End of Research Phase of Night 1
AortSpike Launcher (2): Your research into projectile bone spikes laced with acid goes rather poorly indeed! The acid has a tendency to melt the bone fragments and end up being a general mess which splatters over whatever it's grafted upon. The launching method is the only aspect that really works, and is capable of firing splatters of acids, however this tends to damage the creature itself too.
Tentacle Spear (6!): A major breakthrough at Aort! Tentacle spears are researched and, by a stroke of luck, are rather easy to create. These add-ons to creatures are long and have a spike on the end, and several backwards facing barbs. They can easily be detached from the creature they are grown upon which leads to a rapid tightening of the muscles and a fairly sturdy spiked spear which can be used by any creature with grasping capabilities.
HallucisStabby Walls (5): Your research into stabby walls which move is a little lacking in details and you just sort of wing it. It ends up fine in the end, you manage to construct a very large slow moving creatures with large spike bone plates on the ends of their limbs.
MagulaFlesh Golem (3): You work on createing a being of flesh which can withstand the corrupting force of the opposing monsters and it goes fairly well. You manage to create a humanlike creature which is quite capable of combating the creatures.
RynarFlesh Scouts (5): You spend a good deal of time working out how to craft flying flesh creatures. Leaning how to make wings was a bit of trial and error, but luckily luck was on your side. You craft rather nice sized creatures slightly larger than a human head which can flap through the air and observe enemy movements, then return to your meatcastle and relay information about the enemy troops.
StypaniSticky Flesh Cord (5+1): The two fleshmancers at Stypani decide to collaborate on the creation of a sticky flesh rope which looks particularly tasty to monsters. The chord is a distinct success, it is incredibly sticky and our scholars believe monsters will be highly attracted to it, leading them to get caught in its sticky coils. This may be the result of the unusual smell it gives off, which somehow reminds you of a pig squealing as its being roasted alive.
Units:
Fuman: Flesh golems in the shape of humans. Sight, Hearing, Taste, Smell, Full Organs, Grasping. 50 HP. 3 Att. $30.
Scout: Small fleshy creatures which fly and perform recon. Sight, Hearing, Essential Organs, Flight. 15 HP. 0 Att. $15.
Wall Walker: Large spiky wall-like creatures. Sight, Large Size, Heavy Armor, Crushing Blow, Essential Organs, Slow, Flanking Vulnerability 200 HP. 8 Att. $80.
Additions
Tentacle Spears: A long flexible tentacle that can be hardened and detached at will. Piercing Damage, Grasping, Barbs, Detachable. +4 Att. $10.
Acid Launcher: Shoots globs of acid and melted bone. Range 1, Acid Damage, Self-Damaging +3 Att. $8
Misc
Tasty Flesh Cord: A length of flesh cord which monsters find especially tasty. Quite sticky. Monster Attractant, Sticky $4
Start of Preperation Phase of Night 1