Gnoll Civilization part 2Last time>Founded civ>Built Homes>Captured the great horned beasts>Sacrificed a gnome!>Got skaven slaves!The scouts return to the camp as heroes! The scout leader has gained popularity with his recent victories some in the pack wish to see him challenge Gruk Han for Packleader>Vote for name of Scout leaderDraugh has awakened from his slumber, with a lifetime of knowledge absorbed he begins to teach the tribe many new things.>New Tech: Mining, Metallurgy, Agriculture, Woodworking, Architecture, Written Language, Engineering, Languages: Man Common, Gnomish ,Dwarvish,>New Magic: Minor Ore sense, Minor IllusionThe young gnolls are sent to hunt, as all are to secure their place in the pack, they are given no weapons their prey must be brought down in the old way, by tooth and claw. They will return with meat or not at all.>Young gnolls will return in one turn 1d10 roll for success.The scouts are sent to check out the other side of the river, they return with news of small horned beasts pulling containers of wood. Draugh interprets these as "carts" upon a trail being pulled by "oxes", the "humans" use these to do trade with "gnomes" and transport valuable things.Previous thread>http://suptg.thisisnotatrueending.com/archive/41454821/
>Morale: High>Resources: Bone spears and light leather armor, Salt rocks(3), Calves (4) Steel swords (10) Steel axe (3) steel shield (1)>Population: 31 (3 turns till next increase)>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader (Vote on name)>Food: 6 turns worth>Diplomacy: Gnomes unmet, Humans unmet, Skaven (terrified)>Buildings: 3 gnoll mounds
Rolled 3 (1d10)>>41479643Rolling for the young'uns. Scout leader name: Davonra Shar
>>41479623Go to mountain. Find Stronger ores with ore sense. Research better ore sense.
>>41479643>>41479933Need 2 d20 rolls.
Rolled 9 (1d10)WHOOP!What is that village to the north?Is our housing getting cramped with the pups now grown up?>Scout name: Garor Trailsniffer>slaves dig for ore>tame/train calves (when will they mature?)we should raid the skaven and take their silver and more slaves soon (maybe next round when youngsters come back from the hunt).
Rolled 20, 10 = 30 (2d20)>>41480430action rolls
>>41480430Calves will be grown next turn. There are 3 females and 1 bull.There are 3 mounds right now. Something more permanent will need to be built soon.
Rolled 15 (1d20)>>41480417Have Draugh try and teach gnomish to the scouts Build some more mounds
>>41480589>>41480524perhaps we should relocate to the skaven home? take them all prisoner while we're at it. seems like a better location to roam both sides of the river.
>>41480469You have no tools for mining or smelting yet. They'll have to be crafted. and you'll need wood to do it. Unless you can trade for the tools.... or steal them.
>>41480846good point. just skip that action then as it'd be wasted if we're gonna take over the skaven's home (i bet they have tools since they got silver).so for now just tame calves before they grow up and cant be trained.
>>41480880I'll use your nat 20 for that then.
>>41480639Voting for this
>>41481037let's do it next turn when our youngsters get back from the initiation hunt
So tame the Horned beasts and run the skavens out of their cave?
>>41481078Amending my vote, let's wait till they get back
>>41481088no, just tame beasts this turn. if anyone else wants a second action i suggest having drough teach us something of the knowledge we got from the gnome.take over skaven's home and enslave them next turn.
>>41480639Voting for this as well
>>41481235again, should wait til next turn when youngsters get back from hunting
>>41481274Fine, next turn. Tame the beasts this turn.
So tame the beasts and teach the scouts gnomish?
Rolled 10 (1d20)>>41481765yeah that workshere's another roll for teaching if you need it
>>41481765Yes to first thing. Don't care about second thing.
>>41481765The gnomes are prey, one doesn't attempt to learn the language of a rabbit before they eat it.
>>41481850Yeah I agree with this. What's the point? I could see learning Human Common, though. They are much stronger foes.
>>41481850>>41481877it helps when interrogating them for information.
>>41481850>>41481877That's the only other rolled vote that I have
>>41481903The gnomes know nothing worth a hunter's knowing, they have the knowledge of prey, we need it not.
Rolled 5 (1d20)>>41481994Rolling for taming the horned beasts.
