TreeQuest: Magitech (Riot Quest)

Turn 7
Focus: (2+1)x2=6 automatic-successes into Grow Clever Tree.

Actions:
11 dice - 6+6 successes - into: [X] Grow Clever Tree
10 dice - 6 successes - into: [X] Shore up Creek Banks
6 dice - 3 successes - into: [X] Basics of Magic
6 dice - 3 successes - into: [X] Research Lens Trees
4 dice - 3 successes - into: [X] Reach Out to Minds (Psychic)
4 dice - 2 successes - into: [X] Store Resources Against Future Need
3 dice - 2+2 successes - into: [X] Raise the Shield
2 dice - 2 successes - into: [X] Grow Wise Tree
2 dice - 1 success - into: [X] Grow the Forest
2 dice - 0 successes - into: [X] Research Thorns

(Dice were a bit above average, and very evenly split.)

Specials (Phigment, "Get some of the squirrels to try out the magic sword, and see if it responds to animals better than to fruit") Hmm… Dice… Hmm…
Squirrel: Train himself!

This turn - partially due to the drought - an awful lot of things close. The Forest's greatest current priority has been growing the first Clever Tree, which is now more than two-thirds done. Same with the project to shore up the banks of the Creek - which received a stress-test towards the end of the turn, as glorious much-needed rain finally fell. You're almost certain you can feel Minds out at the edge of your search, to the northeast. And growing a Wise Tree is now halfway done.

More cheerfully, the Squirrel Scouts reported back in! (Map updated!) You think the Minds are probably at the end of the side-path - and the Squirrels have reported seeing a few Elves and a Human or two trekking along that side-path…

Basics of Magic is taking just as long as you thought it would, yet slow but steady progress is being made. Researching Lens Trees is much the same. Growing the Forest has made another bit of progress.

Midway through the turn, in the absolute worst of the Drought, the Forest was searching for any sign of rain. A thundercloud passed, but its rain fell - due to the wind - on the other side of the creek. The Forest was ready to groan and ignore it, when a lightning bolt struck a Tree at the ridge, barely within the Forest's borders! The Shields flared, but could not stop the lightning. However, they proved even more valuable than you'd expected for snuffing out the resulting fires, which would have been horrific in any prior year. And your carefully-stored resources repaired the lightning-struck tree (though it had to regrow largely from the roots) and your stockpile still grew slightly this turn. (17 damage blocked by Shields. 18 cumulative damage blocked by Shields - you believe you'll unlock further Shield improvements at 25 cumulative damage blocked. 1 damage taken, dealt to Stored Resources. 2 gained Resources; 1 lost Resource; net 1 Resource gained.)

Arthur Scrat has spent the turn training himself up to full fitness. Practicing his branch-to-branch jumps, playing tag with his distant relatives, training his ability to spot nuts (or foxes!) at extreme range, making sure he could chew anything (up to and including thorns and small rocks), safe falling, running speed and endurance, and other such things.

An attempt to power up the Magic(?) Sword quickly devolved into a test of how many Squirrels it takes to lift it. Answer: two, but only just barely, only the strongest squirrels, and only if one grabs onto each end. How many to get the tip off the ground while holding only the hilt? All of them, working together, and even then it's an incredibly tenuous thing.

Continued effort - made part of Arthur Scrat's training regime - saw no seeming progress, until the day after the lightning hit. Then - coincidence or not - one attempt saw a squirrel leap away chattering with cold - because it had brushed up against the flat of the blade, and felt an incredible chill emanating from the sword.

The watching Trees felt nothing beyond the usual from the Sword. Indeed, all of you are inclined to suspect that the squirrels had actually activated the blade successfully some time before, but nobody was able to tell the difference until a squirrel brushed up against the blade and felt the chill.

Your Trees then proceeded to try a handful of further tests against the blade, but had only two significant results. First, you froze solid the few new Thorn prototypes the squirrels hadn't chewed on. And second, you found that you can potentially launch the freezing sword at an intruder, if you have a bit of setup time and really want to.

