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File: civ.jpg (2.35 MB, 2046x4091)
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You know the drill, vote on race and location.
>>
>>33875185
Gnomes, Volcano
>>
b-but of course also a bump
>>
Elementals in spooky forest
>>
constructs + reef
>>
>>33875185
Machines in Ruins
>We Skynet now
>>
>>33875431
change vote
>>
>>33875295
This
>>
You guys, giving a heads up that I am still here (and plan to be for a duration of a good thread), and just a recommendation that you start coming to some sort of consensus in the near future so we can get a good game in. Otherwise it will be decided by roll.
>>
>>33875431
Changing my vote to this so we can start.
>>
I'll cast my vote for Machines in Haunted Forest. Think about it, that could be really cool, Machines in a magic environment.
>>
machines it is DM
loaction...3 : ~1 ruins
>>
>>33875536
Magic Forest sounds fucking brilliant.
>>
>>33875563
meh, sure it will be new and interesting
>>
>>33875606
Haven't seen this before so why not? Machines in haunted forest then.
>>
Machines in the Haunted Forest
>>
Sweet. I think a Consensus has been met,melts get started
>>
>>33875720

As you come to, you know you were here for some time, though you don't know where “here” is. Or “who” you are for that matter. As you look around, you find yourself in an ancient forest, tree tops covering the ground. Your body is half buried in the soil and overgrown with vines. You try to remember, as you think, your original purpose comes to you, the engineer intended you for...

a). War
b). City building
c). Ship building
d). Menial servitude

Vote.
>>
>>33875797
B
>>
Can we add an E). Technological Expansion? If not, B
>>
I'd say
A
>>
>>33875797
C
I like the idea of sentient murder machines on a party cruise
>>
>>33875835

You are always welcome to create your own options. They will only be rejected if they are ridiculous, yours is not.
>>
>>33875797
Voting >>33875835
>>
>>33875797
war
>>
So far we have:
2: War
2: Tech
1. City
>>
>>33875835
>>33875937
>>33875854
>>33875957

Break the tie between war and technological expansion. If not, I will roll.
>>
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we must not forget our LORD AND SAVIOUR BROTHERS!
>>
We could have a mix? Something like the most advanced war machines (Transformers)
>>
>>33876020
I'll change my vote from B to E( I just now remembered I can use a name)
>>
fine ill change my vote to TECH
>>
Tech it is
>>
>>33876020
Tech
>>
So how can machines be built to create technology?
>>
>>33876124
Fuck logic
>>
Research robots?
>>
>>33876162
this guy knows
>>
Looking down on your rusting body, you note the humanoid hands. As your processor scours the magnetic memory plate, you realize that you are constructed based on a universal design. Then you detect all the random-access memory banks, clearly expanded. You know that you were built to think, not work. As you scan the available hardware, you note a small tool suite stored inside your left wrist. You have access to a number of basic tools, as well as a small current generator. Now to get out of the ground...

As you begin to move a little ball of flame flickers into your field of view. It dances around for a moment and disappears, suddenly reappearing right in front of you. Suddenly, many more flames appear. Then they engulf you. There is no pain. In fact, there is an oddly pleasant sensation, especially in the center of your chest. In a few seconds, the flames disappear and you find yourself alone, free of the vines, which now smolder on the ground. You brace with your arms and drag your feet out of the lose soil.

You rise and see other figures emerging out of the ground – 9 in all. You know them to be your companions. All of you stand feet tall, modelled after man, but with strength of three, covered by metal plate. Your only vulnerabilities the joints, and the single lens on the oval that make sup your head. As you look around you see little three feet figures scouring to each of the other figures, as well as 9 of your own.

You now:

a). Attempt to communicate with your allies.
b). Examine the immediate area.
c). Start walking (specify direction)
d). Other, specify.
>>
>>33876258
A
>>
Convene with our allies, set up a system of governance.
>>
A obviously
>>
>>33876258
A
We have to get a civilization going
>>
A
>>
>>33876258
A
>>
>>33876258
A
>>
>>33876258
A
>>
>>33876258
A
>>
As you prepare to speak, your companions form a circle around you, facing outward. You note that instead of your hands, all 9 of them have sharp steel claws. The little robots gather and form an outer circle. As you communicate, there is no sound. The others have built in EM receivers in their heads. It seems they are sensitive enough to pick up signals without an exposed antennae. On the other hand, the little robots all have a small, vulnerable receiver sticking out of their heads.