>>41481197I like this, tame the beasts and learn this turn.Relocate to the skaven mine next. Lets try to keep a decent relationship with the rats, we're the alphas and that needs to be a point made but there's no reason we shouldn't take advantage of them in more ways than just slavery. Talk to there leaders, have them fight beside us (more in front of us) the rats are sneaky, beating them full gore into submission might cause an uprising, I just don't want to catch a dagger to the back anytime soon
>>41482064D20 for each action pralala already rolled a 20 for taming the calves I need the second action.
>>41482094Also I'm on the clover app and I can't roll nor name myself sorry. If anyone could roll for me that's be great haha
Rolled 20 (1d20)>>41482094>Lets try to keep a decent relationship with the ratsnah, we're bandits, fuck diplo. raid and enslave the weak.>beating them full gore into submission might cause an uprisingi believe we have at least equal numbers, plus we're bigger and stronger.>>41482147>If anyone could roll for me that's be great
>>41482171Alright so I'm just going have do some general teaching to the tribe. since there 's no other vote.Writing
>>41482171Haha Thanks for the roll, but no I'm not talking about treating them well, still treat them like shit, but abuse them in more ways than just working them to death, have them die slaying our enemy's too
>>41482264we can still do that. they're terrified of us atm and some of them will die when we attack so we'll have the numbers and strength to make them fight for us.
10 Pups left the mound, 9 hunters return with food a feast is had and the young hunters now craft weapons with the bones of their kill>7 turns of food gainedDraugh begins teaching the pack the things he has learned. 3 gnolls learn the arts of architecture and engineering, The 4 scouts learn the languages of their foes and magic to hide themselves from foes, and 10 gnolls are taught the basics of agriculture.Gruk han has made amazing progress with the Horned Beasts. They come when called stand at attention and sit when they are told.The final step is the saddle. Which Gruk Han fashioned from the hide of their mother. Gruk Han places the saddle upon the largest and climbs to the top at first the creature bucks and nearly smashes into one of the mounds, but Gruk regains control and brings the beast to heel. He trains 3 other gnolls to do the same. It's truly a fearsome sight. >Morale: High >Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (10) Steel axe (3) steel shield (1) >Population: 31 (3 turns till next increase) >Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish, >Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion >Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader (Vote on name) >Food: 13 turns worth >Diplomacy: Gnomes unmet, Humans unmet, Skaven (terrified) >Buildings: 3 gnoll mounds
>>41482614> Pop increase in 2 turns
Rolled 4 (1d20)>>41482614>Scout- Leader (Vote on name)Garor TrailsnifferLet's take over the Skaven's home and enslave them!Try to intimidate them into joining without a fight. Kill anyone that fights back.
Rolled 8 (1d20)>>41482707Rolling to support the attack on the Skavens. I also support the name for the Scout.
Rolled 18 (1d20)joining the game for some hours>>41482707support this whole opinionrolling because I'm new to this, and I think mabye I'm supposed to?
Rolled 1 (1d20)>>41482707Rolling for the attack, I say we kill a few just to show them we mean business regardless of what happens though. Ambivalent about the name.
>>41482859>>41482739>>41482707damn these rolls
>>41482859yes, it's a silly name. I could live with it but my proposition is now "Scurh Garor"
New to /tg/, how do i play one of these games and what i need to know to play on /tg/ generically? Sorry for the bother.
>>41483080>>41482816That guy saved you.Plan of attack?
>>41483146i like this guy's idea >>41482859>go in and kill some of them>demand they surrender and work for us>if they refuse, slaughter more until they accept
>>41483140Just read, think, write and then roll. It's easy.Dice in options field "dice+1d20" rolls a d20 "dice+1d20+6" rolls 1d20+6 and "dice+1d20+-6" would be 1d20 - 6
>>41483140The game itself is run by a GM (in this case Mordok) who gives us a choice of race and location. After this the GM creates certain events and gives us some options on how to overcome them or simply let's us find a solution. The success of our plan is then measured by rolling a certain dice. To roll put dice+1d100 in the options field (you can use different dices e.g. 1d20, 6d6 or whatever)
>>41483146Bring everyone who could probably kill someone. Give the weapons to the gnolls who can use them, the oxes to the gnolls who can ride them.Maybe bring the shaman to use Minor Illusion, so they don't see/smell us coming. Can he do that?Also this >>41483256>>41483140Lurk a bit, if you want to be careful. Or just join :^)
>>41483339>>41483256Ohhh i see, thanks for the help, sorry for the inconvenience.
