Turn 7-1 A trade is made to your tribe, the
Skirmisher's Buckler of the Harvest is now yours in exchange for a cease of hostilities, at least for the time being.
Disaster roll: 1A adventuring party of 3 wanders into your camp. Before making the attack they cast Storm upon your tribe, killing your 3, 4s, and a 5.
-21
Merciless Dagger of Subtlety:
+10 to stealing, +2 to inflicted casualties, +1 effectiveness in attacks, +5 chance for successful assassination
-20
Merciless Amulet of the Creator:
+2 to inflicted casualties,item can autonomously create a building without need for food or member action.
-19
Adhesive Ring of the Mason:
+10 to stealing,-7 food requirement when building, user counts as two individuals for the sake of building
(60*6=360) vs (83*4=332), They defeat the tribe in a skirmish, killing 4 members through the power of their merciless items and an additional two from their attack in general.
Who's the weakling now?
Luckily, your plagued member was killed. So at least that won't spread.
More unfortunately, the spike pit is not constructed, and no breeding shall occur. I'd imagine your poor goblins are simply too shook up for that.
The hunt brings (43*1... Oh hell... There goes your 8s...
Anyway (43*1/2=21) food and (43*2/2=43) bones.
Race: Goblins
Subleader: Warchief
Food:157
Bones:389
Members:19
8-2
7-1
6-2
5-10
4-4
base CE:101
Items:
Constructions:
-Animal trap x5: Increases the CE of the hunting party by 5 per member.
Race: Kobolds
Subleader: Warchief
Food:50
Bones:101
Members:8
9-2
8-1
7-2
5-1
3-2
base CE:51
Items:
Constructions:
-Animal trap: Increases the CE of the hunting party by 1 per member.
-Food stockpile: Reduces food consumption per turn by 10.
Race: Goblins
Subleader: Warchief
Food:119
Bones:22
Members:2
10-1
9-1
base CE:19
Items:
Skirmisher's Buckler of the Harvest: (unassigned)
+2 effectiveness in defense, +3 effectiveness in attacks, wearer generates 5 food
per turn, but consumes a bone each turn, can be used in a guard tower
Constructions:
-Animal Trap x2: Increases the CE of the hunting party by 2 per member.
Yeah, techno just got the most shitty rolls anyone could have expected. The only way this could have been worse is if he got a 1 on that defense roll. Or perhaps more casualty increasing modifiers for the adventuring party.
I think I'll make a change where if you successfully defend against an adventuring party, you DO get the items they drop, on account of just how much they can screw you over.
It is now Org's turn. No draw.