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  • File : 1268951835.jpg-(78 KB, 750x600, 1267577420003.jpg)
    78 KB Frontier Quest From Hell's Heart 03/18/10(Thu)18:37 No.8651370  
    You are a noble son of the one the six Great Houses of Kelen. Putting great faith in you, or perhaps wanting you kept from the heartlands, the patriarch of your house has sent you east, to the Frontier, and charged you to establish a profitable outpost.

    Please roll 1d6 to determine your House

    House Faraldan: The House of the King. Royal Support may be of use to you.

    House Delat: Rivaling Faraldan for the throne, Delat enjoys the support of the Church - and the Inquisition.

    House Thiah: The merchant families of Illim might have money to spare, getting all of their support to the Frontier might be tricky.

    House Videme: Perhaps lacking the raw wealth of Thiah, Videme is close to the throne and has plentiful criminal connections.

    House Ferldain: House Ferldain will be having none of this political bullshit. Someone has to keep degenerate Vampire-worshipping lunatics from crossing the border.

    House Maerlyn: Maerlyn has some... unusual connections. And a reputation for producing Magi, a fact that puts them at odds with Delat and the Inquisition. Not that anything has been proven...
    >> Anonymous 03/18/10(Thu)18:38 No.8651380
    rolled 1 = 1

    Rolling.
    >> From Hell's Heart 03/18/10(Thu)18:49 No.8651582
    >>8651380

    Pick a name, prince Faraldan.

    Fourth in line for the throne, your father has sent you to the Frontier. Your family has few holdings out here, compared to the other Houses. Perhaps you have been trusted with an important task. Perhaps you are considered expendable. You certainly never felt like the favourite.

    Fortunately, you have the following at your disposal:

    -10 Footmen drawn from King's Regiments.
    - 8 general labourers.
    - 27 silver coins.
    - Your squire and standard bearer, Bob. Awfully effete boy, bit shy. Reliable, though.
    >> From Hell's Heart 03/18/10(Thu)18:59 No.8651755
    >>8651582

    Your first choice, of course, is where to settle.
    There are three options currently open to you:

    1. A northerly area, close to the far end of the Hell's Teeth mountain range. Should be good for mining, and passable for forestry. It may, however, bring you into conflict with Hrothgaard settlers.

    2. There's a nice eastern location, near the sea. Good for hunting and forestry, but you're unlikely to find suitable ore seams.

    3. A more southern location, smack-bang between the outposts of Strassenbourg, Crowhaven, and Ravenholme. Should make for good forestry and would be an enviable trade post - there are some ancient Imperial ruins nearby, however.
    >> Anonymous 03/18/10(Thu)19:02 No.8651789
    rolled 1 = 1

    >>8651755
    >> From Hell's Heart 03/18/10(Thu)19:04 No.8651823
    >>8651789

    Free choice, incidentally. You can take the roll if you want, though.
    >> Anonymous 03/18/10(Thu)19:07 No.8651877
    how roll?
    >> Anonymous 03/18/10(Thu)19:10 No.8651918
    >>8651582
    Is this a communal quest? If so, I would like to add that I also like mining.
    >> From Hell's Heart 03/18/10(Thu)19:11 No.8651922
    >>8651877
    Well, >>8651789 rolled a 1. You can accept choice one, or disregard the roll and choose a location. I didn't intend for you to roll for the locale.
    >> Anonymous 03/18/10(Thu)19:11 No.8651935
    >>8651922
    thats not me, i jsut dont know how to roll, im new to tg
    >> Anonymous 03/18/10(Thu)19:14 No.8651993
    >>8651935
    Dice+xdy

    In the email field.
    >> From Hell's Heart 03/18/10(Thu)19:14 No.8651995
    >>8651935
    dice XdY in the email field.
    NOW, if I don't see any votes for location in the next post, we're going with location 1.
    >> Anonymous 03/18/10(Thu)19:15 No.8651999
    rolled 5 = 5

    thanks all
    >> Anonymous 03/18/10(Thu)19:20 No.8652076
    sea
    >> From Hell's Heart 03/18/10(Thu)19:25 No.8652159
    >>8652076

    You elect to establish your outpost further south than any known settlement on the Frontier. A brave and noble effort!

    With your camp set, it's time to start giving some orders. And, importantly, naming your new outpost.
    >> From Hell's Heart 03/18/10(Thu)19:38 No.8652381
    >>8652159
    A cursory scouting run confirms the region to be slightly better than anticipated for forestry, not too distant from a lone mountain, and about a mile from the coast. Mercifully, you have encountered none of the monsters rumoured to dwell out here.