How odd, you think. The sword seems obviously magical. And you can feel something from it. But on and off don't seem to feel any different - which is definitely not the case with your magic or the Trees generating it… And, come to think of it, the seeming-magic brought or performed by previous travelers along the ridge-train fit into these two categories: 'feels different when activated,' and 'doesn't feel different when activated.' Essentially all newly-cast magic was immediately detectable, you think. But items that were imbued with Intent seem about 50/50 - you don't see a strong correlation to figure out what can be sensed and what can't (possibly newer items can be sensed? Possibly items with shoddier construction can be sensed? But neither is a strong correlation). (+1 each to Basics of Magic and Grow Clever Tree.)



Actions:

Communication:
[ ][Action] Reach Out to Minds (Psychic)
-Successes sort-of stack. You're not sure how difficult this will be. Better results if more successful. Possibility of finding "there's nothing within X miles" - but even something like that will be good to know.
-9 success banked.

[ ][Action] Connect to Local Wildlife (Psychic)
-Wolves - scouts? Bears - heavy combat? Deer - trimming invasive plants? You know you've seen all these; you have only vague ideas on what to do with them.
-Feel free to write in a specific request. The Forest is reaching that point where it can target specific classes of animals.
-4.5 successes banked.

Research:
[ ][Action] Research Lens Trees
-8 of 30 successes; Lens Trees will give a permanent Growth Bonus

[ ][Action] Research Thorns
-2 of 10 successes; unlocks a Defense action to build up a stockpile of Thorns that will damage any invaders

[ ][Action] Basics of Magic
-6 of 50 successes; begin the systematic study of this, this Magic/Intent/whatever, that you're starting to use. A larger project, but expected to grant immediate benefits and unlock further possibilities.

Survival:
[ ][Action] Store Resources Against Future Need
-19 stored; this will function as a spare HP pool against anything that gets through your Defense, and may be useful for other things

[ ][Action] Shore up Creek Banks
-Several promising locations, down by the creek-bank, have dangerously unstable soil. Shore this up to allow more Trees to be safely grown.
-13 of 20 successes.
-Grants a +25% bonus AND halves any Drought penalties, when Growing any Special Trees, until we have 12 Special Trees total (9 Special Trees with ~10-20 cost, or about 135 progress, to go… so again moderately more efficient than 1-to-1 progress in direct Growth).

Defense:
[ ][Action] Raise the Shield
-Use magic to defend the Forest. Effectiveness is generally fairly high, but depends on the exact nature of the threat. (Not effective against a plague of locusts or similar - that's a Survival roll.) Like most defenses, this does little to nothing if you are not attacked.
-Gains 2 automatic successes from Shield Trees, if at least 1 Player-Tree votes for this action.

Growth:
Note: As the last turn of summer, the following turn will have the effects of Strong Sunlight (Growth +50%). No Drought is expected for the following turn.

[ ][Action] Grow the Forest
-This has a +25% bonus from Analyze Creek and Tree Placement until we reach Magnitude 3.
-8.65 of 50 successes to Magnitude 3

[ ][Action] Grow <Treename>
-Replace <Treename> with the name of a Special Tree from the Front Page. Variable cost. You can have up to 10 Special Trees per Magnitude of the Forest.
-11.8 of 15 successes banked on Clever Tree.
-5 of 10 successes banked on Wise Tree.

Offense:
[ ][Action] Release Annoying Pollen
-Not a terribly powerful attack, but it could annoy invaders, at least. Like most attacks, this does little to nothing if you have no nearby enemies.

Focus

Choose any two actions from the above for the Forest to focus on. These are voted upon by the entire group, and are in addition to the individual actions taken by each member.

[ ][Focus] Action Name
[ ][Focus] Action Name x2

These Actions will receive a number of automatic successes equal to the Magnitude of the Forest (currently 2) and any bonuses from other sources.

