your own
>>
>>2155114
Do you have Any vines as Well? We need them to create some cool stone armour
>>
>>2155124
I will give all the heart fruits for enough nuts to create a permanent supply and a few vines
Accept the deal or do you have anything else in mind?
>>
>>2155129
Sure, sounds like a deal. We'll get things sorted out after this wave of attacks is over
>>
>>2155153
Do you need our help or are you good?
>>
File: smokupine.png (24 KB, 640x480)
24 KB
24 KB PNG
>>2155053
The Fruit Friends send mages to build a tree wall and trap the smokupines! "Not cool man!" The smokupines continue to weaken the wall. They'll get through in two turns!
>>
>>2155157
We should be fine on our own
>>
>>2155171
Whatever you say
Well I guess it's time to do the funeral thing for that one person who died
>>
File: heartshroom.png (11 KB, 640x480)
11 KB
11 KB PNG
>>2155167
The 14 hawks are sent down! The hawks terrorize the shroombas -- Victory to the Bush Boys! The Bush Boys dig into their corpse and extract ax10 HeartShrooms! Unfortunately the Bush Boys can't use it, but after its safer to travel they might give it someone who can...
>>
>>2155205
Only the smokupines left
>>
>>2155205
We are willing to trade with the Chinks.

Let us open negotiations.
>>
>>2155246
We are already trading with fruit bro but i can offer about 1 or 2 heart fruits for somthing
>>
>>2155167
The smokupines are strange, but they are animals the same as any else. We send ambassadors to speak with them and try to convince them to turn a new leaf
>>
>>2155254
They are useless to us.

Guess we're gonna have to wait for Fruit Bro to get the smokupines' loot so we can get a trinity of trading.
>>
>>2155309
I guess so but he is trying to make peace with them so yeah unless we help and kill them
>>
>>2155315
Fruit Boy.

I have a proposition for you.

Kill the smokupines and give us their loot and we'll give you 5 hawks.
>>
>>2155342
There pacifists remember?
>>
>>2155342
Or at least convince them to give us their loot.
>>
>>2155342
7 of them are still alive somewhere. You'll get more heart cigarretes by hunting them down.
>>
>>2155355
THEN THAT IS WHAT WE SHALL DO!

I APOLOGIZE FOR THE INCONVINIENCE!

BUT IT IS TIME FOR A CRUSADE!


MAIORES EAM!
>>
>>2155380
SHIT WRONG TRIP!
>>
>>2155342
The Fruit Friends attempt to speak with the smokupines, but they cant speak in any animal tongue and cannot pacify a hostile enemy unless they use a stun like bush smoke. The Smokupines will get through the tree wall in one turn!
>>
Rolled 74 (1d100)

>>2155167
Roll to help the fruits boys and kill the smokeupines
>>
Rolled 72 (1d100)

>>2155387
Also rolling to kill the Smokupines.

MAIORES EAM!
>>
>>2155387
Fruit Friends options

> ask animals to attack
> let smokupines leave
>>
>>2155401
I think there dead
You can keep those two hearts that they will drop I'm going to trade with fruit bro now so I can the nuts and vines
>>
Rolled 49 (1d100)

>>2155401
>>
>>2155412
No,no,no pal.

Keep the hearts.

We want the cigs.
>>
>>2155411
It seems attempts at diplomacy are fruitless

Regrettably, they are still a danger to us, and we ask our animal friends to attack
>>
>>2155433
That's what I was trying to say
>>2155435
I think you gotta roll now
>>
Rolled 5 (1d10)

>>2155411
Bears! Go!
>>
>>2155443
I don't know if that's cause i'm a brainlet and didn't understand your post or if you were a brainlet and wrote it weird.

Regardless,in sumarry,you give us all the cigs and you keep the hearts?
>>
Rolled 85 (1d100)

>>2155411
Rolling for our animal friends' attack
>>
>>2155455
Yes I just put hearts instead of cigs so you get to keep all the cigs
>>
Rolled 58 (1d100)

>>2155411
Misrolled
>>
>>2155459
Nice roll so we going to trade now or what?
>>
My retardation reaches levels unthought of so far.

Hearts are general.We give you shrooms,we get the cigs.

That is the deal,correct?

However,since there are only 7 of the enemy,i'm not sure we get the standard 10 of our items from this.

As such,you will be provided only with as many shrooms as we find cigs.

Deal or no deal?
>>
>>2155471
No I give hearts to fruit boys and they give me nuts and vines you get to keep all the cigs since you said that you had no use of the hearts
>>
File: SmokyLungs.png (12 KB, 640x480)
12 KB
12 KB PNG
The bears manage to rip into the flesh of the remaining three smokupines. The entrails reveal a smoking interior -- a set of black lungs! Although the x3 Smoking Lungs can't be used by the Fruity Friends, there might be someone else who could use it...

The first wave is complete! The next wave will come after two turns! Post your next turns here.
>>
>>2155490

Do you want the fucking shrooms or not man?

Fuck,we're basically the weakest from where I see it so we need alliances.

As a show of friendship,you may have 3 of the shrooms for free.
>>
>>2155517
Sure I will take the free shrooms for a friendship

Fruit boys is the deal still up?
>>
>>2155516
Action:More magic,boi.

Trait:We encourage people to work on their bodies to cleanse themselves of evil spirits.
>>
>>2155516
Action:create more shroom farms
Trait:get the job messenger of God
>>
>>2155542
Can you clarify your trait? You already have a messenger of god trait.
>>
>>2155542
Already have that job
>>
>>2155567
>>2155566
Ok then we'll are there any suggestion?
>>
ALSO as a reminder traits include new techs.
>>
>>2155566
I agree we should make more farms but I want a different trait

Trait; after tasting battle I want to further improve our combat abilitys as a group
>>
>>2155573
As a side action can we have our molerats dig our tunnels deeper ?
>>
>>2155575
Maybe our troops have to train regularly?
>>
>>2155588
Trait: our solider train regularly everyday
>>
>>2155516
Action: Work on more defensive spells, particularly vines that can be used to restrain enemies
Tech: Develop rope bridges, so we can travel from tree to tree without even touching the ground
>>
>>2155650
Are we going to trade the hearts for the nuts and vines?
>>
>>2155656
We don't even know how trade works, so we're doing other stuff until OP tells us
>>
>>2155665
I see then we'll let's keep it for later till op tells us
>>
>>2155609
We already have that too
>>
>>2155714
Oh then do we have spike traps?
>>
>>2155676
>>2155665
It's a Trinity stlye trading we have fruit boy stuff , fruits have bush stuff, bush has ours
>>
Trades will happen once event is over, ie when final boss dies
>>
>>2155726
Oh ok then
>>2155722
I think I final today have one if this is taken then I don't know what else
Tech:our people start learning how to create pit traps allowing our people to dig a hotel in the ground and placing spikes in it and then covering the hole so when a enemy walks over it they fall into the pit and into the spikes
>>
File: bushboy.png (100 KB, 1024x768)
100 KB
100 KB PNG
>>2155528
Bush Boys research psychic magic and practice a new spell -- brain freeze! In combat, they can use the spell to stun an opponent in combat for two turns! Outside of combat brain freeze can put weak minded creatures in vegetative states.They can only use this spell twice in combat.

Bush Boys create a new trait to promote good health to keep evil spirits away.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: 6x Bushsmoke, 5x Shrubsmoke, x10 HeartShrooms
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze
>>
File: cavechink.png (125 KB, 1024x768)
125 KB
125 KB PNG
>>2155732
>>2155575
The Cave Chinks expand their shroom farms, getting even more caveshrooms and more peeps they can support!

They also learn to create spiky traps using their skill to quickly dig holes and lay sharp rocks inside them.

>>Cave Chinks
> Gov: Council
> Pop: 45
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: 30x Caveshroom, 5x Jungleshroom, x10 HeartFruit
> Animal Pals: 20 Salty Molerats
>>
File: fruitfriend.png (95 KB, 1024x768)
95 KB
95 KB PNG
>>2155650
The Fruity Friends learn to use their magic to spawn vines they can control to wrap onto objects or living things, restricting them. They use such techniques to create bridges in between their nest areas so they never have to touch the ground.

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit, x3 Smoking Lungs
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings

One more turn until the second minion wave!
>>
>>2156062
Action; face the threat that's producing these evil creatures head on !

Trait; further our rock magic
>>
>>2156236
Don't think that's a good idea I think we might need a bit more training and as well the next minion wave is starting soon so yeah best to fortify ourselves
Action:create pit traps to defend ourselves from the incoming wave
>>
>>2156133
Action: we set up vines to trap any future invaders

Trait: we offer the birds nuts should they watch for future invaders, giving us time to prepare more effective directional defenses
>>
>>2156245
That's fair but I'd like to keep our trait
>>
>>2156298
Yeah keep the trait
>>
>>2156048
Action:Create a palisade or dig a hole or some shit.

Trait:We demand that warriors get their shit together an become an organized force.
>>
>>2156236
Sorry, traits can only be techs or cultural things, magic are actions.
>>
>>2157423
Trait; began to learn how to make fire ! The great spirt said we needed heat for our cup-purrrr
>>
File: cavechink.png (126 KB, 1024x768)
126 KB
126 KB PNG
>>2157916
>>2156245
The Cave Chinks decide to be very crever this turn and set up pitholes and traps to prepare for the oncoming minion wave. It will help make the next night much easier to survive!

They also learn how to make fire by striking rocks! The unusual warmth heats up their food nicely, helping their population capacity, but they learn staring into it for too long can impair their ability to see in the dark.

>>Cave Chinks
> Gov: Council
> Pop: 49
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: 30x Caveshroom, 5x Jungleshroom, x10 HeartFruit
> Animal Pals: 20 Salty Molerats
>>
File: bushboy.png (105 KB, 1024x768)
105 KB
105 KB PNG
>>2157412
Bush Boys decide to dig some holes since they dont got a lotta shit to build palisades with. The trench isn't deep enough to trap a minion, but it certainly will slow them down.

The Bush Boys shaman gathers his tribes members to form an army! Due to no weapons being introduced in the Bush Boy fighting, the current roles are Telekinetic, Beastmaster, and Puncher

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 40
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: 6x Bushsmoke, 5x Shrubsmoke, x10 HeartShrooms
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze
>>
File: fruitfriend.png (99 KB, 1024x768)
99 KB
99 KB PNG
>>2156255
The Fruit Friends offer their bird bros nuts in exchange for being their eyes in the skies. They can now chirp loudly to warn if any invaders enter the forest.

