In the bosom of the Earth - An underdark civilization quest

[X] Plan Magic Farms
-[X] Seeds
-[X] Wizards

-[X] Friends

Was a tough call between friends and tales but I would like some arcane from the start. Hopefully we can add others over time.
 
[X] Plan For Science
-[X] Seeds
-[X] Tales
-[X] Wizards


Agriculture is good because it helps with the creation of a stable food supply, and then I really want to double down on tech. Supplant brute force with magical and technological superiority.
 
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If we are allowed to pick the kind of friends we get i would go for Dwarves.

You'll get a snap poll if any option require choices.

[X] Seeds
[X] Tales
[X] Wizards


Agriculture is good because it helps with the creation of a stable food supply, and then I really want to double down on tech. Supplant brute force with magical and technological superiority.
[x]Friends
[x]Seeds
[x]Wizard

Food and Magic comrades! :3

Please vote by plan, it'll really make counting easier. Sorry for the bother.
 
[X] Plan For Science

I like Seeds, Tales, and Wizards as they have a common theme - a long cultural memory. Wizards keep the dragon's creation alive, Tales keeps the truth of our history, and Seeds involves a cyclical route of navigation through the Underdark, seeding and reaping as we go.

Seeds and Wizards also synergize with our chosen settlement site - the Cathedral - as it has magical crystals for wizards to exploit, and water for irrigating farms.
 
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Oh damn, so many votes! I love you people!

[X} Plan For Science

I like Seeds, Tales, and Wizards as they have a common theme - a long cultural memory. Wizards keep the dragon's creation alive, Tales keeps the truth of our history, and Seeds involves a cyclical route of navigation through the Underdark, seeding and reaping as we go.

Seeds and Wizards also synergize with our chosen settlement site - the Cathedral - as it has magical crystals for wizards to exploit, and water for irrigating farms.

You have a broken bracket.
 
[] Rogues
Skulking around and charming people into your camp or out of their valuables seem to come naturally to your people. Rogues are more of a precision tool than other elite units, but they're quite a versatile one, from scouting and sabotage to charm offensives. You have a single free unit of rogues and other assorted skilled individuals available for missions. Two of your regular teams are also fascinated with the School of Influence.
Sneaking and diplomacy? That's pretty good. This seems a little niche on first blush, but I bet it'll seem a lot more useful once we start running into issues.

Strange new area? Signs of potentially hostile creatures? Signs of potentially friendly creatures? Suspicious tunnel full of traps? Important doodads we need to retrieve? Locals we need to negotiate safe passage? Oppressed people we want to help? These could open useful options in all sorts of cases.

Plus, y'know, sometimes the least bad option is to have a knife suddenly appear between somebody's ribs...
 
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[X] Plan Needles in Haystack
-[X] Rogues
-[X] Seeds
-[X] Wizards


I feel like this plays to traditional kobold strengths: sneaking around, magic affinity, and there being a lot of 'em. :V
 
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