Squirrel Actions

Choose what to ask Arthur Scrat to do.
[][Squirrel] Explore your Forest
[][Squirrel] Lead the squirrel watch over your Forest
[][Squirrel] Lead a search-party in (write-in Direction)
[][Squirrel] Lead a search-party along the (east OR north OR south) path
[][Squirrel] Focus Tree efforts on (write-in Wildlife Type)
[][Squirrel] Write-in

Your Votes should look like the following:

[ ][Action] Action
[ ][Focus] Action
[ ][Focus] Action x2
[ ][Squirrel] Squirrel action

Newcomers should add one of the following:

[ ][Tree] Heart Tree
[ ][Tree] Mind Tree
[ ][Tree] Root Tree

This vote will always be open.
 
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[X] [Action] Research Lens Trees
[X] [Focus] Grow Collector Tree
[X] [Focus] Grow Collector Tree x2

Need another few collector trees so that we can really grow the other specials fast
 
[x][Action] Grow Clever Tree
[X][Focus] Grow Clever Tree
[X][Focus] Shore up Creek Banks
[X][Squirrel] Train himself
Lets see what happens
I'll assume you're playing a Root Tree for Growth, unless you say otherwise.

Our only Offense action right now is releasing pollen so we really need to finish Research Thorns as soon as we can. Also, it looks like even after we finish researching thorns, we then need to stockpile them as a Defense action before we can presumably attack with them as an Offense action. I still have 5 more votes before my tree gets an upgrade, but right now, it looks like I'd be better off going for Growth Tree and then growing as many Shield Trees as I can.

The way this actually works: Thorns don't count as Offensive. Rather, they're a Defense that passively expends its stored-successes to deal damage to any intruders that are actually in the Forest. You could probably go out of your way to not use them, but that's about all. You can stockpile up to 10 per Magnitude of the Forest. A given Thorns success generally either deals damage or does nothing and stays stockpiled; you may eventually see anti-Thorns enemies that bypass this if Thorns are a big thing (any critical advantage will eventually have someone try to work out how to bypass it).

However, the moment you research Thorns, you can immediately start researching how to throw them. That is Throwing Spikes (or maybe Shooting Spikes? I know everything about this tech except the name) which costs 10 to research. Spikes don't stockpile, and you have to roll to-hit (generally 50/50 chance but likely to have modifiers - including Squirrel Targeting accuracy bonus), but they are an Offense roll and can harm enemies inside the Forest or up to maybe 30-40 yards out of it.

The two generally have equal dice-to-damage ratios. Thorns can stockpile and roll-to-generate instead of roll-to-hit which is an advantage. Spikes can attack outside the Forest proper (including flying enemies) which is an advantage. There are some other minor differences.

If you have a strong argument that Thorns should count as Offense... I'd be willing to listen. You haven't unlocked - much less used - the tech yet, after all.
 
[X][Action] Grow Clever Tree
[X][Action] Shore up Creek Banks

[X][Action] Research Thorns
[X][Focus] Grow Clever Tree
[X][Focus] Shore up Creek Banks
[X][Squirrel] Explore your Forest

It looks like we're in a good spot to complete at least 1 Clever Tree next turn. Since we can grow 2 Clever Trees, I'll put one Focus vote on that The other is on Shore up Creek Banks because that helps us grow more Special trees with it being more efficient the earlier we complete the action.

Edit: Growing a Clever Tree is getting enough Action votes that it's almost guaranteed to succeed this turn so I'm switching to Shore up Creek Banks since it's best if we finish that as soon as possible.

Edit 2: I'm switching actions with a Heart Tree to boost the chances for Shore up Creek Banks.
 
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[X][Action] Shore up Creek Banks
[X][Focus] Grow Clever Tree
[X][Focus] Shore up Creek Banks
[X][Squirrel] Explore your Forest

Drought sucks, can we finish this this turn? I'll put the focus later once more arguments made.
 
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Just to clarify, the Drought is over as-of the end of the current turn. Since your next turn will be the last turn of summer, you're not expecting any sort of drought at all until winter (winter drought seems paradoxical, but most Trees avoid such things by not growing in winter). I'm strongly considering also allowing you to reduce the winter growth mallus by spending stored Resources...

Also note, there will be Special Trees designed to help keep the winter from affecting your Growth, Special Trees designed to turn magic into Light, and even Special Trees to control the weather. But not yet, obviously, and I'm expecting you to develop winter resistance between your first and second winters.