Numerous vine traps are set in front of their tree wall, ready to ensnare any minion in place.

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit, x3 Smoking Lungs
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings
>>
Rolled 23, 71, 80 = 174 (3d100)

The second wave has arrived! This time 20 minions have come to overcome each camp. Fortunately, traps have been laid and can stun or trap each group of minions.

Rolling for Chink spike traps, Bush Boys trench traps, and Fruit Friends vine traps
>>
File: fruitantula.png (26 KB, 640x480)
26 KB
26 KB PNG
The Cave Chinks once again face off with the grape eyed arachnids. Their traps manages to kill five, leaving 15 left to fight the warriors. They are armed once more with 5 rock hammers, 3 stone axes, and 27 stone knives, all wearing stone pauldrons.

The Cave Chinks have initiative. What do they want to do?

> (Buff) Caveshroom, does not end turn
> Physical Attack (Hammers, Knives, and Axes)
> Animal Attack (Molerats)
>>
File: smokupine.png (23 KB, 640x480)
23 KB
23 KB PNG
The smokupines crawl over to terrorize the fruit friends, but this time 11 are trapped in the vindings before they can reach the wall! They will break out of their vindings in 3 attack turns. The rest manage to come to the wall and start scratching, able to break through in three attack turns. What do the Fruity Friends want to do?

> Fix Wall
> Vine Binding
> Animal Attack (Fat Bear, Tiny Elifant, Bird Bro)
>>
>>2157936
Action; advance our rock magic ! Trying to fight a rock mage in a cave is suicide!

Trait; cooked shrooms taste great! We want to keep our shrooms from going bad longer, there's tails of salt rocks that could help with this even further but the baisics of food preservation needs to be discovered
>>
Rolled 67 (1d100)

>>2157966
>Buff
>Then attack
>>
File: shroomba.png (16 KB, 640x480)
16 KB
16 KB PNG
The Bush Boys army forms for their first battle, against their foe, the dreaded shroombas! Punchers take the front position, with beastmasters and their hawks waiting in the back alongside their telekinetic brothers. The trench traps manages to trap 14 of the shroombas temporarily, the remaining six approaching your warriors for their first attack. What do you want to do?

> (Stun) Bush Smoke; 1 turn
> (Stun) Brain Freeze; 2 turns
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)

>>2157978
My bad, the number of trapped is actually 16.
>>
Rolled 92 (1d100)

>>2157988
> Mental Attack (Telekinesis w/ rocks)
FUCK EM UUUUP
>>
Rolled 92 (1d100)

>>2157978
Fix the wall! It irritated them into leaving last time.
>>
>>2157996
>>2157994
Shot guys
>>
File: fruitantula.png (27 KB, 640x480)
27 KB
27 KB PNG
>>2157985
Cave Chinks chow down their caveshrooms, making them fast enough to use an extra attack turn! This round they manage to clobber six fruitantulas into fruit smoothies, squirting sticky juice all over the rocky battleground. The Cave Chinks now have 20 caveshrooms left.

> (Buff) Caveshroom, does not end turn
> Physical Attack (Hammers, Knives, and Axes)
> Animal Attack (Molerats)
>>
Rolled 64 (1d100)

>>2158000
>Physical attack
>>
File: shroomba.png (17 KB, 640x480)
17 KB
17 KB PNG
>>2157994
The Bush Boys lift a barrage of stones and pebbles, making swiss cheese of the mushroom men. All six fall from the projectile hail. The remaining have escaped the trap of the trenches, ready to face the Bush Boys once more.

> (Stun) Bush Smoke; 1 turn
> (Stun) Brain Freeze; 2 turns
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
Rolled 5 (1d20)

The Fruit Friends fix the wall once more in hope of annoying the smokupines away. The status effect will force combatants to leave due to frustration by die roll...
>>
File: smokupine.png (25 KB, 640x480)
25 KB
25 KB PNG
>>2158016
Success! The four free smokupines at the wall decide to leave, annoyed that their efforts to tear down the wall don't pay off. Another binded smokupine decides internally to leave after he is free. Fifteen combatants are left, all currently binded by the vines for two more turns.
>>
Rolled 23 (1d100)

>>2157978
Wew
>>
File: fruitantula.png (27 KB, 640x480)
27 KB
27 KB PNG
Rolled 2 (1d100)

>>2158007
Thanks to the speed granted by the caveshrooms, the Cave Chinks manage to go on an extra flurry of attacks, slashing banana limbs and lobbing off orange heads left and right. Three remain of the fruitantulas, but this time its their turn to attack...
>>
>>2158033
The Cave Chinks manage to fend off the wounded fruitantulas, who are unable to translate their ferocity into slaughter. Its now the Cave Chinks turn to attack.

> (Buff) Caveshroom, does not end turn
> Physical Attack (Hammers, Knives, and Axes)
> Animal Attack (Molerats)
>>
Rolled 73 (1d100)

>>2158036
HAMMER TIME
>>
Rolled 17 (1d100)

>>2158026
REROLLING
Also try to get answers out of the Smokupines about what they want and why they came. What god sent them?
>>
>>2158037
The final blows are dealt. Banana peels and grape eyes litter the floor, citric acid squirts in the air, as the final hammer turns the last remaining fruit spider into pulp. The Cave Chinks survive the wave spectacularly! They have now collected x20 HeartFruits, and their battle turn is now over. The final wave will be in five turns. They can post a regular turn now.
>>
>>2158048
>>2157981
Reposting
>>
>>2158026
>>2158046
We need a bunch of sticks for stuff, we can basically beat up/cripple those guys if we can get access to collect sticks from your area
>>
>>2158046
updating my action to keeping the Smokupines trapped with vindings. We keep casting vindings on them as they try to break free.
>>
Rolled 7 (1d100)

>>2158067
Rolling for this action
>>
File: smokupine.png (25 KB, 640x480)
25 KB
25 KB PNG
>>2158072
The fruit friend mages attempt to continue securing bindings of the smokupines, but to their surprise, some of the smokupines are stronger than they thought! Fortunately, they are like, super annoyed and decide to run back, alerting their master of the big inconvenience they have. There are still four that remain and that are committed; they haven't broken to submission, but they also haven't given up their attacks. The binding torture continues.

> Vine bind to break them
> Animal Attack
>>
Rolled 60 (1d100)

>>2158086
Bind to break them. Take prisoners!
>>
Rolled 45 (1d100)

>>2158092
Rolling on the chance I do any better
>>
>>2158092
The smokupines are too weakened to break free and are now smart enough to know they can't escape. They submit as the vindings lift them upside down in the trees. The Fruity Friends have four POWs. Victory!

Now only the Bush Boys are left.
>>
Rolled 79 (1d100)

>>2158092
>>
Rolled 61 (1d100)

>>2158009
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
TORAAAAAA
>>
File: shroomba.png (17 KB, 640x480)
17 KB
17 KB PNG
Rolled 81 (1d100)

>>2158115
The Bush Boys get stronk, making their physical attacks twice as strong! They manage to punch out six more shroombas, thinning their numbers greatly. Now, however, its time for the shroombas to retaliate...
>>
>>2158126
Shroombas manage to run over three of the punching infantry, infecting them with their poisonous spores. The Bush Boys are alarmed by the attacks, but stay vigilant for the next round...

> (Stun) Bush Smoke; 1 turn
> (Stun) Brain Freeze; 2 turns
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
Rolled 56 (1d100)

>>2158138
>Mental attack

They're gonna turn into zombies,aren't they?
>>
Rolled 71 (1d100)

>>2158194
>>2158138
Supporting
>>
>>2158245
Thanks pal.

You know,it always seems like you and Bush Boi alternate which one participates at this hour.

Speaking of participation,you should join the Discord.
>>
File: shroomba.png (17 KB, 640x480)
17 KB
17 KB PNG
Rolled 96 (1d100)

>>2158245
A rocky hail falls on the shroombas once more! Five of the minions fall in a pool of their own spores. The three remaining shake off their wounds and prepare to attack once more...
>>
>>2158299
The three shroombas gang up one one poor puncher, trampling them with their black clown shoe-looking feet. Another brave soul taken by the shroom monsters! Now only three shroombas remain, and its the Bush Boys attack turn...

> (Stun) Bush Smoke; 1 turn
> (Stun) Brain Freeze; 2 turns
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Punch)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
>>2158267
Nah. Discord is too much social contact for me mate.
>>2158299
>darthno.gif
>>
Rolled 92 (1d100)

>>2158302
> Animal Attack (order animals to attack)
Fock em up lads
>>
>>2158306
The Baked Hawks are released, easily tearing into the fungal flesh of the shroombas! The menace is defeated finally, and the Bush Boys manage to survive the second wave! They collect the x20 HeartShrooms from each of their dead foes, adding it to their collection.

Now, the monster in the lake grows quiet. Is he weak now, or consolidating his power for an epic final wave, or both? Either possibility carries its own risks and rewards, but ultimately the fact is that the tribes of the island are minion free for five turns. They can trade with one another, but they need to use an action to send an envoy to the other tribe to trade. If they were to build roads (dirt paths at the very least) they could trade as frequently as they want. Post your next turn here!
>>
>>2158317
Action- the bush boys try to find a way to cure their infected brethren using the shroom hearts
Trait- The bush boys are rattled by the death of their comrades in arms. Taken away from their cycle at such a young age. The bush boys now impliment an order called the star warriors. The highest army caste, who follow the newly founded bush-ido code.
>>
>>2158317
Action: build more shroom farms
Trait: we attempt to learn how to make our pit traps even more deadly by heatining up the spikes in the pit traps
>>
>>2158317
Action: We send an envoy to the Bush Bros asking if they could help us out with a thing. The thing being the POWs. We need them to use their psychic powers and special smoke on our POWs to figure out what's going on.
Trait: New caste - Wardens. They are a set of plant mages who patrol the plant wall and repair any damage to it, able to cast vine traps on enemies trying to break through, or let people through with their plant magic.
>>
File: cavechink.png (127 KB, 1024x768)
127 KB
127 KB PNG
>>2158347
Cave Chinks learn how to preserve food by using rock salt on cooked shrooms! Pop count is greatly assisted by this discovery.

Those adept at rock magic learn how to force stony spikes from the earth to grow, like sharp mountains, impaling those unfortunate enough to stand below them!