One of the 9 sends a message, it reads:

“I woke before the others. There is a city to the east, the sea is to the west. Did not have time to scout north or west. Strange creatures inhabit this forest. The ones that burned you – they can charge us, just as the dwarves and the wizards. That is all I know, now you must decide.”

a). Go toward the city.
b). Go toward the sea.
c). Settle down here.
d). Other.
>>
>>33876451
B
>>
>>33876451

One more note - the machine also mentions that he has begun rusting since awakening.
>>
>>33876451
A
safety in familiar enviroments
>>
B, we can set up trade with nations and kingdoms far away
>>
C
>>
>>33876451
Water = bad for our Robo-bros, so I say go to the city

A
>>
Send a search party to the sea, and a diplomat to the city.
>>
>>33876472
>>33876451
C
If we are rusting, we have to stay away from saltwater
And staying there is 2spooky
>>
>>33876509
We can adapt
>>
deadlock
>>
>>33876540
I meant A sorry
>>
>>33876516
Wait no, this is a better idea
>>
I will let you guys come to consensus.

>>33876516

I recommend specifying numbers if you do this.
>>
>>33876516
This but with scouts north and south
>>
>>33876567
cant spare the resources if we head to the city and build maybe, until then we gotta go fast
>>
>>33876516
We're rusting. I say we research a little more before going into the sea. The diplomat idea sounds good though.
>>
We started in the forest for a reason

C
>>
>>33876596

Same as above. You have yourself, 9 humanoid robots, and 9 "machinettes" - little robots that gathered around each humanoid.
>>
Send one as a diplomat. This way if we get attacked just one dies. Send the Eldest (Guy who was talking) to the sea, he's already infected with the Death-Rust. Send two north and south.
>>
>>33876622
...
15 towards the city
3 to the ocean (1 big guy 2 smaller ones)
>>
We want to allow those left over to begin discussing... Whatever.
>>
>>33876685
It doesn't really matter to me at this point as long as we settle down somewhere.
>>
>>33876730
ditto, DM roll
>>
>>33876637
You just made that up
>>
>>33876622
So if we have 81 machinettes
I say we send a humanoid with 9 machinettes in each direction.
In the meantime, the 5 humanoids and 45 machinettes start researching to prevent rust
>>
>>33876451
I vote C
>>
whatever gets progress now MOVING ON!!
>>
You begin a conversation with your 9 companions. The problem is that no one seems to agree on what to do. Some want to go to the city, some to the sea, some to explore further north. As you speak, more and more machinettes crawl out of the ground and find their way to your circle, 90 little things in all. Unable to unite your people, you let them drift apart.

Two companions head West, to the sea. One heads north, one south. Three head East, to the city. Two decide to settle down in the forest. As they step out of the circle, 9 machinettes begin to follow each of them, seemingly unable to make their own decision. You note that they did not participate in the discussion.

Distraught you:

a). Compel your comrades to stay together and go somewhere together (restarts discussion, you guys have to agree).
b). Ask anyone leaving to report back, stay here yourself.
c). Go East.
d). Go West.
e). Command everyone to stay.
f). Other
>>
>>33876866
B, also setup a small base camp while we wait,
>>
>>33876866

Note, this will go quickly. I will act on decision in ten minutes max, since we are drawing out this start a lot, as you guys have said.
>>
>>33876866
B. Seems the most diplomatic.

While we wait, can we see what we can scavenge in this location?
>>
A. We should just come to an agreement
>>
>>33876866
B) seems to be a smart option. Let's hope our comrades Do come back
>>
>>33876899
B and try to research anti rust stuff
>>33876891
This is cool too
>>
>>33876866
B) so we can just quickly move on
>>
>>33876866
B, and search area for shelter from elements whilst waiting
>>
Rolled 98

>>33876899
Forgot to roll.
>>
How dry is the ground?

What keeps us going
>>
>>33876973
the hopes and dreams of orphans
>>
The machines wander away in different directions, their little squad of machinettes behind them. You command them to go as far as they will, but to report back once they reach anything of note. For a moment, you think you will be able to keep in touch with the other machines, but the communication waves do not seem to propagate well through the forest, and the transmitters are quite weak. As soon as the others step out of sight, you know you can no longer reach them.