Actually, I might put in a bit of a time-skip to winter, and condense 4 turns into 1 or 2. That would depend, naturally, on encounter rolls and such... And I would multiply the results of your actions accordingly - it's just that I want to skip the boring turns, if indeed winter looks like it's going to be boring.
 
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Will there be any sort of adjustment for how we'll have less time to prepare for winter? I guess I'm not sure what the point is for skipping 2-3 turns of actions.
Edited for clarity. Basically, if I condensed it down to 1 turn, all dice in that turn would be multiplied by 4 before rolling. Easy way to make sure interesting stuff actually happens.
 
[X] [Action] Grow Clever Tree
[X] [Focus] Grow The Forest
[X] [Focus] Grow Clever Tree

I think growing the forest is preferable until we finish shoring up the creek banks. I don't want to waste the effort people have spent on that.

Edit Compromising because mount.Elements made a good point
 
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[X][Action] Raise the Shield
[X][Focus] Grow Clever Tree
[X][Focus] Shore up Creek Banks
 
I think growing the forest is preferable until we finish shoring up the creek banks. I don't want to waste the effort people have spent on that.
We should get 1 Clever Tree now to help with research though. We just need 3.2 more successes to reduce research costs by 10%, and we need to research Lens Trees, Thorns, and Magic.
Edited for clarity. Basically, if I condensed it down to 1 turn, all dice in that turn would be multiplied by 4 before rolling. Easy way to make sure interesting stuff actually happens.
I'd suggest condensing it to 2 turns instead, just so that we can adjust our actions more easily. If someone votes to Research Thorns, they're willing to put 1-2 dice into it, but they might not be so willing to put 4-8 dice into it. If multiple people vote to grow a Clever Tree, they might end up drastically overshooting the required number of successes so that the extra successes have to be stored. If we have 2 turns to cover Fall instead, then voters can switch away from actions that are completed or near completion after the first turn.
 
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Actually, I might put in a bit of a time-skip to winter, and condense 4 turns into 1 or 2. That would depend, naturally, on encounter rolls and such... And I would multiply the results of your actions accordingly - it's just that I want to skip the boring turns, if indeed winter looks like it's going to be boring.

Only if they subsequently also count for Player Tree Evolution accordingly.

[X][Action] Store Resources Against Future Need
 
So, squirrel-aided investigation of the sword has paid off. My genius continues to bear fruit.

Also, it appears this is not the sort of magic item that automatically changes size to fit the user. The low mass and limited strength of a squirrel is a hindrance.

[X] [Action] Teach the squirrels to use simple machines like levers and pulleys to gain mechanical advantage.
[X] [Focus] Grow Clever Tree
[X] [Focus] Shore up Creek Banks
[X] [Squirrel] Train in use of projectiles/ranged combat.
 
The magic stuff is fascinating.
Theory: There are different types of magic. Either a case of different composition (think bronze vs iron) or different technique (think iron vs steel).

Perhaps some new friends could shed light on this?
[X][Action] Reach Out to Minds (Psychic)
 
I know it's early in the voting cycle, but Shore up Creek Banks isn't getting many votes so far so I wanted to draw people's attention to it. The action is currently at 13/20 successes, and we only need 7 more successes to grant a 25% bonus to growing ANY Special Trees until we have 12 Special Trees total. We're currently at 3 Special Trees, and this is one of the actions that's more helpful the earlier we complete it.

If Shore up Creek Banks wins one of the Focus votes, it'll get 2 automatic successes. There's also currently 1 Heart Tree voting for the action, which will give us an additional success on average. That means we need either 4 more Heart Trees or 8 more non-Heart Trees voting to have an average chance of finishing the task in the next update.
 
If Shore up Creek Banks wins one of the Focus votes, it'll get 2 automatic successes. There's also currently 1 Heart Tree voting for the action, which will give us an additional success on average. That means we need either 4 more Heart Trees or 8 more non-Heart Trees voting to have an average chance of finishing the task in the next update.
Growth gets 3 successes though, really shore up should be done with actions.
 
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