    A pair of Royal Huntsmen have been waiting for you, and should be able to provide for your initial numbers when the remaining supply of rations (about a week's worth) runs out.

    What do?
    >> Anonymous 03/18/10(Thu)19:46 No.8652504
    Send out scouting and hunting parties (choose most applicable men for the job, form small group, appoint leader) and gather intelligence.

    Then start building wood fortress on applicable, strategically sound spot (easily defendable, good surveying position, water source, reasonably close to road and [possible] points of interest).
    >> Anonymous 03/18/10(Thu)19:47 No.8652525
    >>8652381
    cut trees
    build ships
    >> Anonymous 03/18/10(Thu)19:50 No.8652575
    Is this a new Lord Quest/ Frost Giant like quest?
    Me like.
    >> Anonymous 03/18/10(Thu)19:54 No.8652654
    First this >>8652504
    then this >>8652525
    >> From Hell's Heart 03/18/10(Thu)19:54 No.8652666
    >>8652504

    One Royal Huntsman takes two of the Footmen on a hunt.
    One Royal Huntsman takes two of the Footmen scouting.
    They will return by nightfall.

    In the meantime, your eight labourers commence construction of a communal hall. A prime location on a low hill is chosen - a brook runs along the bottom of the northern slope. This far out, there are no roads.

    (Still lacking a forename for your character, and for the settlement)
    >> Anonymous 03/18/10(Thu)19:58 No.8652717
    >>8652666
    ARGH SATAN!

    Anyway I vote for 'Fort Royal' since we don't have a port yet.
    >> ★ Subprocessor DM 03/18/10(Thu)20:01 No.8652768
         File1268956909.jpg-(12 KB, 298x296, 1253001766194.jpg)
    12 KB
    rolled 6, 1, 2 = 9

    >>8652666
    Name: Kasimir
    Outpost Name: Savrol
    >> From Hell's Heart 03/18/10(Thu)20:06 No.8652864
    >>8652717

    Bob, ever-helpful, has nailed up a wooden sign near the dirt trail that led you here.
    FORT ROYAL
    You'd forgotten the boy could write.

    Your men tell you the building should be done in two days.

    By evening, your hunting party returns with a deer. One of the footmen has a sprained wrist - you have yet to ask why.

    The scouting party returns with the following report:

    There is a trail about half a mile south that leads towards the coast. This is odd.
    Two miles south is Ravenholme.
    There is a fairy ring a quarter of a mile west.
    Half a mile northeast is a cave.
    The Huntsman believes Ratmen may live in the deeper woods to the south, but says it's 'just a hunch'.
    >> Anonymous 03/18/10(Thu)20:07 No.8652877
    >>8652768
    Second the personal name, but for the settlement we need something that will attract immigrants.
    >> ★ Subprocessor DM 03/18/10(Thu)20:10 No.8652932
    rolled 1, 5, 3 = 9

    >>8652877
    The Land of Gold and Fine Women?
    >> Anonymous 03/18/10(Thu)20:10 No.8652939
    >>8652864
    Inquire about the hurt footman.
    Do we have anything resembling a medic?
    >> ★ Subprocessor DM 03/18/10(Thu)20:12 No.8652959
    rolled 2, 4, 4 = 10

    >>8652939
    This. Also, have the scouting party stealthily follow the trail toward the coast.
    >> Anonymous 03/18/10(Thu)20:15 No.8653014
    >>8652959

    After that we should secure the cave. Clean out any wild animals and use it for storage.
    >> From Hell's Heart 03/18/10(Thu)20:18 No.8653060
    >>8652939
    >>8652959

    Apparently the Footman claimed he could use a bow, and bet the Huntsman a days rations that he could hit a crow on top of a rock near the fairy ring. The Huntsman has been smirking ever since.

    Odd, really. You were sure all the Footmen had some archery training. Fortunately Bob reminds you once more of his utility by tending to the injury.
    As ever, jokes are made about his 'delicate touch'. Poor old Bob.

    The Huntsman politely asks if checking the trail can wait until dawn - 'This is the Frontier, m'lud. There's things in them woods I'd step over me own mother to escape.'
    >> Anonymous 03/18/10(Thu)20:18 No.8653064
    >>8652864
    Ask about the wrist. Have it fixed.

    How do fairies and fairy rings work in this world? Depending on that, we might want to tell our men to absolutely stay clear of it, or maybe leave some kind of offering, or capatalize on the magic properties, or...

    Have someone watch the trail at night to see what it's used by and possibly have a team track it for some distance away from camp tomorrow or so.

    That cave also bears some watching and investigating - did it seem to be inhabited?

    Was the huntsman convincing? If so, stay clear of the deep woods south for the time being, at least until we're better fortified. Then send a larger party to explore later.