Before turning to your work of setting up a camp, you glimpse two things. The first is not so peculiar anymore – it seems that little floating flames dance behind each figure, winking in and out of existence, but consistently floating behind your fellow constructs. One flickers around your head. The second are what seem to be two little men escaping from a camouflaged position to move West. As you hail them, they ignore you and keep running West.

A). Ignore these things. Build a camp.
B). Try to communicate with the flames
C). Stop the little creatures!
E). Other.

Roll 1D100 for each.

>>33876973

The ground is fairly dry. You don't know what keeps you going. You do remember that dwarves cut open your chest in the past, took out a crystal, and worked it in a forge to revitalize you. You also felt better when the flame burned away the vines.
>>
Rolled 30

>>33877127
A
>>
Catch the creatures
>>
Rolled 60

>>33877127
A.

Specifically, lets see if we can't get a communication tower built.
>>
>>33877171
so much this
>>
Oops, roll
>>
Rolled 70

>>33877127
A, rust is the biggest worry right now
>>
Rolled 32

>>33877127
Let's try talking with the flames. See if we can learn something about the place?
>>
Rolled 49

>>33877127
A and C
send 2 machinettes after the little guys
>>
Dice+1d100

C
>>
Dunno why dice isn't working
>>
>>33877267
>>33877245
its just dice+1d100 in the email field no capitals
>>
Rolled 72

Hopefully this works.
>>
>>33877267
Don't capitalize the D in dice.
>>
Rolled 11

>>3

>>33877267
No caps on dice
>>
So is this thread dying or?
>>
>>33877435
dont worry, surely OP will delivar
>>
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OP, get yo ass back in here
>>
>>33877435
>>33877469
>>33877480

Rolls weakened because you are doing two things at once again.

The creatures may pose a threat, and you immediately dispatch your squad of machinettes to catch them. The creatures run, but they cannot outpace the little agile machines. As your squad is almost upon the uninvited guests, it freezes. As you try to command them you do not receive any sort of confirmation. A standard “order received” signal does not acknowledge any of your hails. You risk approaching your squad, as you sense no dangerous fields in the area. You find a little device on the ground, which you identify as a magnetic field generator. It is idle. The little creatures must have left it. The good news is that your machinettes are EMP hardened, and after several minutes they come back on line as their breakers auto-reset. The little creatures are long gone, heading West.

Scanning through the array of worst possible places to start a robot civilization in your memory bank, you find an unexplored forest with no metal, and no stone. The good news is that whoever created your companions was a sadist – instead of stabbing and slashing swords, you find that they have serrated blades stored in their forearm compartments, which can double as a saw in a pinch. They and their squads work tirelessly to build a viking hall of sorts – the only structure you can manage. You cut down many trees and stack their trunks, cutting out precise notches to fit the logs together. The roof is slanted wood, fitted closely together. You build a rough stove of sorts and cook the earth on it, creating plates to fill the gaps in the roof. The structure is solid, easily defended, and the fireplace keeps any moisture out. It currently has no windows.
>>
>>33877552
>>33877506

You think of building a comm tower, but without metal and a proper forge, you have no idea where to even begin. The squads from the East return – there is a city within a day's walk. It is built on a small cliff, and there is a quarry. It looks to have been quite advanced. The other squads do not return. As you cut down the trees, the little flames flickered far more often, they seemed almost angry somehow.

A). Continue working on your now crude settlement.
B). Send squads to the city with orders to explore inside.
C). Build a defensive wall.
D). Other.

>implying I won't tell you if I ditch you
>implying I will ditch you
>implying I am not sorry for delay
>implying I won't mend my ways
>>
>>33877576
A, ya fucker
>>
Rolled 15

>>33877576
>implying
A
>>
Rolled 45

>>33877576
A

Dig a hole. See if there is clay or something similar. With that we can start building a forge, or something else useful.
>>
Rolled 8, 40 = 48

>>33877576
A and B
>>
>>33877602
>>33877620
>>33877678
>>33877717

The decision to dig a quarry here, when there is a city nearby, is questioned by your companions. They concede that you are the one with the advanced processor and must know better, unless it's malfunctioning. As you listen to them grumble, you are warned of life-forms approaching from the north. A squad of 40 men comes into view, led by 4 heavily armored knights and a small figure in ornate plate. The squad is within 30 yards/meters of your position, it stops as it spots the new structure and the men seem to be talking, you do not hear them.