>>Cave Chinks
> Gov: Council
> Pop: 54
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: 20x Caveshroom, 5x Jungleshroom, x30 HeartFruit
> Animal Pals: 20 Salty Molerats
> Magic: Impale
>>
File: bushboy.png (108 KB, 1024x768)
108 KB
108 KB PNG
The Bush Boys attempt treating their three fallen brethren with Heart Shrooms, but it has no effect on Bush Boy biology. The three worsen in condition, and may die in two turns!

The Bush Boys, shook by the close calls, create a new caste of people, the Star Warriors, the best damn punchers in the tribe. Trained in Bush-ido and impervious to harm from years of smoking bush, these warriors have superior fighting strength, but only a few are capable of succumbing to the training. The Bush Boys only have five of these warriors.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 39 (3 sick!)
> Tech: Fire, Bush n Grass Clothing
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke, x27 HeartShrooms
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze
>>
File: fruitfriend.png (100 KB, 1024x768)
100 KB
100 KB PNG
The Fruity Friends send an envoy to the Bush Boys, asking for their help. They want them to use their psychic abilities to talk with the capture Smokupines to understand more about their purpose.

They also create a special class of plant mages, called the Wardens, who patrol the wooden wall fixing it if it ever get broken.

>>Fruity Friends
> Gov: Tribal Council
> Pop: 40
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge
> Diet: Bluefruit, Flowers, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: 30x Bluefruit, x3 Smoking Lungs
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings
>>
>>2158409
Action: expand our shroom farms
Trait: we learn how to create stone walls this new idea can help us fortify us better
>>
>>2158424
Good fucking job Bush Man.

Action:Somewhat wary of the envoy,the Bush Boys send out 3 of the more powerful shamans,guarded by 5 normal punchers.
We also build a dirt road to the chinks,hoping to trade.

Trait:We take a bunch of rocks and sharpen them,before tying them to our sticks,making spears.

I figured we could use 2 actions since the bush peoples request didn't entirely count.Should I get rid of one action or nah?
>>
>>2158448
What would you like to trade? I also remember that one of you offered us 3 free mushroom people hearts
>>
>>2158458
Yes.

We will uphold the bargain.

Are are also willing to trade all 27 shrooms for...

Your knife and axe tech and 15 Cave Shrooms.
>>
>>2158448
How about we build em a rock wall/ traps to better fend off threats?
Dosnt cost us anything but an action and it'll help em a lot, also we need those shroomhearts
>>
>>2158486
That seems fair, but you'll still need a regular sorce of sticks and rocks to make those tools
>>
>>2158495
That should not be too hard for them
>>2158486
We will be happy to trade that except we would also like a couple of vines for stone armour
>>
>>2158501
Deal or not?
>>
>>2158501
Yeah we need those vines, didn't we already get seeds for them though?
>>
>>2158503
I don't know
>>
>>2158522
Gimme a minute to consider everything again.
>>
>>2158542
Take your time
>>
>>2158542
Look,everything I said stays as it is.

If you want the vines,then you have to build a wall.Not even a particularly large one,just something to protect us a bit more.

Deal or no deal?
>>
>>2158557
Deal
>>
>>2158561
Wonderful.

Now all we have to do is wait and see if OP allows me to build the road or not and then we can start the trading in a few turns.

I don't really know how the wall thing is gonna work since we're nomadic but I hope OP finds a way to implement it.
>>
>>2158585
It Will take a bit for the next update but since it was your action and he said That you can trade so yeah most likely
>>
>>2158585
It would be better if we had bonfires to signal trading posts since we are nomadic instead.
>>
>>2158678
Trading posts aren't a thing yet,plus all a bonfire is is a big camp fire.

We,of all people should be able to make them without outside help.

All in all,useless for the purpose you described it for and not worth tradeable resources.
>>
>>2158687
Well it would be easier to biuld big ass bonfires in intervals around the bush and light them when we are in that area instead of clearing a shit load of land for a bit of dirt path that we will rarely ever use
>>
>>2158775
How about stone watchtowers with bonfiers on top, u can use the Hawks to signal them as well. MAXIMUM warnings
>>
>>2158775
We will rarely ever use it but when we do,it's gonna be fucking useful.

Plus,you're thinking about it in real life terms.

In the quest,all it takes is this single turn and then we can trade without wasting any turns.

Better than further poisoning our already poisoned men with items OP specifically stated we couldn't use that came out of the enemies that had already poisoned them.

At this point,there's no reason to argue.

Anyway,going to bed.
>>
>>2158828
Either way,do whatever you want.Merciful sleep must take me now.
>>
>>2158831
Habbe butiful tiem
>>
>>2158828
>Better than further poisoning our already poisoned men with items OP specifically stated we couldn't use that came out of the enemies that had already poisoned them.
Also wow thats a rip.
>>
So as far as I can interpret:
Cave Chinks: >>2158440
Bush Boys: >>2158448

The trade deal, which will happen after a road is built, s that Cave Chinks will trade their axe and knife tech for 27 HeartShrooms and vines? Reminder that only Fruit Friends has vines so far, and I dont recall Cave Chinks having vine seeds.
>>
>>2159900
We also ask for 15 cave shrooms and if they want the vines then they gotta owe us a favor or something since they can't build us walls.
>>
>>2155656
>>2155665
Seems like we talked about it but never confirmed it
>>2159971
We can owe you something moderate sure, if you have anything in mind speak up.
>>
>>2159971
You are unable to use caveshrooms for their buffs, you can only use smoke special items.
>>
>>2159971
>>2160014
Correction we will owe a large favor, how about we hunt down the big evil threat and we act as the front line so you don't have to take any loses, or we can actively hunt smoke-pines and take there lungs
>>
>>2160019
This sounds interesting though very short term.
I was thinking we do something more about resources or training but you're gonna have to talk it out while i'm gone.
>>
Also Bush Boys, the fruit friends are bringing you captured smokupines to speka to telepathically, its a free action but do you help them or not?
>>
>>2160384
Yeah,but we ain't a charity.
>>
>>2158431
Action: Plant a ton of those flowers that we have around, it'll really spruce up the place
Trait: We develop fertilizer that we use to help our plants grow, thanks to our animal friends
>>
File: cavechink.png (129 KB, 1024x768)
129 KB
129 KB PNG
>>2158440
Cave Chinks get even more shrooms, increasing pop cap once more. They also learn how to create stone walls by summoning a lotta rocky spikes out of the ground to make like a sorta steep, mini-mountain wall, since they don't have any mortar to make a traditional bricky wall.

An envoy of Bush Boys meet up with the Cave Chinks, who telepathically propose to them a deal where they trade all their HeartShrooms for axes and knife tech. They talk further about a tentative deal where they will trade vines for services to build a wall for the Bush Boys, although the Bush Boys have long grass and not vines. Finally, the Bush Boys let the Cave Chinks know they are building a dirt path to facilitate trade between the two tribes.

They discover that the HeartShrooms can heal those who are injured and can act as a aphrodisiac, increasing the population capacity for ever heartshroom collected.

>>Cave Chinks
> Gov: Council
> Pop: 59
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons, Stone Wall Building
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: x20 Caveshroom, x5 Jungleshroom, x30 HeartFruit, x30 HeartShrooms
> Animal Pals: 20 Salty Molerats
> Magic: Impale
>>
File: fruitfriend.png (100 KB, 1024x768)
100 KB
100 KB PNG
Fruity Friends learn to create fertilizer thanks to expired food and their animal friends useful products. It helps increase both population capacity when used on their crops!

They also plant all their flowers around their base, attracting a lotta cool pollinatin' animals as well as making the camp pretty.

The Fruity Friend scouts await the results of the Bush Boy psychics, who have spoken with the captured smokupines telepathically. The smokupines keep telling them how they are just lame nerds who need to get laid, but eventually break and tell them their true purpose. The monster in the lake was spawned from another dimension, whose portal was opened in the bottom of the lake by some unknown individual. They learn two important things: first, that the minions themselves were created by the monster after eating fruits and mushrooms and inhaling smoke, and second, that the monster draws its power from the opened portal. If someone were to close the portal, the magic the monster drains to exist would be cut off!

>>Fruity Friends
> Gov: Tribal Council
> Pop: 50
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge, Fertilizer
> Diet: Bluefruit, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: x30 Bluefruit, x3 Smoking Lungs
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings
>>
File: bushboy.png (108 KB, 1024x768)
108 KB
108 KB PNG
>>2158448
The Bush Boys learn to make spears by taking sharp stones and sticking them on their sticks. They have like, 10 spears, and 10 remaining sticks to make other things.

The envoys are sent to the Cave Chink camp, some lagging behind to create a path by clearing and marking the road to make travel easier. The Cave Chinks and Bush Boys can now use one trade action each turn!

They learn knife and axe tech from the Cave Chinks, giving their HeartShrooms in exchange.

Finally, the Bush Boys help the incoming Fruit Friend scouts, interpreting important information about the monster from the minds of the smokupines. They are cautious of the request, seeming to be expecting something from the deal.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 39 (3 sick!)
> Tech: Fire, Bush n Grass Clothing, Stone Spear, Stone Knife, Stone Axe
> Weapons (10 spears)
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze
>>
File: civ.png (121 KB, 1280x1024)
121 KB
121 KB PNG
anchor post, reply here with your next turn

> 4 days till final wave
>>
>>2160479
Action; start working on shroom magic

Trait; began using our knowledge of fire/rocks to work on a forge
>>
>>2160528
>>2160526
>>
>>2160528
You can only learn magic from the rock school until another event presents itself
>>
>>2160505
Action:Attempt to find a reliable source of food.If that ain't possible,then hunt some more.

Trait:We create a new cast,the hunters.Despite the name,they do things other than hunting,such as taming beasts or teaching the younger generations useful survival techniques.
>>
>>2160530
Then change the action to hunting down more shroombras and ambush then by hiding in dirt.
>>
>>2160526
Action: Learn tree molding magic to make our nests into tree houses
Trait: Mimic our elifant friends again, this time their bathing habits to stay nice and hygenic
>>
File: cavechink.png (129 KB, 1024x768)
129 KB
129 KB PNG
The Cave Chinks learn to build a forge, using their Impale spells to create a round crater that can hold back rising flames in a concentrated area and away from flammable humans.

After learning the origins of the HeartShrooms, hunting parties are sent out to take down more Shroombas and secure more HeartShrooms! Rolling for scouting...