>>41483127was going for something like we do irl for working dogs that describes themi think this is not too uncommon for simpler races, and kinda like saying "bob the carpenter" instead of using a lastname.
>>41483341everyone is coming, we're doing a complete relocation, so using shaman illusion would be a nice move so we can sneak up on them and get the surprise
Hate to be that guy, but wouldn't the alphas be female? In hyenas the females are the large aggressive ones and I figured gnolls are basically hyenas also clan name? I vote laughing skulls
>>41483621Well they're also humanoid so I'm assuming the hormone imbalances that cause increased aggressiveness in the females would be lessened in gnolls.
>>41483472Yeah, i dig that, but Trailsniffer sounds a bit weird. Maybe he should be named for a heroic thing he did? Garor Ratchaser?>>41483621"Laughing Skulls" Garor?
>>41483621>gnolls were described as hyena-men, a characterization that continues to the present>>41483667Ratchaser, I like that.>Laughing Skullstribe/pack name. got my vote.
>>41483759I support Laughing Skulls as our tribe name.
>>41483621Laughing Skulls sounds good to me.
>>41483621>>41483759Well I must say that it would be a nice twist on the usual "women stay at home and bear children" strategy of CIV games to have it differently with gnolls.I guess we can't change it now, can we...?>>41483759Laughing Skulls as pack name. Top.Another vote for Garor Ratchaser as name of the scout.
>>41483581The scouts were also taught illusion magic.Garor RatchaserLaughing Skull tribe.You guys are just going to walk straight into the cave?
>>41484140use illusion to sneak as far as possible undetected
>>41484140>You guys are just going to walk straight into the cave?>You tell DM what you want to do.>DM asks "You really want to do that?">Uh-oh...>Still do it because that's what you character would do.Pretty much. I mean we do this >>41484176but in the end we just walk in there...
Rolled 17 (1d20)>>41484140send scouts in with illusions to scout out the rats first and see the rats full numbers / possible surprises pic related
>>41484254hah>>41484232ye. rats are afraid of us anyway.
Rolled 3 (1d20)>>41484254Mhhhhh. I don't know. It's only Minor Optical Illusion. I wouldn't want the scouts to just not come back, because they weren't hidden well enough.I'd say we go in there. We are the fucking best. They are just rats.Rolling for the optical illusion, be it for espionage or attack
>>41484434eh rats are dumb, could distract them into forming a defense to see what they have
>>41484523we could but that also means we might have to kill more of them
>>41484448op is kill?
>>41485271was it something we said? I guess he's still writing...?
>>41485431guess we have to wait and see
please work on your grammar OP
i remember op mentioning he had kids in the other thread so maybe he has to deal with them
A little shameless advertising here, but if this is done, or you guys are waiting for op to come back please check out the vampire civ at>>41485189
With the recent population boom it's become clear that the mounds will no longer be enough. A brazen plan is made to attack the ratmen in their own home.A forward team of scouts are sent to probe the ratmen' defenses. Garor and his men enter the cave camouflaged by magic. They see no ratmen but they do smell something foul in the air of this cave. Garor uses hand signals to order his team farther into the cave. The smell thickens...Garors and his men reach basin in the center of the cave, this is where the smell is coming from. Corpses of skaven, gnome and human alike, fermenting into a noxious frothy rot soup, off of which a toxic looking fleshy fungus seems to be growing. It starts to move and from the this fetid pool rises a large hairless rat creature it's eyes are a milky white color and it's skin is covered with green pustules. It wears a green robe covered with filth as it rises from the fetid pool.The rat creature seems to peer right through Garor's camouflage. "I..... I suspected you would soon come... My children were foolish to give you what you wanted."The creature spits a foul substance into Garor's eyes. Garor howl's in pain and disgust. The other scouts quickly attack.The creature strikes at them with it's claws, the cuts aren't deep but they're immensely painful.The gnolls fight hard and bring the creature to it's knees, it lets out a foul noise. The muck from the basin moves and engulfs the gnolls, dragging them slowly into the fetid brew...The creature now stands above garor looking down at him... He can smell it's pungent breath..Garor let's instinct take over through his lack of site.... He grips his spear the one carved from the bones of his first kill. He drives into the creatures terrifying maw... He feels again the rush of his first kill the terror and the ecstasy of taking life... The creature goes limp. Garor rises and lets out a terrifying howl. He hears the scurrying of the ratmen as they flee in terror. 1/2
>>41486269What sort of unnatural demon was this? Hunt down the Skavens and beat them until they tell us what they've done.