    What's Ravenholme like? Maybe we can go there for some shopping or to hire local experts...
    >> Anonymous 03/18/10(Thu)20:19 No.8653069
    >>8652864
    I require background information on: Ravenholme, fairy rings and fairies in general, ratmen.
    >> Anonymous 03/18/10(Thu)20:20 No.8653082
    >>8653064
    >Cave
    >Bears

    OH GOD!
    >> Anonymous 03/18/10(Thu)20:20 No.8653093
    >>8653060
    Console Bob.
    I agree with the hunter, we don't have enough men to risk at the moment.
    >> From Hell's Heart 03/18/10(Thu)20:30 No.8653229
    RAVENHOLME: A small, relatively recent outpost. Under the vassalage of Delat bastards.

    FAIRY RING: A low, circular earthen rise, capped with a rough circle of standing stones.
    Huntsman (Name - Friedrich): 'Fair folk, m'lud? You don't know? Stay away from their forts, their idols. Leave an offering of milk on the doorstep at night. And by the gods, my lord, be afraid.'

    RATMEN
    Friedrich: 'Devious, thieving little buggers. They won't bother us until we have enough to steal.'

    Friedrich tells you that the cave did have bones strewn outside - could be bears, or worse.
    The look of horror on his face suggests that yes, he is quite serious about the deeper woods.

    The other Huntsman, Humphrey, volunteers to watch the trail tonight.
    Bob appreciates your consolation. Honestly the way he smiles at you sometimes...
    NO. NO. Never confused.
    >> Anonymous 03/18/10(Thu)20:36 No.8653325
    So, we wait for the next day.
    >> Anonymous 03/18/10(Thu)20:37 No.8653335
    >>8653229
    We need more information on the size of Ravenholme and the likely number of combatants there. Still, I suppose investigation in detail can wait until after our initial fort is completed; no sense poking potential enemies without having a good defensive position. Same with most other likely dangers here, I'd say.
    >> Anonymous 03/18/10(Thu)20:46 No.8653451
    >>8653060
    >>8653229
    It seems reasonable to assume shooting at animals close to the fairy circle might have pissed off the fair folk. Do our rations perchance include milk? We might want to leave an offering.

    We should also send a messenger to the Lords of Ravenholm, bearing a letter with greetings and informing them of our arrival and mission and how we regret not being able to meet them in person until we're set up.

    Did any of those bones look humanoid? What creatures worse than bears might dwell in caves here? We might want to send in a well-armed party (with both Huntsmen) to it somewhen soon and smoke it out.

    But not today. Let's set up guard shifts (We should participate as well to uphold morale.) and call it a day.

    Also, what are our own skills?
    What kind of training and education did we recieve?
    What weapons are we skilled with?

    Also, try to fraternize a bit with our minions. It might raise their willingness to die for us and reduce the chance of betrayal.
    >> Anonymous 03/18/10(Thu)20:53 No.8653536
    >>8653451
    >send a messenger to the Lords of Ravenholm
    Since they are our arch-rivals I'd say we wait until we are fully established.
    >> From Hell's Heart 03/18/10(Thu)21:05 No.8653712
    >>8653451
    Leaving these tasks for the morning, you club in on the watch. The men are impressed by your solidarity, and the night passes without incident, and lacking milk, Friedrich assures you that a glass of strong spirit will suffice. And you had been looking forward to that triumphant brandy.

    The next post will be an infodump about you, prince Kasimir Faraldan, followed by your fraternizing with the staff.
    Friedrich will be more than willing to tell you what nightmares await on the Frontier...
    >> Anonymous 03/18/10(Thu)21:06 No.8653735
    >>8653536
    I was under the impression that they were more of the squabbling, intriguant-at-court type of rivals, and not the out-for-our-blood type (especially since the ones here are just some illegimate children shoved away to the frontier). Since this is a fantasy setting, the latter may also be true, and if that is the case, and I do agree we then would not want them to know we're here.
    >> From Hell's Heart 03/18/10(Thu)21:11 No.8653809
    PRINCE KASIMIR FARALDAN

    Age: 23
    Nationality: Kelenite
    Appearance: Tall, blonde, dark-eyed.

    As a son of House Faraldan, you are fourth in line to the throne of Kelen. Faraldan is a House known for piety, honour, skill-at-arms, and compassion.

    As a Kelenite, you are a highly competent horseman. You are also a skilled swordsman, highly skilled spearman, and a passable boxer.

    Educated at the Grand University of Ymon, you can read and write Old Imperial (Not unlike Roman), and are well versed in the lore of Degra Veen, the Father of Man and primary deity of the Imerian Church. As a man of Faraldan, however, you were reluctant to swallow all the dogma, and are more aware of the other deities in the pantheon, such as they are.