>>Cave Chinks
> Gov: Council
> Pop: 59
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons, Stone Wall Building, Forge
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30)
> Special Items: x20 Caveshroom, x5 Jungleshroom, x30 HeartFruit, x30 HeartShrooms
> Animal Pals: 20 Salty Molerats
> Magic: Impale
>>
Rolled 12 (1d100)

>>2162403
Fingers crossed
>>
Rolled 48 (1d100)

>>2162407
maybe i can do better
>>
File: bushboy.png (122 KB, 1024x768)
122 KB
122 KB PNG
>>2160541
The Bush Boys create a new caste, that of hunters who use their animals in combat.

They send out scouts to secure new sources of food as well. (Bush Boys roll).

The Bush Boys wait too long, and their sick have died from their illnesses! Their pop count is down for the time being, though they stay vigilant.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 36
> Tech: Fire, Bush n Grass Clothing, Stone Spear, Stone Knife, Stone Axe
> Weapons: 10 spears, 10 Stone Axes, 10 Stone Knives
> Diet: Bushberries, Bugs
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke
> Animal Pals: 14 Baked Hawks, 6 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze

>>2162403
Cave Chinks Weapons:
> Weapons: 10 Rock Hammers, 10 Stone Axes, 10 Stone Knives
>>
File: fruitfriend.png (103 KB, 1024x768)
103 KB
103 KB PNG
>>2162397
Fruity friends mimic their elibros to be clean and hygenic. It does wonders for their health and appearance!

They learn to use their tree wall magic into tree molding, making cool little tree pods for dudes to live in. The comfiness is so great, that the Fruit Friends are able to make more peeps to live with them!

>>Fruity Friends
> Gov: Tribal Council
> Pop: 55
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge, Fertilizer
> Diet: Bluefruit, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: x30 Bluefruit, x3 Smoking Lungs
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings, Tree Sculpting
>>
File: shroomba.png (17 KB, 640x480)
17 KB
17 KB PNG
>>2162411
The Chink scouts are met by a pack of five wild Shroombas! Fortunately, everyone in the party is armed. Cave Chinks have initiative.

> (Buff) Caveshroom, does not end turn
> (Heal) HeartShroom
> Physical Attack (Hammers, Knives, and Axes)
> Animal Attack (Molerats)
>>
>>2162416
>> Physical Attack (Hammers, Knives, and Axes)
LAYETH THE SMACKETH DOWN
>>
Rolled 38 (1d100)

>>2162422
>>2162416
We have to roll attacks
>>
File: shroomba.png (17 KB, 640x480)
17 KB
17 KB PNG
Rolled 18 (1d100)

>>2162425
The Chinks wave their hammers lazily, managing to hit two of the shroombas with ferocious impact but missing the remaining. The remaining shroombas look at the group and prepare to attack...
>>
>>2162471
Fortunately, the attacks missed their mark. The Chinks were easily able to maneuver around the shroombas, giving them enough time to deliver more hammer blows.

> (Buff) Caveshroom, does not end turn
> (Heal) HeartShroom
> Physical Attack (Hammers, Knives, and Axes)
> Animal Attack (Molerats)
>>
Rolled 31 (1d100)

>>2162473
Animal attacks cuz why not they haven't done anything yet!
>>
>>2162481
The team releases the pack of molerats onto the shroombas. The shroombas stomp on several of the vermin but are unable to prevent them from burrowing into their spory flesh. The monsters shake erratically until they finally drop dead. The Chinks claim victory, and collect x5 HeartShrooms!

> 3 days until final wave
>>
>>2162403
>>2162497
Action; set up walls around our base, our focus is hieght and depth of the wall

Trait; devolp a group of defender stlye troops who specializes on punishing attackers. Maybe useing pure stone javelins or larg rocks
>>
Rolled 24 (1d100)

>>2162497
Late post for the win!

>>2162412
Have a roll.

Action:Magic,specifically,attempt to speak or at least deepen our connection with our animal pals.

Trait:We start working out in order to get some GAINS!
>>
>>2162565
Bush Boys find some sweet fat grass. It helps not only feed them, but their animal buds too!

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 41
> Tech: Fire, Bush n Grass Clothing, Stone Spear, Stone Knife, Stone Axe
> Weapons: 10 spears, 10 Stone Axes, 10 Stone Knives
> Diet: Bushberries, Bugs, Sweet Fat Grass
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke
> Animal Pals: 18 Baked Hawks, 10 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze
>>
>>2162511
Or we could just develop shields
>>
>>2162732
That would probably be quite beneficial when attacking and defending also do we have spears yet?
>>
>>2162740
We need it all , plus when we forge weapons or tools let's make the handle meatal too so we don't need sticks just cast moldings
>>
>>2162821
If we're going to make the Handel in metal then let's just make the rest of the weapon in metal as well to increase damage and efficiency but have we even discovered metal?
>>
>>2162827
We have copper and a forge
>>
>>2162869
That will work also do we have vines yet? I was thinking if creating a catapult
>>
>>2162882
We can initiate that trade offer from earlier that will get you vines
>>
>>2162901
in addition to the vines we're going to need vine seeds or whatever to grow our own supply for reasons(catapults)
Deal?
>>
>>2162882
No vines, fruit friends and us can't come to an agreement on a fair trade. We can look into making artisans and work our way towards copper rope
>>
>>2162901
>>2162921
Oooooooooooooooooo vines are back on the table
>>
>>2162915
Sure. So vines and nuts enough for you guys to grow your own, for the heartfruits
>>
>>2162922
Actually now you said cooper ropes I kinda want those now
They will be stronger then vines atleast I mean better catapults
>>
>>2162923
Oh I forgot we hade two different deals going on you were the ones for the heart fruits for the nuts and vines yeah I'm happy with this deal
>>
>>2162497
Action: Send a delegation to the Cave Chinks for a trade
Trait: Using our new tree sculpting magic, we form a maze of tree-tunnels around our territory, virtually impossible for anyone but us or our animal bros to navigate
>>
>>2162948
Not being mean or anything but fire burns down trees right?
So what happens if the smokey pines since they have cigarettes as pricks what happens if they go near or in the tunnels? Wouldn't the ashes of the cigarettes burn the entire maze down?
>>
>>2162974
They aren't our animal bros, we don't even know what we're going to do with those things
>>
File: bushboy.png (121 KB, 1024x768)
121 KB
121 KB PNG
>>2162565
The Bush Boys learn how to stop being a NERD and start gettn GAINS, incorporating a lotta strength shit in their workout routine.

In an effort to connect with their hawks, one psychic thought like, what if, you WERE the hawk, man? Lo and behold, the spell hijack was born! Bush Boys can now in combat use hijack to control a weak minded enemy and control them to fight against their team! Outside of combat, they can use this ability to take over the minds of their animal companions and see what they see, hear what they hear, etc. Don't worry man, its totally cool the animals are chill with it.

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 41
> Tech: Fire, Bush n Grass Clothing, Stone Spear, Stone Knife, Stone Axe
> Weapons: 10 spears, 10 Stone Axes, 10 Stone Knives
> Diet: Bushberries, Bugs, Sweet Fat Grass
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke
> Animal Pals: 18 Baked Hawks, 10 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze, Hijack
>>
File: cavechink.png (145 KB, 1024x768)
145 KB
145 KB PNG
>>2162511
Cave Chinks use their knowledge of wall making to build defensive fortifications around their cave base. Its gonna take a long time for any minion wave to penetrate this bad boy!

A defender style class is created, specializing in punishing attacking those enemies who can hurt you the most. For now, they practice rock throwing.

Finally, the first visitors to the fortified Cave Chink HQ are the Fruity Friends, who offer vines and nuts in exchange for thei heartfruits. The trade helps increase Cave Chink population and allows Cave Chinks to make cool things with vines!

>>Cave Chinks
> Gov: Council
> Pop: 64
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Pauldrons, Stone Wall Building, Forge
> Rooms: Mining Tunnel, Green Ore Room
> Diet: Shrooms, Bats, Nuts
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30), Vines (enough)
> Special Items: x20 Caveshroom, x5 Jungleshroom, x30 HeartShrooms
> Animal Pals: 20 Salty Molerats
> Magic: Impale
>>
File: fruitfriend.png (111 KB, 1024x768)
111 KB
111 KB PNG
>>2162948
The Fruit Friends make a neato tree maze meant to scare away brainlets and dumb minions using their tree sculpting and growing powers. They also initiate trade with the Cave Chinks, finally obtaining Heart Fruits! They have 30 of the fruits, all of which can heal sick and injured fruit friends as well as act as an aphrodisiac and increase the pop cap (1 heart fruit == 1 extra pop cap)

>>Fruity Friends
> Gov: Tribal Council
> Pop: 55
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge, Fertilizer
> Diet: Bluefruit, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: x30 Bluefruit, x3 Smoking Lungs, x30 HeartFruit
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings, Tree Sculpting
>>
>>2163014
>>2163041
Action:We ask that the fruit boys give us the 3 smoking lungs as a reward for dealing with the smokeupines.
Trait:We train our martial arts further,focusing on smooth movements and set ups for psychic attacks.
>>
>>2163024
Action:with the vines we can finally create stone armour instead of Paul drones all the time so create stone armour

Trait:with the recent trade for vines many opportunities have turned up such as stone armour so a cave chink goes:"hey guys what happens if we shoot stuff using the vines?" With a bit of research and trial and error we have discover how to create a bow and arrow
>>
>>2163052
*pauldrons
>>
>>2163041
Action: It's been too long since we've found new animal bros. Search for some more
Trait: Like the birds, the elifants will also hopefully provide a service for their Fruit Friend bros. We give them fruit in exchange for letting us ride them when we make long journeys

Also the Bush Boys can have the lungs
>>
File: cavechink.png (146 KB, 1024x768)
146 KB
146 KB PNG
>>2163052
Cave Chinks get an UPGRADE and use their knowledge of armor making to finally create a full set. Their HP in combat increases to 25!

They also learn how to craft and shoot bow and arrows, giving a significant advantage, especially at enemies coming from far away.

>>Cave Chinks
> Gov: Council
> Pop: 64
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Armor, Stone Wall Building, Forge, Bow + Arrow
> Rooms: Mining Tunnel, Green Ore Room, Great Stone Wall, Tons of Pitfall Traps
> Diet: Shrooms, Bats, Nuts
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30), Vines (enough)
> Special Items: x20 Caveshroom, x5 Jungleshroom, x30 HeartShrooms
> Animal Pals: 20 Salty Molerats
> Magic: Impale
>>
File: bushboy.png (124 KB, 1024x768)
124 KB
124 KB PNG
Bush Boys hardball the Fruity Friends and ask for their smoking lungs as reward for their services. They receive them, learning that the smoky lungs can heal the sick and even act as an aphrodisiac to increase pop count! (1 smoking lung == 1 extra bush boy)

They also improve martial arts techniques, increasing the lethality of certain moves in Bush-ido combat!

