Observe the Goblins closely, try to find out who might be possibly suited for what. Order them in a caste system, Warriors, Breeders and Workers. Castrate the Workers and Warriors, they are not supposed to breed. Turn the sick and weak ones into proviant for the warriors, they need proteins. Overfeed the breeders they need to be started producing GOblins at a rate of at least One Million Goblins a year. Be suprised when i inevitably learn that this is impossible. Lower the expectation to a only slightly ridiciulous number about roughly double of what they can normally reproduce...[/i]
The first thing you find out upon your investigation of the goblins is that apparently
goblins don't breed. You find this utterly baffling, given that goblins have the right 'equipment', but it seems that they have never even heard of goblins giving birth. According to those you question, you need something called a "spawning pit", but they don't actually know how to get or make one.
[4+1] Actually, know that you think about it, a lot of the goblins look alike, barring minor differences. You hadn't noticed it before because you are very used to large, identical populations of drones, but apparently this is odd amongst other races.
[?][3+1] You are able to ascertain the qualities of the goblin slaves before you. This batch of slaves is actually alarmingly healthy; it seems the rough trek from the tower culled all of the weak. Any one of these goblins would be suited to fighting work, or heavy labour. Of the thirty, as many as 18 seem to be smart enough for more complex tasks, with about 5 of notable intelligence. You are somewhat disappointed to find that none of them are weak enough to fit your design to cut them up for fodder (although you estimate a single goblin might feed as many as ten for a few days).
Search for any nearby villages, if it's possible to sneak up on them and observe them, do so. Specially take note for building material. But don't take anything! Unless I can do it without anyone noticing me of course.
[2] You are only able to find one village this far out on the borders of the Plains of Cleansing. You try to approach and spy on the humans [1] but are spotted by a handful of the villagers. They take offence at your arrival, believing you here to steal their food, [3] and throw rocks at you until you go away. [2-1] You are chased off before you can study anything about the village in detail, [4] but from a distance you judge it to have perhaps eighty residents. The local farmland is mostly based around [2] grain and root vegetables, although some of those inside the village seem to have chickens (based on the clucking). [1] The village has an unusually well built stone wall around it, with small wooden platforms for an archer to stand on - apparently the humans take their border defense seriously. You can't tell if there is any building material, except for tearing the village apart for resources.
[5] In a stroke of luck, you pass a solitary, feral cow in the rough grasslands between the village and the lair. [3+1+1] You don't have enough people with you to rustle it effectively, so you kill it cleanly with a shot from your bow and drag the carcass back to the lair. [+15 Meat!]
Try to cut the spear into suitable size, then wait for the scouting mission with Dragostov to start. While scouting take special notes on different types of plants and their locations.
Dragostov grabs a sword and shield from the armory, mounts his Beak Dog, attempts to help the Kobold mount his Beak Dog, and sets out on the scouting trip. Dragostov first searches the forest for game, also giving the alchemist a chance to look for plants. If he spots any prey that he thinks he can carry back, he tries to kill it with a lightning bolt.
After the woods, Dragostov attempts to find some high ground, and get a general feel for the surrounding area. Perhaps spotting lakes or human settlements.
[1]Jeeris, you break the spear and actually cut yourself by accident while trying to shorten it. You are able to salvage the end as a crude knife, and count as Armed. Dragostov similarly counts as Armed and gets a bonus to defence from his shield. The pair of you mount the beak dog and head off to the woods, searching for resources. [3] The woods have a small, but manageable amount of game. You reckon a party of five goblins could catch perhaps 20 Meat's worth of game every few days here, assuming an average hunting trip. [1] Unfortunately, you don't think that the forest (at least the part you have scouted) can support more than one hunting party. [3] You don't spot anything especially exciting prey-wise, [5] but you do electrocute several rabbits and small mammals and carry them back with you [+10 Meat!].
[6+1] Jeeris, you scavenge for useful herbs and plants and actually find a wide variety you could make use of; there are herbs for remedies, herbs to bring sleep, bright dyes, cooking herbs and even several poisonous plants. Regrettably, you find out the plant that poisons you by touch as you brush against it. [1] You immediately go into desperate convulsions and start frothing at the mouth, [5+1-1] but you are able to stuff a fistful of herbs in your mouth and swallow them, crushing more into the place the poisonous plant brushed you, and the tremors abate until you are left occasionally quivering. You are now
Sick, but not dead. Thank the gods for small mercies. You also have detailed notes on the locations of these various plants for future use and gathering.
Dragostyov, [2] you find a small hill outside the forest and ride up it to try and get an overview of this otherwise largely flat terrain. [2] You can see miles and miles of open semi-wild grassland, and a handful of fields near a stone-walled village in the distance. There appears to be little other sign of civilisation beyond a dirt track that runs over the horizon. [2] There are no large bodies of water either, but a small stream runs from the forest through the village and further along the plains. Annoyingly, you can't make out much more detail; you assume there is more civilisation beyond the horizon, and that stream must join a river somewhere, but this hillock is too short to see it.