A). Get in battle positions.
B). RUN FOR YOUR LIVES!
C). Hide in your hall.
D). Try to communicate (indicate how you approach)
E). Other

Thanks for the rolls btw, I do use them.
>>
>>33877576
Can we survey land? Staying here will kill us if it lacks the recourses needed
>>
>>33877784
D, Approach them with all our men with weapons drawn but not pointed at them. "Are you friend or foe fleshbags?
>>
>>33877784

In case you want to fight, there are now 5 humanoid machines, including you, and 45 machinettes at your hall.
>>
Rolled 2

>>33877784
D. We aren't strong enough to fight.

Approach the knights slowly with four of our companions. Hands in plain sight not to be threatening.

Can we speak?
>>
Rolled 82

>>33877784
B, TO THE CITY!
somehow i think the wild isnt for civilized machines like us
>>
Rolled 5

>>33877802
I might as well include this as a roll for it
>>
>>33877784
D, if they get with in 20 feet, run
>>
Rolled 11

>>33877784
Book it to the city

D
>>
>>33877822
I'd like to add, if we can speak, see if we can't cut a deal with the knights.

Move to the city and build tech for the Knights; ideally. Or make a deal with them for supplies. Not much we can do with what we have.
>>
Rolled 62

If you listen closely you can hear OP fapping
>>
>>33877991

You hastily form your squads into combat positions, though the haste doesn't impede automatons – they form up with simple efficiency. As you approach, the humans seem to get nervous, the footmen in the rear raise their spears and form into a rough phalanx. Then the figure in the ornate armor, lined with silver raises his hand in a fist.

You leave your main force behind and approach with your comrades, their blades retracted. The figure sweeps a hand over their army and you hear a stand down. Then the figure points at the armored knights and spins a finger over her head, you recognize the signal as “form on me.” The figure approaches you, hands not quite raised but away from her swords. The knights do not unsheathe their large blades.

You are now between your two forces, the peasants and machinettes staying a bit back. You show yourself a refined gentlemen and initiate conversation with grace and class:

“ARE YOU FRIENDS OR FOE, FLESHBAGS” you intone in a metallic voice. You are not sure how you are able to speak.

Suddenly, you hear a laugh, the figure in the decorated armor removes his, no her, helmet and you see her smile.

“I see you have awoken” she says. “I am certainly no foe of yours, we have no reason of quarrel – I have seen your remains in this forest, but tales say you are here from times forgotten. This is certainly interesting. We are here for the gnomes. Have you seen them?”

A). Answer yes, tell her where they went.
B. Answer no.
C). Ask her why she wants to know.
D). Ask her something else (specify).
E). Attack while they are away from their main force.

>If you listen closely you can hear OP fapping

Only to you.
>>
>>33877839
>>33877914
>>33877823

I am not ignoring you guys, but cosensus seems to be "run if can't communicate"
>>
Rolled 61

>>33878012
C, While we own those gnomes no personal thing I just don't like these fleshbags.
>>
Rolled 8

>>33878012
C
(slave gnomes are best gnomes...SWEAT SHOP ANYONE?)
>>
>>33878048
owe*
>>
Rolled 30

>>33878012
Tell the Knight about what we saw, don't hold anything back. Honesty is key here.

Can we ask if they are willing to lend us supplies to get our settlement started?
>>
Rolled 97

>>33878075
dont forget the "We demmand two gnomes a mother and a father we need to question them"
(he says covering up an iron cage)
>>
>>33878091
No. We are not in any position to make demands.

You're probably joking. But lets not ruin a great civ seed.
>>
The woman shrugs in response to your question:

“They steal from us, and there are *other* reasons which I would rather not discuss at the moment. Have you seen anything or not?”

In response, you explain everything you know. The woman, who introduces herself as Jenna of Leval during the course of the conversation, warns you that the gnomes have been poking around the forest for decades, often dragging away parts of the inanimate machines they found. Jenna doesn't know why, but she does know they always come from the south-west of the peninsula you now you occupy, but a settlement has never been found.