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 41
> Tech: Fire, Bush n Grass Clothing, Stone Spear, Stone Knife, Stone Axe
> Weapons: 10 spears, 10 Stone Axes, 10 Stone Knives
> Diet: Bushberries, Bugs, Sweet Fat Grass
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke, x3 Smoking Lung
> Animal Pals: 18 Baked Hawks, 10 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze, Hijack
>>
File: fruitfriend.png (114 KB, 1024x768)
114 KB
114 KB PNG
Rolled 1 (1d100)

>>2163134
Fruity Friends look for more animal bros in the jungle. After all, theres gotta be more bros in this jungle, right?

They also negotiate with the elifants, exchanging food in return for letting the tribes people ride the elifants on their backs.

Finally, they gift the Bush Boys their smoking lungs as token of their appreciation

>>Fruity Friends
> Gov: Tribal Council
> Pop: 55
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge, Fertilizer
> Structures: Tree Maze, Tree Wall
> Diet: Bluefruit, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: x30 Bluefruit, x30 HeartFruit
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings, Tree Sculpting
>>
>>2163211
The Fruity Friend scouts had such bad luck this turn that all the animals of the forest laughed in their face. Haha, what a bunch of stupid scouts! Can't even find another animal! Hahaha!

> Final Wave begins after next turn!
>>
>>2163185
Action; we already have the pit traps but let's add, like, a lot more dangerous traps cuz like fuck those minions

Trait; devolp a special group of artisans who can make better things, hopefully improving our current tools
>>
>>2163237
Maybe for our action we should produce the bows and armour? Or de we already have them?
Also for our trait we should probably start on those catapults I was talking about earlier it will be beneficial for us when being attack by monsters and when we attack
>>
>>2163198
Action:DIG DEEPER FOR GOD'S SAKE.TRAP THEM BEFORE THEY KILL US ALL

Trait:We put the warriors in organized ranks and prepare them for the incoming battle.
>>
>>2163216
Action: In our maze, we'll dig several pit traps full of snaring vines, to catch intruders
Trait: If our animal bros are going to fight to protect us, we should do what we can to protect them. Make wood armor for our animal bros to wear if they have to defend us
>>
>>2163343
We will be happy to give the stone armour blueprints
For a price
>>
File: fruitfriend.png (112 KB, 1024x768)
112 KB
112 KB PNG
>>2163343
Fruity Friends prepare for the Final Wave by digging several pit traps snaring vines inside the maze, hoping to stall the incoming minionvasion before they even reach the wall!

Since the Fruity Friends appreciate the animal bros fighting on their behalf, they create wood armor for all their animal friends. The elifants, bears, and birds all have wooden armor to protect vulnerable areas.

>>Fruity Friends
> Gov: Tribal Council
> Pop: 55
> Tech: Agriculture, Twine Rope Ladder, Twine Rope Bridge, Fertilizer, Animal Wood Armor
> Structures: Tree Maze, Tree Wall
> Diet: Bluefruit, Nuts, Cool Berries
> Resources: Sticks, Twine, Birdy Grass
> Special Items: x30 Bluefruit, x30 HeartFruit
> Animal Pals: 12 Fat Bears, 20 Bird Bros, 12 Tiny Elifants
> Magic: Tree Wall, Vindings, Tree Sculpting
>>
Might have posted a bit too soon actually

>>2163296
your soldiers are already ranked in the army

I think cave chinks still need to decide on action?>>2163237
>>2163253
>>
Action:create more pit traps
Trait:start on the creation of catapults
>>2163391
It's basically the same except the trait has been changed
>>
>>2163398
>>2163391
I'll back the different action
>>
>>2163476
Who wouldn't want a catapult? Also the action is the same don't know if you accedintly put action instead of trait
>>
>>2163488
Yeah I did
>>
>>2163494
Great now where just waiting on the next update those monsters won't know what hit them
Also since you said we have copper does that mean we can create copper armour?
>>
File: cavechink.png (146 KB, 1024x768)
146 KB
146 KB PNG
>>2163398
The Cave Chinks prepare by making EVEN MORE pit traps, until the front of the wall is littered in dangerous traps.

The Cave Chinks start a mult-turn tech, building catapults. It will take them two turns to complete this action, in which time they cannot research any more tech or culture.

>>Cave Chinks
> Gov: Council
> Pop: 64
> Tech: Stone Knife, Rock Hammer, Stone Axe, Stone Armor, Stone Wall Building, Forge, Bow + Arrow
> Rooms: Mining Tunnel, Green Ore Room, Great Stone Wall, More than tons of Pitfall Traps
> Diet: Shrooms, Bats, Nuts
> Resources: Stones (a lotta them), Sticks (like 2), Copper (30), Vines (enough)
> Special Items: x20 Caveshroom, x5 Jungleshroom, x30 HeartShrooms
> Animal Pals: 20 Salty Molerats
> Magic: Impale
>>
>>2163649
Worth it
>>
File: bushboy.png (124 KB, 1024x768)
124 KB
124 KB PNG
>>2163296
The Bush Boys prepare for the final wave by digging deeper and wider trenches around their camp. They also revisit military tactics, improving strength of attacks slightly

>>Bush Boys
> Gov: Shaman Chiefdom
> Pop: 41
> Tech: Fire, Bush n Grass Clothing, Stone Spear, Stone Knife, Stone Axe
> Weapons: 10 spears, 10 Stone Axes, 10 Stone Knives
> Diet: Bushberries, Bugs, Sweet Fat Grass
> Resources: Dry Grass, Big Rock, Plenty o' Sticks
> Special Items: x0 Bushsmoke, x5 Shrubsmoke, x3 Smoking Lung
> Animal Pals: 18 Baked Hawks, 10 Slow Horses
> Magic: Mind Talk, Telekinesis, Brain Freeze, Hijack
>>
Rolled 34, 24, 44 = 102 (3d100)

The Monstra, after becoming increasingly enraged by the failures of his minions in eradicating the hoomans, decided to send large armies of minions led by his most precious children. Each army is being led by a single mini-boss, with 50 HP. The minions themselves number 50 as well. The Minion Boss orders the minions to attack, only choosing to engage in battle once his troops are exhausted. Fortunately, the tribes of the island all have their own defensive maneuvers they have employed, each with different effects. Rolling to see the outcome of each.

1. Fruit Friends Maze and Snare Traps
2. Cave Chinks Pitfall Traps
3. Bush Boys Trench Traps

Due to sheer numbers, if too many minions reach a wall in time, the wall is much more likely to fall down sooner in one turn. The threshold for the tree wall is 10 while the threshold for the stone wall is 20!
>>
>>2163676
That is somthing alright
>>
File: smokupine.png (23 KB, 640x480)
23 KB
23 KB PNG
>>2163676
Smokupines begin to enter the forest maze one by one. The first entrants into the maze become thoroughly confused; as many as seventeen smokupines become permanenetly lost and trapped by the vines, who captures the smokupines and lift them up into the branches to be tied high up in the trees! Those captures by these traps will be effectively gone from the minionvasion.

The following smokupines become more more cautious, taking their time to navigate the maze methodically. Starting next battle turn, as many as five smokupines will exit the maze at a time. Vindings will have a chance to bind down any of these five within that time. But watch out; around the Minion Boss, these smokupines won't let annoyance affect them once they reach the wall!

> Fix Wall
> Vine Binding
> (Heal) HeatFruit, does not end turn
> Animal Attack (Fat Bear, Tiny Elifant, Bird Bro)
> Wait
>>
File: fruitantula.png (27 KB, 640x480)
27 KB
27 KB PNG
Twelve minions fall to their gloomy death in the pitfall traps They twitch in pain and agony by not only the spikes penetrating their fruity body, but the heat of the spikes. A sweet smell fills the battlefield; the smell of melted banana legs.

The trap precaution forces the Minion Boss's hand. He instructs the minions to approach in small packs, for fear that a crowded battlefield would kill more minions. Every turn, five minions will approach the wall. There is a chance that they may die thanks to leftover traps that will be accounted for every turn. If too many minions crowd up the wall at once, or if they stay for too long, the wall may fall!

Its now time for the Cave Chink defenders to come up. What will they do?

> (Buff) Caveshroom, does not end turn
> (Heal) Heartshroom, does not end turn
> Physical Attack (Defender Boulder Throw)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
>>2163778
Action:while we wait for the minions to come we build some bow and arrows because 5 minions is not a worry with our walls so build some bow and arrows of this turn
>>
Rolled 97, 26 = 123 (2d100)

>>2163778
Buff
Then impale, then bow fire from our defenders
>>
>>2163797
We don't have any I believe since it said boulder throw unless we're shooting boulders from the bows
>>
File: shroomba.png (18 KB, 640x480)
18 KB
18 KB PNG
>>2163676
The good news is, nearly half the shroombas fell into the pit, only to be trampled to death by the other shroombas. The bad news is, the 28 remaining shroombas are now charging right at the organized Bush Boy army. Its time for the final stand. Never again will the Bush Boys be bullied by the mushroom menace! Its time for the Bush Boys to strike!

> (Stun) Bush Smoke; 1 turn
> (Stun) Brain Freeze; 2 turns
> (Buff) Shrub Smoke, does not end turn
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Mental Attack (Hijack, possesses minion to fight on your side)
> Animal Attack (order animals to attack)

>>2163778
Sorry, Cave Chinks also have bows they can use in physical attack

Also please roll a 1d100 for your turn if using an attack.
>>
>>2163818
The 2d100 was for both attacks
>>
>>2163844
I don't think you need to roll for buff
>>2163818
Ignore>>2163796
Since you cleared up the bow thing
>>
>>2163818
>>2163778
OFFICIAL WEAPON + WIZARD COUNT

> Cave Chink
>> 15 Rock Hammers
>> 15 Stone Axes
>> 10 Knives
>> 15 Bows and Arrows
>> 20 Stone Wizards

> Bush Boys
>> 10 Beast Masters
>> 10 Axe Men
>> 10 GLORIOUSLY TRAINED STAR WARRIORS (Spearmen)
>> 10 Brain Wizards

For combat, the rules I have used is that at most up to 10 players are on one side (10 minions vs any combination of 10 warriors.) If you want, you can mix up your tactics in your battle turn with whatever combination you like, but you can only control 10 dudes per turn.
>>
>>2163859
For fruit friends, that would apply for the animal bros and wardens
>>
>>2163859
That actually seems pretty good but only 10? I think you should increase a tiny bit maybe like 15 but if you want to keep it I'm fine with it
>>
>>2163728
>Battle Plan
1 Warden, tending to the wall and repairing it as needed
2 Plant Mages ready to ensnare approaching enemies in vines
5 Armored Bearbros, poised to face the enemy assault
2 Armored Elifants, to control the advance of enemies and funnel them to the bears with their imposing size
>>
Rolled 2 (1d5)

>>2163818
The Cave Chinks buff up, getting so fast they can deliver two attacks this turn!