    Naturally charismatic, and automatically an officer in the Kelenite army, you have received some training in leadership skills and tactical command.
    >> Anonymous 03/18/10(Thu)21:11 No.8653810
    >>8653735
    At some point it will be inevitable, but let's err on the side of caution.
    >> Anonymous 03/18/10(Thu)21:14 No.8653843
    >Roman
    Latin
    >> From Hell's Heart 03/18/10(Thu)21:20 No.8653927
    >>8653843

    (<headdesk> Silly me. I live with a Latin student, too, which makes that doubly embarassing.)

    FIRST WATCH

    Friedrich takes first watch with you, hoping to explain the dangers of the Frontier. Impressed by your solidarity in taking a watch, some of the labourers and off duty guards have made a point to light a fire nearby, and a few of them are playing dicepoker.

    Such a small camp does make this feasible, really. The later watches will no doubt be more... professional.

    "Well, my lord, the cave might hold bears, and might not. See, there's plenty worse out here. Inquisition says a Necromancer is loose out here, and he's only one of the rogue Magi expected to have fled to the Frontier. Zombies aren't rare, and sometimes there's ghouls or worse. There's also Skinshifters, Vampires, Demons, The Flesh, Fair Folk, and all manner of other beasties that go bump in the night.'
    >> Anonymous 03/18/10(Thu)21:22 No.8653976
    >>8653927
    Good god, we need torches. BIG ONES.
    >> Anonymous 03/18/10(Thu)21:32 No.8654128
    >>8653927
    “Just means we will have more fun cleaning up the place.” *self confident*
    >> Anonymous 03/18/10(Thu)21:33 No.8654145
    >>8653976
    Or flamethrowers. Where would one go to hire a wizard?

    I assume most of the critters work as one would expect them to? If not, please specify. Also, what are Skinshifters and The Flesh?
    >> Anonymous 03/18/10(Thu)21:36 No.8654192
    >>8654145
    The Flesh
    A guy running around in red underwear.
    >> Anonymous 03/18/10(Thu)21:37 No.8654210
    >>8654192
    Oh lawdy, the mental images.
    >> Anonymous 03/18/10(Thu)21:38 No.8654218
    >>8654192
    >A guy running around in red underwear made out of the skins of children!
    >> From Hell's Heart 03/18/10(Thu)21:43 No.8654283
    >>8654128
    "I wish I could share your enthusiasm, sir." he says, glumly, and lights his pipe.

    >>8654145
    Magic is heretical.

    Friedrich can, if you like, tell you what he knows about the various monsters. This information may not be fully accurate - and I promise you, very few of these critters work like you'd expect.
    >> Anonymous 03/18/10(Thu)21:48 No.8654338
    Inquire about the unknown beasties, and lament the herecy of magic.
    >> Anonymous 03/18/10(Thu)21:48 No.8654351
    >>8654283
    Well if Delat gains anymore power in their political struggle, WE'LL be deemed heretical either way. Not saying we should keep the company of magi, but we must keep an open mind should things turn sour for House Faraldan in the times to come.
    >> Anonymous 03/18/10(Thu)21:56 No.8654466
    >>8654283
    A vague idea of the monsters we'll be facing is better than no idea at all.
    >> Anonymous 03/18/10(Thu)22:01 No.8654523
    >>8654283
    Ask Friedrich about the creatures we might encounter. ALL of them.

    >>8654351
    No reason to make it easier for the Delats, though. The way to deal with mages we should take is to either fail to notice them, or kill them (which might be considered a courtesy when the other option would be to turn them over to the inquisition).
    >> From Hell's Heart 03/18/10(Thu)22:04 No.8654563
    The Flesh... You've heard of The Flesh. Always believed they were a vicious myth concocted by angry peasants. The idea that they could really exist sends a shiver down your spine.
    Horrific, shape-shifting monsters that can only be harmed by silver and fire - and who live to devour nobles.

    Vampires you likewise know a little about - there are two kinds. There are those that can pass for human, die in sunlight or fire, but are not too difficult to defeat. The Vampires of Black Forest, on the other hand, are unlikely to been seen out here - huge, half-man, half-bat monsters. Sunlight only seems to make them angrier, you're told.

    Skinshifters, Friedrich tells you, are werebeasts. He seems rather uncomfortable as he suggests that they are not always dangerous.

    Friedrich explains that Demons and Fairfolk come in a myriad of forms, too legion to describe easily.
    >> From Hell's Heart 03/18/10(Thu)22:20 No.8654734
    Tiring, and hoping you can sleep with the thoughts of such monsters filling your head, you make way for the second watch, eat, and sleep.