After, you stir the conversation toward trade, explaining your dire circumstances. Jenna explains that Leval is three days to the north, and they are willing to provide some oil, and metal, in return for examining your inner workings in detail. She warns that the inanimate machines seemed to burn from the inside when the engineers of Leval cut them open. She says she wants you to know the risk before you agree. She also states that Leval will trade timber for metal, coal, or stone. Then she smiles

“Though I don't know if I would advise angering the spirits that dwell in these forests.”

----

Feel free to pick multiple and give me ONE 1d100:

A). Invite her and her men to stay the night.
B). Agree to cut wood and trade with Leval.
C). Agree to let her pry one of you open for oil and metal.
D). Other.
>>
Rolled 84

>>33878217
A, We have the room and I doubt we actually need to sleep. Which means we could watch them like a bunch of creeps.
>>
Rolled 90

>>33878217

>>33878254
This is the best idea
>>
Rolled 79

>>33878217
C
>>33878254
sure (i wonder if the girl is any good at hard labour...their armour could make good chains...)
>>
>>33878217
>A
we could use allies
>>
Rolled 10

>>33878217
B.
>>
I think my idea was so good it literally killed OP
>>
Surprisingly, the woman accepts your proposal:

“We don't know who you are, but this forest is a dangerous place at night, as you may already know. The gnomes can kill us from a great distance with silent projectiles we don't understand, not to mention the other creatures. Regardless, what I mean is that we appreciate the invitation.”

The men seem relieved, though less so once they see the “accommodations,” which consist of a level wooden floor, roughly finished. Yet they acknowledge that the hall is better than braving the night. You spend the night with the commander, letting her examine your structure. She uses a whetting stone to file done some of the rust, and lubricates your joints with the oil used to soak torches and keep blades from rusting in storage. As she runs her fingers over your chestplate you feel a warmth in the core of your torso. She then asks to sleep and you go outside to keep watch.

The night is an eventful one. Machinettes reports both gnomes and men watching from the woods. Any attempts to catch them end in failure. The men watch from far away and from difficult terrain. As some of the men retreat you see bright flashes of light and screams. Upon checking the location you only find burned clothing.

The squad that went North returns during the night – the commander speaks of a great city with high walls, surrounded by a moat. He also speaks of narrowly avoiding a confrontation with a mounted patrol, which he was almost forced to slaughter, but managed to escape in time with his machinettes, making no contact.

In the morning, Jenna awaits your decision on whether or not you will trade (cut down wood in forest, trade for metal), and if you will let her pry open one of your companions. Tell me regardless of choice.

It is day-time:

A). Build fortifications.
B). Explore the abandoned city.
C). Attack Jenna and her men while most of them sleep in the hall.
D). Explore the forest.
E). Other
>>
>>33878554

If you guys want to attack them, go ahead. Seriously, it's your call, I will accommodate anything you decide on. So far, people don't seem to support your art-school dropout / train raider turned dictator ways though.
>>
Rolled 48

>>33878589
A, and tell her we will allow her to pry open ONE machine. Only one. We will trade timber afterwards.
>>
Rolled 24

>>33878589
>E
we creep into their rooms as they sleep and have sex with them
>>
Rolled 16

>>33878589
A: Build fortifications.

Tell Jenna we will trade timber for metal.
>>
Rolled 3

>>33878589
B

...
(that C option though... if only...)
>>
>>33878689
I was seriously considering doing that. Damn fleshbags and their killableness.
>>
Rolled 49

>>33878589
One shall be given towards their research, and lumber afterwards, but we could use their defense while exploring the city.

>Go to city
>>
>>33878710
Noooo... Come on, they seem nice. Plus, we need the metal. And Jenna helped us out by removing rust and oiling our joints.

Plus, there is another group that attacked our scouts. Lets not start things we can't finish.
>>
Rolled 13

>>33878748
>>33878710
what if we let them take one of apart right?
then when we get the metal and they sleep we see how THEY work?
>>
>>33878767
Holy shit that's genius.
>>
Rolled 26

>>33878799
rolling for that then
>>
>>33878767
I'd rather not allow them to disassemble one of our own. Especially since we can't add to our group currently.

Trading timber for metal is a good deal for now.
>>
>>33878827
it can be one of the little ones (expendable)
besides if we want to kill em off we send in the little ones to wake one up and usher them out one at a time into the dark "on important business" and then BAM dead as a doornail outside so no one can hear
>>
Take a vote guys.