The Stone Wizard cast impale to sever the limbs and appendages of the fruitantulas. All of the incoming five easily get destroyed. The defenders firesa volley at the back army, managing to shoot out another three. The minion wave is diminished, slowly but surely.

Another five fruitantulas are ordered across. Rolling to see how many fall into the pits.
>>
File: fruitantula.png (27 KB, 640x480)
27 KB
27 KB PNG
>>2164324
Three fruitantulas manage to reach the wall, attacking at the structure. The next five prepare to cross.

> (Buff) Caveshroom, does not end turn (x10)
> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
Rolled 75 (1d100)

>>2164157
rolling for fruit
>>
Rolled 9 (1d10)

>>2164341
As the first five emerge from the maze, they are easily destroyed by the armored bear bros. The Minion Boss, enraged by the strategy, decides to up the ante and sends 10 smokupines through the maze. Take that nerds!

Rolling to see number trapped in the vine traps.
>>
File: smokupine.png (23 KB, 640x480)
23 KB
23 KB PNG
>>2164346
A good number manage to get trapped in the maze. One emerges and rushes to the wall. Another ten enters the maze.

> Fix Wall
> Vine Binding
> (Heal) HeatFruit, does not end turn
> Animal Attack (Fat Bear, Tiny Elifant, Bird Bro)
> Wait
>>
Rolled 65 (1d100)

>>2164336
Bow and arrow
>>
Rolled 7 (1d100)

>>2163818
Mental Attack (Hijack, possesses minion to fight on your side)

Here we fucking go.
>>
Rolled 5 (1d10)

>>2164390
Another barrage of arrows is loosed, sailing through the air and raining hard on another ten fruitantulas! The Minion Boss is furious, ordering even more minons to get across hoping that some manage to actually reach the wall in time. They can't shoot them all!

Rolling for trapped fruitantulas
>>
File: fruitantula.png (27 KB, 640x480)
27 KB
27 KB PNG
>>2164655
Half the fruitantulas make it to the wall, ravaging the stony structure with their feeble fruity limbs. The minions numbers have been thinned greatly so far.

> (Buff) Caveshroom, does not end turn (x10)
> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
Rolled 73 (1d100)

>>2164648
The brain wizards each hijack one minion, turning the tables on the incoming shroom army! Unfortunately, the possessed shroombas don't deal a heck of a lot of damage, and don't manage to kill anyone. For the time being however, you can deal with ten fewer minions than usual.

The shroombas rear together to retaliate...
>>
File: shroomba.png (19 KB, 640x480)
19 KB
19 KB PNG
Sadly, the shroomba minions get to another four victims, all poisoned by the spores! You can choose to heal them now, at the cost of using up your some of your allotted 10 soldiers, or after the battle is over.

> (Stun) Brain Freeze; 2 turns
> (Heal) Smoking Lung
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
>>2164354
We keep at it with the same strategy as before, we're doing well
>>
Rolled 48 (1d100)

>>2164674
Heal the incompetent fucks.

> (Stun) Brain Freeze; 2 turns
>>
Rolled 90 (1d100)

>>2164680
rolling for Fruit Friends.
>>
Rolled 2 (1d10)

>>2164714
A bear bro manages to swipe down the smokupine attacking the wall. Easy peasy. The remaining ten inside the maze all get snared up. The Minion Boss, desperate for a quick solution, orders all 13 remaining smokupines to rush through the maze. There's no way they can get them all...right?
>>
File: smokupine.png (23 KB, 640x480)
23 KB
23 KB PNG
>>2164722
Eleven smokupines manage to pass through the maze with enough sense to not get snared up. They approach the wall en masse and start rabidly scratching!

> Fix Wall
> Vine Binding
> (Heal) HeatFruit, does not end turn
> Animal Attack (Fat Bear, Tiny Elifant, Bird Bro)
> Wait
>>
File: shroomba.png (21 KB, 640x480)
21 KB
21 KB PNG
>>2164696
The Bush Boys catch a break, managing to stun the minions and quickly heal up the injured soldiers, using up a couple of their smoking lungs in the process. They can essentially attack for two turns uninterrupted now!

> (Stun) Brain Freeze; 2 turns
> (Heal) Smoking Lung
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
>>2164728
Our strategy hasn't failed us yet, keep going. This battle is nearing its end, but stay vigilant, the boss will be coming
>>
Rolled 99 (1d100)

>>2164731
rolling for fruit
>>
File: MINIONBOSS1.png (44 KB, 640x480)
44 KB
44 KB PNG
Rolled 12, 52 = 64 (2d100)

>>2164763
The Bear Bros and Elifants storm the outskirts of the wall, trampling all the smokupines clawing at the tree barrier. They were ferocious enough that none of the intruders had survived. All the minions are dead. Its time for the Minion Boss to take matters into his own hands...

In the depths of the other dimension lies a zone painted in bright greenery and splattered with an assortment of hills. Among the hills, in a row of black hedges, lies an ancient evil...a former harmless woodland creature who was corrupted by the power of smoke and cursed with a need for speed. The ancient Aztecs called him Tezcatlipoca, the Smoking Mirror. The Igbo tribes know him as Ogbunabali, God of Death. It wasn't until 1934 when Egyptologists found a pictoral representation alongside a set of hieroglyphs that spelled out his true name. Sah - Nek. Lord of the Vape. Master of Speed.

Sah'nek is so fast, he can use two attacks in one battle turn! Fortunately, he isn't so strong in his attacks so not much power is given in each round of attack. Being so fast, he can easily run through the maze without being caught in any traps. He uses his initiative to damage the tree wall.
>>
>>2164812
Sah'nek uses his immense speed to crack a hole in the wall. The first impact softened the wood a little bit, but the second managed to make him punch through the weak structure, entering the insides of the Fruity Friends camp. All the animal defenders face the ancient corrupt spirit, the tree mages above preparing their binding spells.

> Restrain (Tree Sculpt)
> Restrain (Vindings)
> Animal Attack (Bears, Elifants, Birds)
>>
Rolled 79 (1d100)

>>2164662
More bows!
>>
Rolled 21 (1d100)

>>2164730
> Mental Attack (Telekinesis w/ rocks)


Fuck them up.
>>
File: bananachnid.png (34 KB, 640x480)
34 KB
34 KB PNG
>>2164957
Another rain of arrows hails down onto the final wave of the fruitantulas. All the fruitantulas are slain without having damaged the wall. The Cave Chinks have managed to make it safely through the minion blitz. Its now time to face the music of the Minion Boss...

A series of skitters makes its way through the trap field. The long banana legs are easily able to maneuver through the pitfalls and at the wall. The boss, using his arachnid sensibilities, is quick enough to climb the wall and land in between the wall and the Cave Chink army. He clicks his fruity fangs at you, squirting juice and cider everywhere. It's Bananachnid, the Father of the Fruitantulas.

Bananachnid can squirt citric acid in up to five people per round, blinding them for the duration of the fight! Watch out for his fangs and mouth!

Cave Chinks have initiative

> (Buff) Caveshroom, does not end turn (x10)
> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
File: shroomba.png (21 KB, 640x480)
21 KB
21 KB PNG
>>2164730
Bush Boys deliver a series of telekinetic attacks, but only manage to slaughter four of the stunned shroombas. Fortunately, they are stunned for one more turn, so the Bush Boys can attack again without fear of retaliation!

> (Stun) Brain Freeze; 2 turns
> (Heal) Smoking Lung
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
>>2165194
buff us then use axes on him
7 axes
3 bowmen
>>
Rolled 41 (1d100)

>>2165212
Rolling for cave chink attack
>>
Rolled 83 (1d100)

>>2165218
oh yeah forgot
rolling for>>2165212
>>
File: bananachnid.png (34 KB, 640x480)
34 KB
34 KB PNG
The Cave Chinks use up the last of their caveshrooms, buffing them up enough to deliver two rounds of attack this turn! They manage to deliver a good bit of damage and are fast enough to attack again before the minion boss retaliates

> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
>>2165227
use bow and arrows
>>
Rolled 42 (1d100)

>>2165240
rolling
>>
File: bananachnid.png (34 KB, 640x480)
34 KB
34 KB PNG
Rolled 80 (1d100)

>>2165250
The Cave Chinks shoot up the Bananachnid with arrows, taking off another small chunk from his health. Afterwards, the minion boss rears its fruity head and prepares a vicious attack...
>>
>>2165268
bring it on
>>
Rolled 1 (1d5)

>>2165268
Bananachnid skitters over and stabs his fruit limbs through many Cave Chinks. The stone armor manages to save many a chink, but the Minion Boss's power still managed to claim the lives of three chinks. He now lifts his head in the air for his special stun attack...
>>
Three chinks are down and one is stunned! Treating him with a heartshroom can snap him out of the state. Now its time for the Cave Chinks to fight back.

> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
>>2165277
this is going to hurt
>>
>>2165280
heal with heartshrooms and then use heartshrooms
>>
File: angry_pepe.jpg (65 KB, 900x900)
65 KB
65 KB JPG
Rolled 53 (1d100)

>>2165200
> Physical Attack (Spears, Axes, Knives)

FUCK THEM UP
>>
>>2164817
Keep the two Plant mages out to try and slow him down with vindings, while our animal bros overwhelm him from all sides
>>
Rolled 7 (1d100)

>>2165284
roll
>>
>>2165297
Do you want to attack also or just heal the one stunned guy? Also the three down are dead, you cannot revive them with heartshrooms.
>>
>>2165309
attack and heal since healing does not end turn
>>
File: shroomba.png (21 KB, 640x480)
21 KB
21 KB PNG
Rolled 80 (1d100)

>>2165291
The Shroombas get assailed by the Star Warriors and infantry, felling down nine altogether. The ranks are thinning quickly. Only five minions remain. They prepare to charge through your ranks...