    The night passes without incident.

    The day breaks - What do?
    >> Anonymous 03/18/10(Thu)22:22 No.8654756
    >>8654563
    Walls, we must build walls. I'm all for becoming a big-shot hero who beats the shit out of things like these, but we are still smalltime.
    >> Anonymous 03/18/10(Thu)22:30 No.8654868
    >>8654756
    The workers should continue with building the common hall while we send thee hunters and 4 footmen to scout the path.
    >> Anonymous 03/18/10(Thu)22:31 No.8654881
    >>8654756
    We have two related priorities- security and income. For the moment, security should likely take precedence. Plan out a solid but simple fort, begin construction.
    >> From Hell's Heart 03/18/10(Thu)22:41 No.8655028
    Work continues on the hall. The head worker, Gregory, informs you that perhaps the best thing to do once that's done is knock up a palisade around the base of the hill. He thinks it should only take a day. Incidentally, once of the footmen - Wilhelm, you think his name is - is helping with the construction.

    The scouts from the path last night state that no one traveled on it.

    The offering for the Fair Folk is gone.

    Friedrich and four footmen, as ordered, follow the path.

    Bob and a two-man escort are dispatched to Ravenholme, with a letter penned by you personally. Delat may not like you, but they've never had much of a military reputation.

    Do you intend to do anything with your four footmen in the meantime? One of the workers gave Humphrey a hand with his watch last night, and says Humphrey could use another hour or two of sleep, but could be up to help.
    >> Anonymous 03/18/10(Thu)22:45 No.8655083
    >>8654881
    At the same time, scouting the area and gathering intelligence is our best bet.

    Personally, I'm intrigued to know where that path leads and what's waiting at the end, but I think the cave is a more immediate issue. If there's one or more predators in there, we might be well within its hunting territory. We should investigate what we're dealing with and exterminate it if needed before it starts eating our men.
    >> Anonymous 03/18/10(Thu)22:45 No.8655093
         File1268966740.jpg-(201 KB, 800x600, mottb1b.jpg)
    201 KB
    This is what we need to build. The village for everyone is the first line of defense. If anything breaches that we have the keep behind another wall and moat. The hill is too steep to climb. Eventually we can expand but with only wood to build with this is our most defensible structure
    >> Anonymous 03/18/10(Thu)22:46 No.8655113
    Hey, what's the Footmen's equipment and training?

    Are they shieldmen, armsmen, can they do drills or ride?
    >> Anonymous 03/18/10(Thu)22:47 No.8655125
    >>8655028
    Humphrey can have his sleep, we're fine for now. And if we do need that extra pair of hands, at least he won't be tired. As for us, we should be looking for a way to make some extra money. Fort Royal's coffers won't fill themselves.
    >> From Hell's Heart 03/18/10(Thu)22:56 No.8655233
    >>8655113
    The footmen are equipped with chainmail, quality spears, shortswords, and bucklers. They can do drills, and while they are decent horsemen, they are not currently provided with such.

    >>8655125
    This appears to be rich hunting ground, and isn't far from the sea. Back home, most structures are made of wood - so logging may prove profitable. That mountain may be worth examining for ores. Sufficiently fortified and with some roads developed, Fort Royal may become a valuable trading asset.

    >>8655083
    You may personally scout the area, and cave, with your remaining footmen. Shall you do so?
    >> Anonymous 03/18/10(Thu)22:57 No.8655245
    >>8655028
    Give Humphrey some resting time. He's a valuable asset out here at the frontier, and all of us need to be in good shape to be successful in this environment.

    Speaking of assets, we should survey our men for special skills and knowledge. Maybe we can organize some sort of daily lesson or get-together to spread valuable skills and knowledge around. At the very least, we could ask the huntsmen to teach some basic knowledge about this area and some outdoorsman skills to the others.

    >>8655093
    I also like this fort setup.
    >> Anonymous 03/18/10(Thu)22:57 No.8655250
    >>8654283
    >Magic is heretical.
    Rules don't apply outside of civilization. Anyway if making this place civilized requires heresy, then by god it's more heretical not to use it!
    >> Anonymous 03/18/10(Thu)23:00 No.8655291
    >>8655233
    >You may personally scout the area, and cave, with your remaining footmen. Shall you do so?
    I think for the time being, we shall wait, at least until Humphrey is well rested. Until then, we shall see if we can help in the construction, or drill with our men.
    >> From Hell's Heart 03/18/10(Thu)23:05 No.8655359
    >>8655245

    On canvassing the men, you find that the labourers have all had some basic militia training. One of them is a tanner, and one says he was a blacksmith's apprentice before his village was destroyed by Demons. One of the footmen knows a little about herbalism and medicine, but admits both of the Huntsmen know better than he.