Garor feels his way outside a long the walls, limping as the strength leaves his body. Finally he feels the sun again. The warmth feels good. He thought he might never feel it again. Consciousness leaves him as he feels the warmth of the blood pouring from his eyes...Draugh looks upon the fallen scout and backs away quickly. "Stay back he's been corrupted by powerful magic."The men all stand back look upon their comrade. It serves as a reminder to never again underestimate their prey.>Cave clear
>>41486559We should have stormed in there with everyone.>>41484254Damn you random Anon OP decided to solely listen to.Now: Burn the corpses.
>>41486559feckdont think it's a good idea to live in these caves. carry on north to the dwellings or go back and build up?
>>41486713I disagree. We need the space. If Draugh can see the evil in our fallen scout leader, he can do it in the caves.I say we burn the corpses, give the caves a good sweep and settle down a while.
>>41486700Yeah sorry about that. I saw this >>41484176>>41484232>>41484254And I guess I got confused, reading back I see it now.
>>41486790how do we get the evil goo out?
>>41486976That's alright. we're a confusing bunch. I guess with more gnolls standing around behind Garor, we still couldn't have saved him. The scouts handled this quite well.
>>41487104Do we even know if he's dead? It seems he's just tainted. I think the only reasonable solution is to purge the bad blood. Time to bust out those blood ritual skills!
>>41487160I agree with this.
>>41487160could have shaman examine him, but he only knows blood seeing atm which i dont think is useful in this situation.maybe he can try to save him by asking whatever we believe in?
>>41487160All we can do is see the memory of a killed creature using its Blood. We already know the memories of Garor. And that thing inside doesn't even have blood - just goo.If our shaman says Garors body is corrupted, then there's nothing we can do now, but either bury him and hope for the best, or burn him to play safe.>>41487099Didn't Garor kill it? Can't we just kinda sweep it out with sticks and maybe leaves?
>>41487408yes, maybe that, if it's possible.
>>41487417>>41487408I meant something more like blood removal. Something akin to leeching. It'd make a bit of sense for a tribe that knows magic in blood would believe in good and bad blood and the draining of bad blood.
>>41487417he killed the corrupted skaven, but there was also some goo that caught the other scouts>>41487408to clarify>shaman tries to learn new power to save Garorif he's not already dead.and i say we burn every thing and body
>>41486790>>41486713Have the skavens carry the corpses outside and burn them. Then we can burn the skavens after and use the caves.Don't use all of the skavens, we need some as slaves.
altough, what use would garor be if he's blind?
>>41487558that's a good idea. we'll have to catch some more of them first tho.>>41487514yeah that's an idea, but we'd have to learn it first.
>>41487571Agriculture, cooking, cleaning, leather processing etc.
Quote this post with votes and rolls when you have a consensus. 2 Actions d20s.
Rolled 19 (1d20)>>414876391. Capture some skavens and use them as biohazard crew to clean the caves. Judge them afterwards.2. Try and save Garor. He's a champion who has slain an epic enemy. Also our tribe is small and he can still be useful.
>>41487558Make the skaven with the most influence do it, none that have skills or knowledge of tech.
Rolled 16, 6 = 22 (2d20)>>41487639Attempt to drain the blood of the tainted scouts and question the slaves we currently have. On an unrelated note, should we start training more shamans?
Rolled 7, 16 = 23 (2d20)>shaman asks blood god for power to save Garor>enter caves and force a handful of rats to burn the bodies and goo
>>41487778One of the youngins can be an apprentice to the Shaman. Or Garor maybe.
Rolled 1, 15 = 16 (2d20)>>414877151. >>414877152. Blood ritual to save Garor
>>41487517>he killed the corrupted skaven, but there was also some goo that caught the other scoutsOh shit. I just got it. well, fuck.Yeah, we can't go in that cave now.>>41487571This >>41487627 and he's still an hero. So I guess he could teach?>>41487818I guess I'll go with this. I'm not sure if the skaven will survive this. Might be better to question them, but I'd like consensus.