> (Stun) Brain Freeze; 2 turns
> (Heal) Smoking Lung
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
>>2165318
Four of the minions each manage to run over and overcome a soldier. Two of the trample them to death, the others infect them with their spores. The Bush Boys ran out of the smoking lungs, so they can not heal these boys this combat turn!
>>
File: bananachnid.png (34 KB, 640x480)
34 KB
34 KB PNG
Rolled 23 (1d100)

>>2165312
They manage to heal the one stunned chink and prepare another attack on the minion boss. Unfortunately the arrows bounce off the toughened skin, and not much damage is dealt this turn. Bananachnid hisses and skitters in position...
>>
Rolled 2 (1d5)

>>2165328
The minion boss leaps in the air and pins down another chink, digging his potassium rich fangs into his eyes. Another chink dead. Now he rears his head and prepares his acid attack...
>>
Rolled 78 (1d100)

>>2165318
WE WILL ENNIHILATE THEM

> Mental Attack (Telekinesis w/ rocks)

THESE BRAINLETS WILL FEAR US
>>
>>2165330
Another two chinks are stunned! Its now the chinks turn to attack the monster.

> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
File: minionboss3.png (17 KB, 640x480)
17 KB
17 KB PNG
>>2165331
The last minions fall with spears jutting out of their corpses. The possessed minions are released and pass out, completely brain dead. The minion boss is furious, and decides to take matters into his own hands.

A long shadow is casted on the Bush Boy camp. The figure glows an eerie green and wobbles in the wind. Some of the elders in the camp whimper out in recognition of the beast "k-k-kaiju". The beast glows, evident of its radioactive origins. A spore drops from its head, and where it lands a shroomba spawns. The product of a nuclear meltdown in southern Japan and an unusually large mushroom has resulted in this enormous mushroom man. The Mother of all Shroombas. Hufungus.

Hufungus will spawn one shroomba minion to assist in attacking every turn! She cannot be hijacked, but can be stunned.

Bush Boys have initiative.

> (Stun) Brain Freeze; 2 turns
> (Heal) Smoking Lung
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
Rolled 3 (1d100)

>>2165366
Problematic but not unsolvable.

> (Stun) Brain Freeze; 2 turns

We do not yet have a reason to activate REEEEE mode.
>>
>>2165375
NOW WE DO
>>
Rolled 2 (1d100)

>>2165336
Impale !
>>
Can I just stop and say this is the best civ quest ever
>>
File: minionboss3.png (19 KB, 640x480)
19 KB
19 KB PNG
>>2165465
thanks anon!

>>2165375
Generally don't need to roll for spells that apply status effects. You successfully stun Hufungus and her shroomba child! They will not fight for two attack turns! Now's your chance to deal a good bit of damage!

> (Stun) Brain Freeze; 2 turns
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
>>2165479
OH YES BABY

> Mental Attack (Telekinesis w/ rocks)

Can we also throw the shroomba at her?
>>
>>2165513
Sure why not. Also roll for your attack
>>
Rolled 35 (1d100)

>>2165525
Oh right.

Also sorry for wrong trip,doing multiple quests at once is a bitch.
>>
Rolled 52 (1d100)

>>2165434
Reroll
>>
File: minionboss3.png (19 KB, 640x480)
19 KB
19 KB PNG
>>2165513
The Brain Wizards throw rocks and the stunned shroomba at the Hufungus, the latter of which deals a nice bit of damage to the minion boss and splatters the minion to death.

The Hufungus stays stunned for one more turn now!

> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ rocks)
> Animal Attack (order animals to attack)
>>
File: bananachnid.png (34 KB, 640x480)
34 KB
34 KB PNG
Rolled 66 (1d100)

>>2165434
The Rock Wizards cast impale, penetrating the undersides of the giant fruit spider. The Bananachnid is weakened, but resilient enough to dish out another attack...
>>
Rolled 8 (1d10)

>>2165896
The minion boss skitters around, striking at numerous victims until two armored chinks fall, dead! The bananachnid REEEs in victory and spits out his acid once again...
>>
>>2165900
A whopping 8 Chinks are stunned by the citric acid! Its now the Chinks turn once more to attack.

> (Heal) Heartshroom, does not end turn (x30)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
Rolled 21 (1d100)

>>2165916
Heal with heartshrooms and then then use impale magic
>>
>>2165930
>>
Rolled 45 (1d100)

>>2165930
>>
File: bananachnid.png (34 KB, 640x480)
34 KB
34 KB PNG
Rolled 4 (1d100)

>>2165947
All stunned Chinks are quickly healed up, and impaling is used again. The rocks jut up, dealing seven HP damage to the Bananachnid. The minion boss is growing weaker. Still alive, he prepares his next attack...
>>
Rolled 1 (1d10)

>>2165979
The rock armor manages to absorb the brunt of the fruit spider's attacks. No chinks had died this turn by the Bananachnid's attacks. The spider REEEs and spits out another mess of citric acid...
>>
>>2165991
One chink got stunned! The Chinks return and prepare to deliver their final blows to the creature...

> (Heal) Heartshroom, does not end turn (x19)
> Physical Attack (Bow + Arrow)
> Physical Attack (Hammers, Knives, and Axes)
> Magical Attack (Impale)
> Animal Attack (Molerats)
>>
Rolled 12 (1d100)

>>2166002
Physical Attack (Hammers, Knives, and Axe
>>
Rolled 86 (1d100)

>>2166011
>>
>>2166486
Thanks hopefully we can finally kill it now
>>
File: seed.png (14 KB, 640x480)
14 KB
14 KB PNG
>>2166486
The Cave Chink general rallies the troops, shouting an inspirational speech that ties their union as a tribe with their deep sense of devotion towards their god of the night, and run towards the terrible minion boss.

Each soldier hacked heavily at a limb, reducing the once acrobatic arachnid into a fruity stump. Then, stab after stab seeped into the hard watermelon torso, spilling seed and red juice all over the rocky floor. Finally, an axe fell into the center of the apple head, splitting it perfectly in two. The headsman picked up the massive apple slice and took a huge bite. Delicious.

Congratulations! The Cave Chinks have ruled victorious over the Bananachnid! They took six deaths and no injuries; they now stand at 58 total population.

The headsman digs into the watermelon torso and pulls out a weird looking organ. Its a HeartFruit Seed! Planting this seed will sprout a tree that can sprout up to 10 HeartFruit a day! They do unfortunately get rotten fast, so overall it establishes a permanent guaranteed supply of 10 HeartFruit. The HeartFruit tree cannot sprout new HeartFruit during a battle action, so you can't use up all your HeartFruits in battle and decide to harvest new ones. This tree cannot produce seeded HeartFruits, so you cannot grow a HeartFruit forest.
>>
>>2167323
A loud scream from the distance is audible. It seems the defeat of a minion boss has greatly damaged the Monstra somehow!
>>
Rolled 54 (1d100)

>>2165890
> (Buff) Shrub Smoke, does not end turn (x5)

> Physical Attack (Spears, Axes, Knives)

I'm late!
>>
>>2167325
Action:create a graveyard for our fallen comrades
Trait:still working on catapult
>>
>>2167595
Let's keep a counter for how many have fallen
>>
>>2167657
In this current attack it was 6
>>
Rolled 26 (1d100)

>>2165890
> (Buff) Shrub Smoke, does not end turn (x5)
> Physical Attack (Spears, Axes, Knives)
Imma ree mate
>>
File: minionboss3.png (17 KB, 640x480)
17 KB
17 KB PNG
Rolled 44 (1d100)

>>2167504
The Bush Boys use up their buffs and attack, dealing a bit of damage against the walking shroom. The minion boss snaps out of it and prepares a counter attack...
>>
>>2167759
The minion tramples over four dank boys. Oh the humanity!

Another spore falls, spawning a shroomba at Hufungus's side! The Bush Boys gather to attack again.

> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ shroomba, knives)
> Animal Attack (order animals to attack)
>>
Rolled 50 (1d100)

>>2165292
rolling for fruit
>>
File: MINIONBOSS1.png (44 KB, 640x480)
44 KB
44 KB PNG
>>2167767
The Plant Mages successfully manage to trap Sah'nek in his bindings! Though he isn't too strong, he can weaken the bonds by vibrating very fast back and forth, leaving him trapped for two attack turns! The remaining animals attack, dealing a nice bit of damage on the ancient hedgehog.

The Fruit Friends have another two attack turns until Sah'nek breaks free.
>>
Rolled 90 (1d100)

>>2167771
With the creature bound, we send in ten bearbros to defend us from this menace
>>
>>2167780
I'm down to send over some cave chicks if you want
>>
Rolled 17 (1d100)

>>2167759
Man,i'm so fucking dead after this.
No rerollls,no medicine,no nothing.
I really picked the shittiest faction.

> Mental Attack (Telekinesis w/ shroomba, knives)
>>
>>2167800
Don't worry cave chinks to the rescue
If OP allows us to get to you which is most likely
>>
>>2167819
Don't have much to offer you but sure,i'll appreciate it.
>>
Rolled 79 (1d100)

>>2167800
The Bush Boys manage to do a sliver of damage. The shroomba dies when i comes into contact with the Hufungus.

>>2167819
I would allow it if you had more caveshrooms to go fast, but you used it all up unfortunately. Maybe if you get a really high d100 roll the Cave God can teleport you.
>>
File: minionboss3.png (17 KB, 640x480)
17 KB
17 KB PNG
>>2167830
The Minion Boss excretes tons of spores, infecting eight Bush Boys! The minion boss then spawns another shroomba and the Bush Boys get ready to attack again...

> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ shroomba, knives)
> Animal Attack (order animals to attack)
>>
Rolled 12 (1d100)

>>2167836
> Animal Attack (order animals to attack)

I'm playing this game with myself where I guess how many of my guys are going to die next turn.

I'm thinking 10 this time.
>>
Rolled 22 (1d100)

>>2167829
You don't have to just the heart of the miniboss because that's our item
>>2167830
Pray to cave god allow us to help our friends
>>
>>2167844
Oh no
>>2167840
Your on your own for now until next battle turn so I can try rolling again but knowing my luck I am going to get a shit roll
>>
>>2167848
I think it's gonna be too late for us pal.

10 healthy bush boys left.

It's our last stand.

We're gonna take her down with us.

Probably.

Not really.
>>
>>2167851
I will avenge you comrade
>>
>>2167852
Correction:we have 20 left.