    After drilling the men to pass the time productively, Humphrey reports to you refreshed and smelling faintly of venison.
    >> Anonymous 03/18/10(Thu)23:06 No.8655376
    We must set up a small fort for protection before doing anything beyond scouting the area. We don't want to make our presence too strong until we can defend ourselves.
    >> Anonymous 03/18/10(Thu)23:10 No.8655435
    >>8655233
    Are there any major rivers nearby or other means for transporting lumber, should we attempt to make logging a significant industry? Transporting wood is kind of a pain in the ass without something of the sort.
    >> Anonymous 03/18/10(Thu)23:14 No.8655495
    >>8655435
    This reminds me, exactly how far away is the sea from our little hill? Is the idea of making our town into a port feasible?
    >> From Hell's Heart 03/18/10(Thu)23:17 No.8655531
    >>8655435
    Regrettably, there are no rivers going anywhere useful. All wood is processed on-site and carted home by most other outposts.
    Humphrey says there is a river that could be viable, if a little longer than optimal - unfortunately, there's a stretch of it apparently infested by Naga.
    Which sounds ridiculous - but Humphrey assures you, there are Naga. You'd always heard they lived in the sewers of Hrothgard city.
    >> From Hell's Heart 03/18/10(Thu)23:19 No.8655551
    >>8655495
    The sea is roughly two miles to east. Fort Royal itself might not be fit for becoming a port, but in time you could perhaps expand to a second settlement. Sir Hallejar of Strassenbourg famously founded a second outpost once Strassenbourg began to become a small city.
    >> Anonymous 03/18/10(Thu)23:23 No.8655618
    >>8655531
    Assuming that we still have enough of the day left to go and return, we should head for the cave and carefully investigate what might dwell in it. Granted, we could just send Humphrey and two or three footmen, but we can't stand around idle all the time. Also, like this there will be more of us should something unpleasant emerge, to do battle or at the very least serve as a distraction while the rest flees.
    >> Anonymous 03/18/10(Thu)23:26 No.8655649
    >>8655359
    >blacksmith's apprentice
    This man needs an anvil as soon as our fort has progressed enough.
    >> Anonymous 03/18/10(Thu)23:30 No.8655704
    We need to get a fortification fully up and start getting more men to back us up. We need to find people or creatures that could possibly ally-with/help us. If we have any xenophobes in our party we should remind them that they are in THEIR TERRITORY AND ANY WHO FOOLISHLY RISK DOING SOMETHING THAT MAY CAUSE SOME OF US DEATH WILL BE PUNISHED PROMPTLY.
    >> Anonymous 03/18/10(Thu)23:31 No.8655711
    Guys, we need decisions

    Go to cave?
    Start logging?
    Keep fortifying?
    Explore path?
    >> Anonymous 03/18/10(Thu)23:33 No.8655737
    >>8655711
    CAVE, the last thing we need is FUCKING BEARS trying to attack our settlement.
    >> From Hell's Heart 03/18/10(Thu)23:34 No.8655750
    >>8655618
    Resolving to examine the cave, you head out into the woods.
    Sparse as they are, the Frontier remains a wild, tree-strewn moor stretching to the highlands further north. It's peaceful, really. The late morning sun dappling the ground gold and green through the canopy, the scents of the wood, birdsong and the rustle of life.
    You pass a rough altar, a stone affair carven with runes, recently the place of a fire, overgrown with creepers and gorgeous flowers. Wracking your brain, you recognise this as a shrine to Litrys, goddess of luck, the wild, and weather.
    The cave is visible from here - may even be an abandoned mineshift, in the side of a rocky hill. The bones outside look to be mostly animal.

    What do?
    >> Anonymous 03/18/10(Thu)23:35 No.8655761
    >>8655711
    >Go to cave?
    maybe
    >Start logging?
    only for what we need to build our outpost, as to not piss off the faeries
    >Keep fortifying?
    Obviously
    >Explore path?
    maybe

    Other points of interest are continued searches of area, and possibly trying to get beneficial relations with our neighbors.(of any race)
    >> Anonymous 03/18/10(Thu)23:35 No.8655765
    >>8655711
    Start logging to build fortifications. Keep hunters hunting. Keep footmen training and/or helping log and build fortifications. Timeskip until either a functional wall has been created or something interesting happens
    >> Anonymous 03/18/10(Thu)23:38 No.8655787
    >>8655750
    As in recently in use?