Grab my staff of decay and go looking for sentiments or animals
[3] You are able to find a number of small animals, badgers and the like, out in the grasslands. [2+1+1] It is a minor matter to slay them with blasts from your Staff of Decay, but the spell itself is counterproductive to hunting and much of the meat spoils as you kill it. You gain 5 Meat's worth of edible carcasses from the kills. [5] Hunting for men is much more successful; as you stride across the plains and into more settled lands, you skirt around the stone village you encounter and follow the dirt road. You are rewarded with the sight of a small wagon being pulled by a mule, alongside which walks a family of four; a husband, wife and two children (teens, you would say). The father of the family raises his hand to greet you as you thrust your staff towards him. [Surprise Attack: 6+1+1 vs 5-1] You mercilessly wither the man's chest and heart, then proceed to blacken and rot the flesh of his screaming family. One child tries to escape, but you blast her leg until it explodes in blackened gore. The mule tries to flee, so you cause its blood to spoil in its veins and rot away its throat. It drops dead.
Well, you certainly aren't carrying this back yourself. [2+1] You reanimate the mule and the corpses of the family, who shamble rather ineffectually towards you, awaiting orders. You frown; not your best work. These minions will be good for labour, but you doubt their ability to hold up in combat. Especially with the decay caused by your staff (fresher bodies will hold together better). Nevertheless, you command the mule to ride and the zombies to follow, and take a circuitous route back to the lair. Along the way you examine the wagon, [1] but all it contains are bolts and bolts of rough-spun wool. Great, maybe you'll start a dressmaker's.
The goblin slaves of the clan, not otherwise employed, engage in a small amount of hunting and foraging in the surroundings, [2] but are largely unsuccessful and only bring in 5 Meat's worth of small game and worms. They could be better deployed elsewhere. The Herder also collects chicken eggs, milks cows in the livestock herd etc - another 5 Meat's worth of edible byproducts.
Clan Statistics
30 Goblin Slaves (Awful Fighters, Average Labourers) - [All Strong, 13 Bright, 5 Smart]
10 Livestock (Equivalent 100 Meat, Requires 1 Herder to tend, Produces 5 Meat in Byproducts/Turn)
35 Meat (1 Meat consumed per Turn per Goblin)
29 Spears (Can be used to equip Infantry)
4 Swords (Can be used to equip Swordsmen)
4 Shields (Can be used to equip Infantry)
4 Crude Zombies (Poor Fighters, Average Labourers)
1 Zombie Mule + Wagon
5 Significant Figures (Players)
29 Slaves Light Foraging
1 Slave Herding
Meat Produced/Turn: 0
Meat Consumed/Turn: 35
Veg Produced/Turn: 0
Veg Consumed/Turn: 0
Resources
None worth noting.
Loot
40 bolts of roughspun wool. (Value: 20 gold.)
Ruined Guardhouse
Location Unknown
Defences: Shabby - The remnants of a retaining wall are your only defence against attackers.
Heat: None - Nobody has noticed your arrival, although there are rumours of a Keaman thief in the area.
Workshops
None.
Unarmed, Defence +1 (Armour)
Skills
Novice Flier (Until fertilised, you possess wings.)
Adept Observer (You are excellent at picking up details.)
Possessions
[Innate] Chitinous Armour (+1 Defence)
Unarmed, Defence -
Skills
Novice Speaker (You are persuasive.)
Adept Necromancer (You are a wizard who deals in reanimating and communicating with the dead.)
Possessions
Wand of Decay (This wand is imprinted with the pattern for Rot; +1 to any attempts to cast spells specifically involving rot or decay.)
Spells
Reanimate Corpse - Restores a semblance of life to a mostly-intact corpse. The new zombie will follow simple orders.
Bolt of Decay - Fires a blast of necromantic energy to rot and weaken flesh.
Puppet Corpse - Allows you to directly control an animated corpse as if it was your body; your sensory input is limited by the condition of the corpse's senses.
Armed, Defence -
Sick: -1 to Combat, strenuous actions.
Skills
Adept Alchemist (You are a potion maker, amongst other things.)
Novice Thief (You are a kobold, and that comes with a certain history.)
Possessions
Crude Alchemy Set (Slaves don't have privileges, but you were able to steal and squirrel away enough materials to make your own alchemy set. +1 to brewing Potions specifically.)
Armed +1 (Beak Dog), Defence +1 (Shield)
Skills
Novice Elementalist (You are a mage specialising in lightning attacks.)
Adept Fighter (You are a soldier.)
Possessions
Beak Dog (Your trusty, evil mount. +1 to Attack.)
Spells
Lightning Bolt (Conjures a directed bolt of lightning.)
Charge Weapon (Charges a metal or crystal weapon or item full of electricity in such a way that it discharges when it hits something.)
Armed +1 (Elven Bow), Defence +1 (Armour)
Skills
Not Flier (Your wings are clipped. You cannot fly.)
Adept Archer (You are a deft wing with a bow.)
Novice Restorist (Your magic focuses on healing and manipulation of nature.)
Possessions
Elven Bow (+1 to ranged attacks.)
Spells
Heal Wounds (Heals cuts, wounds and broken bones.)
Grow Plants (Makes plants grow.)