It doesn't make much of a difference on our situation but it'll give us an extra turn or two to do some damage.
>>
File: minionboss3.png (18 KB, 640x480)
18 KB
18 KB PNG
Rolled 82 (1d100)

>>2167852
The Bush Boys order their hawks to attack. Though ferocious, the hawks mostly miss their mark this round, dealing a little bit of damage to the boss. They prepare their asses for the backlash...
>>
>>2167859
Another eight are poisoned. Only 12 remain. The Shaman thinks he can see a vision in the burning corpse of a shroomba...

> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ shroomba, knives)
> Animal Attack (order animals to attack)
> Miracle (???)
>>
Rolled 27 (1d100)

>>2167859
Praying to the cave gods and dice gods and basically every other god I know of to allow us cave chinks to teleport to help the bush people
>>
>>2167863
The gods are angry
Probably because I spoiled the last Jedi to my friends
>>
>>2167862
> Miracle (???)

I know you're only trying to save me because i'm whining so much but I can only see the negative consequenses of this.

The Bush Boys are quite fucked.
>>
Rolled 60 (1d100)

>>2167863
>>
Rolled 20 (1d100)

>>2167866
1 Incoming.
>>
>>2167866
Just do it it could save you and when we win we will have enough time to prepare heavily for the next attack
>>2167867
I don't know if that's high enough
>>
>>2167868
>>2167867
That makes a total roll of 80, we can take the front line u guys shoot from behind
>>
>>2167869
If it's not we can build a castle and essentially let em farm up in our court yard till there ready to go off. No deals needed just good ol karma
>>
File: minionboss3.png (17 KB, 640x480)
17 KB
17 KB PNG
Rolled 2 (1d100)

>>2167868
The Shaman gets on his knees and prays for the guidance of the ancestors in this time of crisis. Suddenly, the clouds part and the smoky visages of some dank boys float down, mounted on cloudy horses. They charge at the minion boss, dealing a nice 20 damage before they lift up to return to their homes in the stars! The minion boss is greatly weakened, and raises himself to retaliate...
>>
>>2167876
You guys are too nice.

All my jewery has made me expect you to make us your slaves or something as a reward.
>>
>>2167879
The boss is too weak! No bush boys were harmed this round! Nows the chance for the Shaman to lead the Bush Boys to victory!

> Physical Attack (Spears, Axes, Knives)
> Mental Attack (Telekinesis w/ shroomba, knives)
> Animal Attack (order animals to attack)
>>
>>2167880
Nvm the fucking Valkyries came down and fucked the boss up real good your pretty much find
>>
>>2167880
Well we share military skills but all other skills you have are so different that it complements us not hurt us
>>
File: What about it.jpg (7 KB, 300x168)
7 KB
7 KB JPG
Rolled 79 (1d100)

>>2167881
WE WILL HAVE VENGEANCE

WE WILL ANNIHILATE HER AND HER OFFSPRING

WE ARE EDGY AND MAD

> Mental Attack (Telekinesis w/ shroomba, knives)

THE DICE GODS MAY HATE US

BUT THEY AREN'T SHIT

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
>>2167886
https://m.youtube.com/watch?v=a7mbwo4rSFU
>>
>>2167888
Also can we have the seed it drops because it only works for us? We will get you the sonic seed later or if the fruit boys get it first since we have there heart fruit seed also as a added bonus if you do give it to us we will give you the technology of the bow and arrow
>>
>>2167889
YOU CAN HAVE IT ALL,YOU MONOTHEISTIC HEATHEN

WE HAVE NO USE OF IT

WE HAVE EXPELLED THE JEWS

THE ANCESTORS DEMAND CHARITY
>>
>>2167892
Calm down
>>
Have we archived this thread yet ?
>>
>>2167894
NO

WE ARE ANGRY

WE HAVE SMOKED SO MUCH BUSH THAT THE EFFECT INVERTED

YOU CAN'T STOP US
>>
>>2167894
Nothing like the jaws of death to stir up emotions
>>
>>2167900
Well since your boss is dead you can repopulate now but sonic is still alive and we can't do any rebuilding with him alive so yeah we're going to have to go kill him and last I remember he is trapped in some vines for two turns so that's a positive
>>
>>2167904
WE WILL HELP IF WE HAVE TO

WHAT DO YOU NEED?
>>
>>2167903
Lots of emotions
>>2167906
We need to kill sonic in the fruit boy lands so you can get your seed and repopulate faster
>>
>>2167911
NOT WHAT I WAS REFFERING TO

WHAT CAN WE DO FOR YOU?

WE WILL REPAY FOR OUR PREVIOUS JEWERY
>>
>>2167916
Just the seed from the boss
Waiting for battle update now
>>
>>2167922
VERY WELL

YOU CAN HAVE IT
>>
>>2167925
Yeah
>>
>>2167928
YES
>>
File: shroomspore.png (12 KB, 640x480)
12 KB
12 KB PNG
>>2167886
The Bush Boy Shaman rallies the last men standing for a final attack. They raise all their knives, and using the most of their mental capacity fling them into the body of the Kaiju-shroom. The Mother of the Shroombas, greatly damaged by the intense pain and anguish the flying knives give her, stumbles a bit until she finally falls in an extremely painful death.

Congratulations! The Bush Boys have ruled victorious over the Hufungus! They took four deaths and twelve injuries (poisoning); they now stand at 37 total population.

The headsman digs into the fungal torso and pulls out a weird looking organ. Its a HeartShroom Spore! Planting this seed will sprout ten HeatShrooms a day! They do unfortunately get rotten fast, so overall it establishes a permanent guaranteed supply of 10 HeatShrooms. The HeatShrooms spore cannot sprout new HeatShrooms during a battle action, so you can't use up all your HeatShrooms in battle and decide to harvest new ones. This tree cannot produce seeded HeatShrooms, so you cannot grow a HeatShroom forest.
>>
>>2167944
Roll to get over to the fruit boys and help them take out there mini boss
>>
Rolled 21 (1d100)

>>2167948
Forgot to roll
>>
>>2167948
We've got it handled, dude. We haven't even had any deaths
>>
>>2167944
WOOOOH

WE GOT HER

I AM SATISFIED

NO LESS OVERACTIVE THOUGH

THE CHINKS WILL HAVE THEIR TREE ONCE WE GET THE CHANCE TO GIVE IT
>>
File: MINIONBOSS1.png (44 KB, 640x480)
44 KB
44 KB PNG
>>2167780
The bears are put on Sah'nek while he's bounded. He takes a decent beating this round! The creature is bounded for one more turn!
>>
>>2167954
Wait really? Your doing better than I thought you were
>>
>>2167960
WE REALLY WERE SHAFTED IN THIS BATTLE

THAT IS NO PROBLEM THOUGH

WE CAN REBUILD

WE WILL BECOME STRONGER
>>
Rolled 30 (1d100)

>>2167958
The bears fall back for now, and the elifants are sent in, 10 of them working together to trample the beast
>>
Rolled 32 (1d100)

>>2168016
>>
Rolled 20 (1d100)

>>2168016
>>2167958
>>
File: MINIONBOSS1.png (44 KB, 640x480)
44 KB
44 KB PNG
Rolled 94, 9 = 103 (2d100)

>>2168017
The elephants charge to trample the monster, but not fast enough to deal any serious damage.

Sah'nek breaks free this turn! Now its his turn to strike!
>>
>>2168032
Sah'nek moves fast and manages to strike down four of the elifants!

> Restrain (Tree Sculpt)
> Animal Attack (Bears, Elifants, Birds)
>>
>>2168037
Not really my place to ask but do you need any help to make this quicker?
>>
>>2168049
You sure you want to help? Your really weak right now so it would kinda be my job to ask but they seem to be doing pretty good they still have quite a few animals left
>>
>>2168058
Fuck it man,go all out or don't go out at all.

You can't try to save everyone.
>>
Rolled 94 (1d100)

>>2168037
The vines could only hold him so long, but maybe sculpting the trees themselves could restrain him better. Have two Plant mages attempt it, while eight bearbros rejoin the fight
>>
>>2168067
Actually continue waiting >>2168072
The dice gods aren't being cunts to him so yeah continue waiting until things go soulth
>>
File: MINIONBOSS1.png (44 KB, 640x480)
44 KB
44 KB PNG
>>2168072
The plant mages quickly erect restraints on Sah'nek, holding him tightly in place! The bears then ravage the vaping monster, reducing his health by a large amount! Sah'nek is restrained for one more round!
>>
>>2168102
Bears keep up the assault!
>>
Rolled 28 (1d100)

>>2168107
rolling for fruit
>>
Rolled 41 (1d100)

>>2168107
Rolling as per OP directive
>>
Rolled 62, 56 = 118 (2d100)

>>2168131
The bears keep up the assault, reducing Sah'nek's health by another six HP! Sah'nek breaks free and runs around...
>>
File: MINIONBOSS1.png (44 KB, 640x480)
44 KB
44 KB PNG
>>2168156
Sah'nek runs fast and strikes down four bears, leaving them bleeding out to death!

Sah'nek's looking pretty weak now! Now's the time to finish this!
>>
Rolled 34 (1d100)

>>2168161
Our bearbros no doubt wish to avenge their comrades. All eight of them continue the attack, supported by two elifants
>>
Rolled 23 (1d100)

>>2168168
>>
Rolled 32 (1d100)

>>2168161
Forgot to roll that last time, damn
>>
File: egg.png (15 KB, 640x480)
15 KB
15 KB PNG
>>2168168
The Bear Bros roar in anger and frustration at the deaths of their brethren. They are joined by the elifants, who take a final charge at the ancient creature.

The stampede is too much for even the fast hedgehog. Sah'nek falls over as the animals run him over, getting trampled by every pillar sized foot that stamps on his mangy blue back. He looks up through bloodshot eyes and a broken smile, only to be met with vicious claw attacks across his neck and face. The bears viciously rip his flesh with their teeth, leaving him to bleed out and be eaten alive by the animals he had so injured.

Congratulations! The Fruity Friends have ruled victorious over Sah'nek, Hog of the Hedges! They took four elifant and four bear bro deaths.

The headsman digs into the fungal torso and pulls out a weird looking organ. Its a Smokupine Egg! Hatching this egg gives a Smokupine Hen, who can lay Smoking Eggs that act in the same way as Smoking Lungs! They do unfortunately get rotten fast, so overall it establishes a permanent guaranteed supply of 10 Smoking Eggs. The Smokupine Hen cannot spawn new Smoking Eggs during a battle action, so you can't use up all your Smoking Eggs in battle and decide to harvest new ones. The eggs do not hatch new Smokupines, so you can't have a Smokupine Henhouse.
>>
>>2168248
It's finally over
Do we get to trade now?
>>