    Because otherwise, we could take it for us, if it is fine to have it not on the wilderness.
    >> Anonymous 03/18/10(Thu)23:41 No.8655838
    >>8655750
    Does anyone in our group know what kind of offerings Litrys accepts? If anyone does, tell them to feel free to worship at the altar. If nobody does, don't fuck with it, but keep it safe. Even if we don't choose to worship Litrys, I'm pretty sure she'll help us out a tiny bit if we protect her place of worship.
    >> Anonymous 03/18/10(Thu)23:42 No.8655851
    >>8655750
    What people/creatures are apt to worship that goddess?
    >> Anonymous 03/18/10(Thu)23:43 No.8655859
    >>8655359
    >One of them is a tanner
    How rich is this area in regards to animals that could be hunted for leather production? We might set up a tannery - downwind from our settlement (and maybe upwind of Ravenholme, depending on how friendly the Delats turn out to be) - in the future.

    Also, how do we communicate with the capital? Will there be regular messengers/heralds, and if so could we use them to procure specialists like prospectors, trappers or woodsmen?
    >> From Hell's Heart 03/18/10(Thu)23:48 No.8655918
    >>8655851
    >>8655838
    >>8655787

    Litrys is worshipped by Frontiersmen quite often, and accepts offerings of blood, food, and sex. The men remain uncertain about your views on religion - worship of Litrys is just barely tolerated by the Church. It's only a matter of time before her followers go the way of Utharim's mortuary-cults.

    'My lord?' Humphrey says, having gone slightly ahead. 'I can see some bracing in the cave - old mineshaft, I reckon. But definately something clever living in there - there's a neat pile of bones beside the entrance, and those scattered ones look like warding sigils. And... well, there's spiderweb sir. Huge, thick cords of it...'
    >> Anonymous 03/18/10(Thu)23:50 No.8655940
    >>8655750
    Consult with Humphrey what might live there. Depending on the danger you expect, either explore it a bit deeper, or leave it be and return to camp, knowing we're unlikely to be killed in our sleep.
    >> Anonymous 03/18/10(Thu)23:51 No.8655954
    >>8655918
    Find a way to take the spiderweb without getting stuck to it. Does anyone have torches? If not, make some or go back to Fort Royal and get some.
    >> Anonymous 03/18/10(Thu)23:51 No.8655964
    Gentlemen, shall we wait to see something come at us rather than go into their territory? Probably plant some torches, see how negotiations go?
    >> Anonymous 03/18/10(Thu)23:55 No.8656002
    >>8655964
    If we start a big enough fire at the entrance we can probably starve it of oxygen, or at least make it come out
    >> From Hell's Heart 03/18/10(Thu)23:56 No.8656006
    >>8655859
    The first dispatch of settlers arrives in one month. In two weeks a messenger is expected to arrive to collect any requests you may have.
    Thus far, tanning may not be viable, but that remains to be seen.

    >>8655940
    "Well... my lord, did you hear about the Faltoven massacre? My cousin is in the Grey Mountain Mercenary company. Says a nest of horrible spider-things killed an Inquisitor and his retinue, and butchered the town militia. Puts me on edge, if I'm honest."
    >> Anonymous 03/18/10(Thu)23:58 No.8656028
    >>8655918
    Let's leave a sacrifice of food at the altar. The blood might be a bit too much, and we didn't bring Bo- NO. NO. Never confused.

    And I don't like the look of the cave at all. Would bone wards and spiderweb perchance be affiliated with Necromancy, or any other form of heresy? Or does it hint at any other creature?
    >> Anonymous 03/19/10(Fri)00:03 No.8656103
    >>8656028
    I lol'd
    >> Anonymous 03/19/10(Fri)00:06 No.8656139
    >>8656006
    Okay, that put that into a different perspective. Ask him how they got rid of the things in Faltoven.

    Personally, the tale makes me want to set the cave on fire and collapse the entrance before something has the chance to emerge. I'd say we best return to camp, double the watch for the night, set up fires around the perimeter, and tomorrow, work on raising that pallisade as soon as possible. Then we'll find out how to deal with this.
    >> From Hell's Heart 03/19/10(Fri)00:14 No.8656231
    >>8656028
    What little you know of Magical lore certainly implies Necromancy, or witchcraft, or peasant superstition when it comes to the wards. The spiderweb is a mystery.
    One of the footmen, with a look of quiet despair, leaves half a dried sausage on the altar.

    >>8656139
    "Monsterslayers, m'lord. And the full weight of the Grey Mountain company."
    >> From Hell's Heart 03/19/10(Fri)00:26 No.8656385
    You return to camp. The hall is almost done! The men have been working hard. Some of them are already erecting a palisade.
    Friedrich is back - he approaches you looking a little shaken.
    "My lord- the trail leads to a small fishing village, right on the coast. I had no idea anyone lived so far out! The blacksmith seems to be in charge - he said the village is called Last Chance."