Rolled 5 (1d20)>>41487709forgot second dice
Also>>41487639>Quote this post with votes and rolls when you have a consensus>when you have consensusIMMEDIATELY followed by these posts>>41487709>>41487715>>41487778>>41487818>>41487853>>41487920>>41487929I guess I can see how an OP might get confused. Holy shit.
>>41487987kek, not my proudest moments
>>41487987sounded to me like we had mostly consensus....
>>41488208>mostly consensuslelYou know what's mostly consensus?A Gang RapeAnyway, it turned out allright. Mordok just has to figure out what rolls to use now.
Going to the store. Updating when I get back.
>>41488364going to sleep (3:30am where I am). will read in the morning
>>41488364nevermind this won't take longWriting
>>41488341and civ usually go by popular vote. everyone vote for the shit they want. and so far it's>shaman try save garor>skavens clean caves
The gnolls round up as many if the skaven as they can. They tell you that the creature in the cavern was Daryut. He was their shaman, the magic he used to transform himself was a combination of dark magic that he found in a tome buried in the cave and, his own plague magic. The skaven are put to work cleaning up the mess, 2 tomes are found they will need further work to be deciphered.>2 Mysterious tomes>6 Skaven captivesDargh is troubled, he prepares a sacrifice to petition the spirits. He begins to meditate.>2 skaven slaves used for ritual.> Draugh will return next turn.>Morale: Normal>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (10) Steel axe (3) steel shield (1) Mysterious tomes (2)>Population: 28 (1 turn until next increase) Skaven slaves (8)>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader Garor Ratchaser (Dead)>Food: 12 turns worth>Diplomacy: Gnomes unmet, Humans unmet, Skaven (enslaved)>Buildings: 3 gnoll mounds, Cave
Rolled 15 (1d20)>>41489243We have enough food for a while, so we should focus on training our soldiers to fight better, and to work on our ambushing skills.
Rolled 10 (1d20)>>41489243ah, not as bad as i thought. we can still use these caves.>>41489476yes, teach illusion to everyone and train to fight better.
>>41489243Create mining tools and put the skaven to work, we should have them breed for more slaves, but limit the amount and be cruel so they wont think of revolting.
>>41489664we dont have any resources to make tools
>>41489553bah, magic. We'd be better served to only teach some so they can support raids, and not waste the time of everyone else. Also Dargh is in meditation.Do any of our clan know how to fight with steel swords? If not, clearly that is something we should change. Give our best 10 fighters each a sword. The axes are for the pack leader, the Raid Leader and Draugh if he so choses.
>>41489730hmm good points.maybe scout the dwelling to the north?
Back sorry guys.Is there a consensus?
>>41490489Teaching more of the gnolls the illusion magic, and training with swords/general training.
>>41490592>>41490634can we do that when draugh is unconscious?
>>41490656I think one of the people with illusion magic survived?
>>41490675you mean the scout leader? he's pretty fucked ATM and being examined by draugh using magic (hence why he's unavailable).OP?
>>41490634Oh that's right. All the scouts died. The gnolls haven't ventured too deep into the caves yet though.
Rolled 15 (1d20)>>41490813I'm down for exploring more of the caves
Rolled 14 (1d20)>>41490813alright... what a clusterfuck thread lol>explore mines with the help of the skaven
Rolled 6 (1d20)>>41490813Yay cave exploring!
>>41490873>>41490887Cool loot time. Writing.
The gnolls get anxious to explore their new home. They spend the day digging around through the caves. They find of secret caches that the ratmen have hidden away or personal stashes of what they've hidden for themselves. Tools for woodcutting and mining, weapons, gems and strange metals. Most impressive was a large axe roughly the size of a man, too big for a ratman to use but perfect for a gnoll.>4 woodcutting axes, 4 pickaxes, 4 hand saws>4 steel shields 6 steel swords>2 units mithril, 3 units of silver, 10 units of Iron>2-handed axe exceptional quality (properties unknown)The gnolls train in the use of these new weapons. It doesn't take long for them to adapt new fighting styles to suit them. >Advanced weapon training gained. >Morale: Normal>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (16) Steel axe (1) 2-handed axe exceptional quality (3) steel shield (5) Mysterious tomes (2) woodcutting axes (4) pickaxes (4) hand saws (4) ores: 2 units of mithril, 3 units of silver, 10 units of Iron>Population: 28 (1 turn until next increase) Skaven slaves (8)>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader Garor Ratchaser (Dead)>Food: 11 turns worth>Diplomacy: Gnomes unmet, Humans unmet, Skaven (enslaved)>Buildings: 3 gnoll mounds, Cave
>>41491634what about our shaman?