Just tell me for or against on:
1. Allowing them to take one apart.
2. Trading timber.
3. Cutting apart meatbags before they leave.
>>
>>33878852
and one at a time their numbers drop "naturally" and we get free loot win-win
(and if it goes wrong the main AI can run)
>>
>>33878869
I'll vote for 2. they could probably cut us to pieces or burn down our Viking Hall,
>>
>>33878869
3.
>>
>>33878852
>>33878873
I will never vote to sacrifice one of our own like this.

>>33878869
Vote: 2 - Lets trade some timber.

See if we can't get an advance on the metal so we can build a saw.
>>
>>33878869
>>33878891
>>33878898

Just to clarify, please vote yes or no on all three things.

As you understand, this could be a huge point if you go to war now.
>>
>>33878919
Voting yes for 2
>>
>>33878903
No on the other two options.
>>
>>33878932
No for 1 and 3
>>
yes to 3.

>>33878919
its not war if their bodies are found far away from our little area
>>
>>33878919
> No
> Yes
>No
>>
As the sun rises, the knights wake their men, and they prepare to leave. Jenna writes out a “letter of recommendation” of sorts on a piece of parchment and hands it to you in case you run into any other Leval patrols before she gets word to the city. You promise to have some timber ready within the week, but decline to send a machine to be examined. Jennna says she understands, and that she would not let you operate on one of her men without a promised outcome. A force will arrive to pick up the timber in 7 days, they will bring carts.

After that your men begin working on a rough wall made of logs buried in the ground. These defenses will simply deter surprise attacks or large forces swarming your position. You also begin cutting down trees for Jenna's order. At night, the machines report that the little fire entities are back. They seem far less playful than before. Any time a machine tries to cut down a tree, they dance in front of its lens, obscuring it. This isn't a significant distraction, and they can easily be ignored, but it seems like they are trying to tell you something.

A). Stop cutting the wood.
B). Continue, you promised Jenna.
C). Other
>>
>>33879048
continue
>>
>>33879048
A. If Jenna has a problem she can shove it right up her fleshbag arse.
>>
>>33879048
D) Other: Slow timber production. See if there is a way to offset the obscuring.
>>
Rolled 98

>>33879098
forgot to roll
>>
>>33879048
i don't trust these fleshbags i think we need to try and communicate with the flame things
>>
Rolled 91

>>33879068
Might as well add a roll just in case
>>
As you watch the creatures, you gather that they aren't big fans of you destroying the forest and order your machines to stop. The fire creatures seem to dance around you joyfully. Then one wanders off into a dark corner of your territory. You hear someone trying to scuttle away from the approaching light, and then the light becomes a raging fireball, two gnomes caught in the middle. The fire burns brighter and brighter, until the gnomes become little more than charred flesh. All that remains are burned out cylinders you identify as the EMP traps used earlier and thick cylinders with a small hole through the middle.

The fireball dies down and the little fire spirit dances up to you, then beckons you to follow it West.

A). Follow the spirit.
B). Don't follow the spirit.
C). Other
>>
Rolled 81

>>33879223
A, It seems nice.
>>
Rolled 13

>>33879223
B. Get back to logging. We need the timber for the metal.

Increase the quality of fortifications.

>>33879259
Did you not read the part about the EMP traps? They're trying to hurt us.
>>
>>33879281
Those were from the gnomes, which they killed
>>
>>33879223

I wanted to get this posted quick, but the former cylinders are basically flash-bang shaped. The latter are about 75 cms, 3/4ths of a yard (dunno if you guys use metric or what), and maybe an inch in a diameter, with a very small hole bored out in the middle, parallel to the length. The cylinder is cast iron.
>>
>>33879281
>>33879315

Joseph Hitler is right in this case - the cylinders are from the gnomes, like the ones we found after our machinettes got EMPed.
>>
>>33879259
>>33879281

If it's just the two of you, I am going to wrap up because there is no one to break ties. It was great GMing for you guys though, let me know if same time tomorrow works, so I can continue then.
>>
>>33879463
When did we start again?
>>
>>33879477

Around 10 pm Eastern. I can try to be home by then tomorrow.
>>
>>33879536
Alright cool, I'll try and be here around then.
>>
>>33879553

Alright, night man. I archived the thread for tomorrow. If anyone has any criticisms thus far, please share, I want to improve.



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