And we're back.

Nobody has volunteered to get entombed in a warcasket so the foundry'll just stay powered off over in the corner here.

Chuck spends 3TC for the Perfect Memory trait. There's normally a bit a slow passive skill decay about level 10, but that won't be affecting Chuck anymore.

We get a quest to investigate an ancient prototype generator and maybe claim it for ourselves, but we've gotta recover a bit before sending anyone out.

Due to having a dozen wolves and like 120 turtles it's becoming too difficult to keep up with training them. The turtles are pretty docile, but the wolves require frequent maintenance training. One gets a bit feral and snaps at Rusty.

Stack doesn't give a **** and goes ahead with taming a megawolverine.

Parts of an infected ship crash down and bugs immediately come crawling out towards us.

Manning the battlements.

Suddenly wild turtles emerge from the nearby lakes and river and start attacking the bugs. They're not friendly towards us, the bugs are just closer.

Once again I forget to micromanage the robots and a few get torn up outside the wall.

Turtles engaging the enemy.

The arena felt a bit small so it's being expanded.

One of the chickens got into our stash of the most powerful and addictive drug in the game. Luciferium cures all wounds and ailments when ingested, but gives you a lifelong addiction that causes the user to go berserk and then die if they go into withdrawal. It's not something you give out lightly, so this chicken gets gunned down after pecking at some other birds.

Nobody wanted anything to do with the remaining two prisoners so we give them as slaves to an imperial tribute collector in exchange for honor, giving Stack a royal title.

We have an absolutely bumping summer festival. Everybody is in high spirits.

Harps are researched and one is set up in the throne room so WhiteShark's mom can play music for Rusty. Dorfleet's wife plays for her man as well.

An armory is set up across the base from the prison so we can avoid prisoners smuggling doomsday rocket launchers back into their cell again.

Finally setting off to check out this prototype generator. It's a much longer journey than we've made before. Maybe if we get in good with the Empire they'll let us use a shuttle every now and then. We had to research and make a bunch of packaged survival meals to make sure the food doesn't spoil on the trip.

We also researched nutrient paste. The hoppers next to the grinder can be loaded up and blended, the resulting slurry is then piped to the storage vats on the left. From there, it can be piped to dispensers across the base. We'll just set up one in the prison so we don't have to feed prisoners proper meals. Each vat can hold about 75 meals worth of sludge, making it a decent emergency stockpile for us as well.

Nobody claimed the retributive impaler so Boot gets it, since he's our only dedicated melee guy. He now has spikes that automatically stick out of his body and jab people who try to hurt him in melee range.

And since Elias is now deathly allergic to fire, he gets the fire suppression system. It'll emit a bunch of firefoam should he get too close to any dangerous flames.

The caravan is making decent progress.

And finally arrives at the site. The prototype is junk, but we manage to salvage a part that might help us build one in the future. Rusty also hacks a terminal to get more leads on other prototype sites. Other than that, there are a few pallets of wood we grab before starting the long walk home.

Updated prison design. The nutrient paste tap placed alongside a wall while the entrance door has been shifted so that if any prisoners break out, they'll be walking directly into the wolf den. The bottom cells have been made slightly larger too.

Speaking of wolves, one gets uppity and tries to make a meal of Raviola. She puts him down swiftly.

Replacing the steel walls with stronger stone.

Both of our main cooks are out adventuring so Elias takes over. Now that he's a vamp, he has to enter a long deathrest occasionally.

We have so many ******* turtles.

Elias goes to bed. He'll be out for a few days.

Romulus, one of our two original wolves, goes feral and starts snacking on puppies. The rest of the pack turns the tables on him.


The caravan makes it home in one piece. Oyster got food poisoning along the way so some of the wood had to be abandoned.

Rusty owns this guy visiting us ridiculously hard.

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Turtle Coins™
Black Dog = 1/3
Boon = 1/3
Boot = 1/3
Captain = 3/3
Chuck = 0/3
Duke = 0/3
Elias = 1/3
Hoss = 3/3
Kalarion = 2/3
Raviola = 3/3
Rusty = 3/3
Stack = 2/3
Vitya = 3/3
Zoth = 3/3
Gain a passion point - 1
Summon pet turtle - 1
Romance attempt - 1
Fistfight someone - 1
Supply drop of 2 simple meals per colonist - 1
Roll the D20 of Digit Destiny - 1 (NEW!)
Summon rabid tortoises (automatic next enemy raid) - 2
Remove negative trait - 2
Get inspiration relevant to skills - 2
Decide fate of a prisoner (execute, release, organ harvest, arena fight, enslave, etc) - 2
Respec expertise - 2 (NEW!)
Roll the D8 of Time - 2 (NEW!)
Gain positive trait - 3
Miraculously beat an otherwise fatal infection (automatic) - 3
Recruit slave - 3
Roll the D20 of Heaven and Hell - 3 (NEW!)
(removed triggering auroras because I broked it)






















































































