>>41491634Give the two handed axe to Gruk Han. Set an ambush at the most traveled road between the humans and gnomes so that we can get some wood.
Rolled 18 (1d20)>>41491707Forgot to roll
i think we should scout the dwelling north of us, and to the east.get the skaven to start mining ore and making better weapons for us.
>>41491858Lets research a better range weapon too.
>>41492001Crossbows maybe, they dont need much training just point and shoot
>>41492044We have naturally shit ranged combat though.
>>41492044i say basic bow and arrow. easier to make and more reliable in rough weather.
>>41492079That's why we need to find some sort of explosive. No accuracy needed there. Just throw.
7 pups are born the tribe celebrates the new births.In the night Draugh stirs from meditation, he claims to have met an ancient gnoll spirit that calls himself Yeonghuu who can resurrect Garor for the price of 3 of our newborn pups. He fears that Yeonghuu will be offended should we turn down his offerHe lives this decision with Gruk Han fearing to discuss with tribe.>Sacrifice?>Do nothing?
>>41492224>Sacrifice?Gnoll god will reward us with more pups, maybe it will give us more stronger pups.d100
>>41492224H*ck yea do it.
>>41492224do it. we shant anger Yeonghuu
>>41492224I'm back. Of course we should sacrifice the pups for Garor. He is worth more than all of the pups combined.
>>41492224We can always breed more pups, but there is only one Garor.
hey m8, remember me? im glad you got into CMing
The pups are gathered in the night, pulled from their mothers tit, only the strongest are chosen as a gift for our new patron. The wind stirs on the plain as Garors body is placed upon the makeshift altar. Daugh is swift as he cuts the throats of the newborns, there's a yelp as the life leaves it's frail body.The blood pours into the mouth Garor and his eyes open they are white and without pupils but he looks around just the same.Draugh looks to Garor. "Praise be to Yeonghuu our hero has risen.>Garor revived
>>41493007>Alpha female gets blessing
>>41492519Hey. You ran that insect thread a while back. Go ahead and jump in if you want. I'm planning to do this for a few more hours.
>>41493064yea, may jump in if i have time, i will be browsing though, continue m8
Rolled 10, 5 = 15 (2d20)>>41493007So that puts us at 5 pups now. I say begin two of them to begin apprenticeship with Draugh. Get some more shamans. Second action, This. >>41491707
Rolled 17, 16 = 33 (2d20)>>41493125Damn dude, I was thinking the exact same thing with the shaman apprentices. Also rolling back up for you
Rolled 2, 2 = 4 (2d20)>>41493007AWOOOO~>>41493101>>41493064this one? (pic)>>41493125>>41493142yes
>>41493185Nice rolls bud
>>41493185no, it was i think on friday and saturday (either last week or the week before im not really sure to be honest) and it had to do with "Queenmother" and all of that (i dont think you were in it as i dont recognize your name)
>>41493007I say we use our great beast and building knowledge, have them drag some stone to the cave entrance, make a "gate"Just so we have more defensesAlso second on the setting up an ambush to take down a trading caravan between the gnomes and humans, take slaves, take the goods(in the fella from earlier who couldn't put a name in or roll so a rollbwould be appreciated)
Rolled 16 (1d20)>>41493258This
Garor speaks with Daugh about his trek through the void, a new school of magic has been unlocked>Necromancy unlockedAlso you guys can choose any of these schools for Draugh to research when he's not being actively used>Necromancy>Blood Magic>Illusion Magic>Geomancy>>41493142I'll start writing on this while you guys are voting.
>>41493466Personally, I'm a big fan of necromancy, because if we get zombies they can work 24 hour mining shifts.
>>41493227lol thx>>41493250alright. yeah i was not in that. pic was from a civ about a month ago.>>41493466>scout east and the dwelling to the north>train 2 pups into shamans
>>41493639I think he meant vote for the school of magic
>>41493466Geomancy, we can make golems to use like zombies except better
>>41493466Necromancy I like the thought of zombies too, mining and as meat shield for our rat meatsheilds for us(roll)(thankyou)
>>41493466BLLOOOOODDD FORRR THEEE BLOOOOD GODDD
Rolled 13 (1d20)>>41493727im this guy, i just logged onto my computer
>>41493466Necro and bloodI don't want this to be an undead civ
>>41493466>Necromancy>Blood MagicCan we concentrate on two, I don't want to focus only on necromancy.
Rolled 151889331638814 (1d1000000000000000)>>41493759
>>41493698oh.>>41493802same. some limitation on necro would be nice too, like it only works our own fallen followers. just so it doesnt turn into undeads everywhere.
>>41493876agreedi thought he was just giving us the option of oneboth would be fantastic
>>41493523Sure, necromancy sounds good. We can always have him learn other stuff later.Hmm, That skaven shaman became what he was by combining necromancy and skaven plague magic, so what if we eventually combine blood magic and necromancy? Vampire gnolls!Give the 2 handed axe to Garor, undead(?) gnoll with a big axe is badass. Gruk can take a steel axe and a shield. Or dual wield axes.>>41493802Okay, we don't have to become vampires. Maybe just the shaman. Not even a real vampire even. More like some kind of blood-lich
>>41493899Or plague/poisen/abomination!!!! magick for necro
>>41493927What about blood berserker the more blood they drink the more permanent strength they will gain(blood drinking demon gnolls)
>>41493965eh, rather stick with blood>>41494008THAT i like
>>41493466>>41493523I'm switching to blood.>>41494008What about that, but for weapons?
>>41493466Back. I vote Blood.
Seeing new value in Draughs magic since Garor has risen the tribe has volunteered to of the female pups to apprentice under Draugh as shamans.>Vote for namesEmboldened by their victory over the ratmen, Gruk Han brandishes his new axe as he plans a raid on the supply caravans that have been spotted on the other side of the river. The gnolls study these caravans from afar for a few days in preparation.A plan is developed, and put into action.At night time the gnolls wait in ambush hanging on to the sides of the horned beasts as cover. When the caravans come by the see only the beasts grazing near the river. That's when the plan is brought to action.The riders spring up from the sides of the beasts and move them to a full charge at the carts. The humans are sent flying to the side on impact. The gnolls on their war-beasts make quick work of the ones that weren't knocked unconscious in the initial charge. the unconscious men are placed in the back of these wagons and dragged back to the cave with the rest of the haul.>Gained>Lumber 20 units>Wagons 2>Steel Swords 5>Chain mail armor 3>Human slaves 7 (4 warriors 3 workers)>13 pieces of gold
Rolled 19 (1d20)>>41494008Voting for this thenBlood magick>>41494094Yes
Rolled 11 (1d20)>>41494138Do with a human as we did with the gnome.
>>41494138Use the captives for blood magick study
Rolled 11 (1d20)>>41494231This
>>41494138>Thurrg>Dermar>>41494231agreed.we should send spies to the dwelling in the north.garor and gruk get chain mail.>>41494303not too many. we can use them as emergency food stocks and forced labour
Rolled 19 (1d20)>>41494138Sacrifice the warriors, but keep the workers. The sacrifices can be used to help our studies in blood magic as well as to please the gods. The workers will be full on slaves for us.
>>41494357I support the name suggestions for the two new shamans.
Rolled 18 (1d20)>>41494362
Rolled 1 (1d20)>>41494362
>Advanced weapon training gained. >Morale: Normal>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (22) Steel axe (3) 2-handed axe exceptional quality (1) steel shield (5) Mysterious tomes (2) woodcutting axes (4) pickaxes (4) hand saws (4) Chain mail (3) Wooden Carts(2) ores: 2 units of mithril, 3 units of silver, 10 units of Iron>Population: 32 Gnolls(5 pups mature in 4 turns) Skaven slaves (8) Human slaves (7)>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion, (Necromancy-No spells unlocked) (Geomancy, unlocked no spells)>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader Garor Ratchaser,>Food: 9 turns worth>Diplomacy: Gnomes unmet, Humans unmet, Skaven (enslaved)>Buildings: 3 gnoll mounds, Cave
>>41494855Can we breed the Skavens? They make good slaves and potentially meat shields in battle.
>>41494940Yes we totally should do thisWe're gonna be the best slavers ever
The human warriors are sacrificed as tribute to Yeonghuu, pleased by your offering; Your warriors are granted the boon of his ancient gnoll clan.>Boon of the Blood-Drinkers, warriors who drink the blood of a recently slain enemy temporarily gain the accumulated combat experience of that foe greatly increasing combat ability for the following 3 turns.Yeonghuu's gift spurs on Draegh's interest in blood magic, he and his new apprentices make surprisig headway in their research.Choose one>Blood Boiling - Causes an enemies blood to heat causing crippling fever and eventual death>Sanguine Serum - The shaman's blood can be used to cure poisons, diseases and moderate wounds.>Blood runes - The weapon these runes are etched into extend the wielders endurance and energy whenever it takes a life (Materials required: Blood of an enemy)
Rolled 20 (1d20)>>41495359Blood rune, pleasssseeeeee
>>41495359Blood runes will be best initially because they don't require everyone to know blood magic (our shamans can just enchant all our weapons.)
>>41494940They'll breed on their own if you let them, most of them are content with not being ruled by a horrible plague-beast.
>>41495359Blood runes. We don't kill with magic, we use magic to help us kill!!
>>41495359Blood runes, maybe if the serum wasn't just that shaman's blood it would be better
hey op, how much longer are you planning to run this session?
>>41495481These will branch into different trees bloodboil will grant you more offensive spells, Sanguine serum will grant you access to better blood based healing and blood-runes will give you more combat buffs.
>>41495524Another hour or so probably.
>>41495564Could we take another branch later or are we stuck on one branch?
>>41495632You can go back and research them at any time.
I like the idea of scarification runes, also give our rezed hero the nickname "First Risen"
Blood Runes it is. I still need actions and rolls for this turn.
>>41495858Scout the gnomes to see how they are reacting to our ambush on their caravan.
Rolled 10 (1d20)>>41495858We need to interrogate the humans to find out where they come from. It's time to put the blessing and our blood runes to use.
>>41495858This>>41495875And try our newly learned magick rune on our weapons or train our knolls on their running speed
>>41495858didnt we get any landscape info from blood seeing the human?either way we should scout east and dwelling north of us
>>41495921The humans were used for sacrifice and furthering the blood magic. You'll have to use the ones you have if you want more info, or you could just interrogate them now since you have 2 Gnolls that can speak the language.
Rolled 4, 18 = 22 (2d20)>>41495961oh my bad.then do>interrogate humans>scout east and north
>>41495961Interrogate the ones we still have alive.
Rolled 1, 11 = 12 (2d20)>>41495995Seconding this
Rolled 15 (1d20)>>41495995This
>>41495995>>41496013This will be my last update for the night.Writing.
The human prisoners are interrogated, not wanting to share the same fate as the other prisoners they tell you what they know.Human Village>Name: Kings Promise>Population: 400>Military: around 45 trained soldiers 75 militia>Leaders: Marshal Finnigan (Fought against elves in a previous human war)>Defenses: Crossbowman at least 20You send scouts to the north in the great grass ocean and east, they will return in 3 turns unless they find something.
>>41496203What's the relationship between the gnomes and humans like?
I'm out. I might run this again during the week check civ tread general for updates.
>>41496203Pfft. 40 human soldiers? That's nothing to a pack of strong, blood magic-wielding Gnolls.
>>41496227Their alliance is shaky they hold more loyalty to the dwarves in the mountain than to the humans.
>>41496240>+75 militia and good commandernah we gotta stick with raiding easy targets for now>>41496244any other villages in the area?
>>41496275This is why we need more rats underlings
>>41496244>>41496275Well we can continue raiding. However the humans will continue to outnumber us. We might need to see if we can get the gnomes to fight the humans, and then pick up the scraps.
>>41496275Scattered along the plains I'll make a better map for next session.
>>41496312Also that. We should integrate them as a permanent part of our civilization, just as a lesser race to Gnolls. After all, we are both beastmen.
>>41496319sounds good. thanks OP!
>>41496329I agree, start forming a caste of slightly higher up shaven, very carrot and stick. Keep their numbers under control
>>41496329Yes but don't give them high position they are really corruptThey should be our grunts heavy labour
>>41496418>>41496473Yup. Just remember to do this next thread. Night guys. Thanks OP.