    Night is falling.
    >> Anonymous 03/19/10(Fri)00:27 No.8656387
    >>8654563
    >Skinshifters, Friedrich tells you, are werebeasts. He seems rather uncomfortable as he suggests that they are not always dangerous.

    Calling it now, Friedrich is a skinshifter trying to earn your trust for some nefarious purpose.
    >> Anonymous 03/19/10(Fri)00:29 No.8656416
    >>8656387
    Maybe he's a friendly skinshifter and just wants a hug.
    >> Anonymous 03/19/10(Fri)00:32 No.8656473
    So prepare torches and fire arrows to storm the cave?

    Let's see what the village can offer in exchange for our support (probably build defenses), we may need more manpower. Are they from any house in particular?
    >> Anonymous 03/19/10(Fri)00:33 No.8656475
    >>8656385
    Inquire as to why the village has such a morose name.

    That's my last post for tonight /tg/. GL and don't get our little fort burnt to the ground.
    >> Anonymous 03/19/10(Fri)00:34 No.8656492
    >>8656387
    Glad I'm not the only one who thought of this
    OP can we have more description about them? are they humans with a condition? ie contagious? what do they shift to?
    >> Anonymous 03/19/10(Fri)00:36 No.8656517
    >>8656385
    Build controlled bonfires facing the direction of the cave. EVERY MAN ON PATROL TONIGHT CARRIES A TORCH. IN FACT, UNTIL THAT CAVE IS DEEMED UNINHABITED, WE WILL MAKE THAT OUR POLICY.
    >> From Hell's Heart 03/19/10(Fri)00:48 No.8656684
    'Last Chance is unaligned, my lord. Seems everyone there is... well, running from something. The blacksmith alone seemed like an awfully haunted man. Ye gods, it's like someone filled a town with thespians.'

    The double-watch is armed with torches, and bonfires burn brightly. Did you remember the offering, tonight?

    A note on Skinshifters - common shapes seem to be wolves, boars, bears, and hawks. The origins of Skinshifters are unknown, though they are rumoured to kidnap women - or Skinshifter women attack towns and rape the menfolk.
    >> Anonymous 03/19/10(Fri)00:49 No.8656706
         File1268974181.jpg-(146 KB, 788x606, spider_monster.jpg)
    146 KB
    >>8656517
    Dinner by torchlight. How very romantic.
    >> Anonymous 03/19/10(Fri)00:50 No.8656709
    >>8656684
    >Skinshifter women attack towns and rape the menfolk.

    Inquire as how best to tell when such an attack will occur.

    You know, so that we can prepare our defenses. Yes, that's right.
    >> Anonymous 03/19/10(Fri)00:57 No.8656826
    >>8656684
    Of course we remembered the offering.

    And it seems we got a town full of The Flesh. Or disguised zombies. Or worshippers of some eldritch abomination. Or wanted fugitives. Or heretics. Great. Just great.

    I say we prepare fire arrows and barricades, have our men scout for other mine exits that need blocking, and then set up a trapped, barricaded killing perimeter around the old mine before smoking it out and pelting anything that emerges with burning arrows.

    Then we set out to investigate what the hell is going on in that creepy village. And possibly purify it with fire, as well.
    >> Anonymous 03/19/10(Fri)00:57 No.8656839
    >>8656684
    >Did you remember the offering, tonight?
    Are you talking about that half-eaten sausage we left on Litrys's altar? Didn't we /just/ leave that there? Are we required to keep leaving offerings? I thought this was just an act of good faith. I mean, I'm cool with worshipping Litrys, she sounds like an okay goddess. I just didn't know shit would happen so fast.
    >> Anonymous 03/19/10(Fri)01:00 No.8656880
    >>8656709
    Yeah, you wouldn't want to be caught without proper preparation in such a case. You wouldn't want your whole fort to wake up with sore backs and other body parts because you did not have the necessary... defenses and ointments needed to meet their attack.
    >> Anonymous 03/19/10(Fri)01:03 No.8656922
    >>8656880
    Let us invest in the purchasing of the Karma Sutra handbook for all men on site. Knowlege is the best weapon, no?
    >> Anonymous 03/19/10(Fri)01:04 No.8656941
    >>8656839
    I think he means for the fae.
    >> From Hell's Heart 03/19/10(Fri)01:04 No.8656950
    >>8656839
    I meant the other offering...
    Right, it's 5AM. I am going to sleep, guys. But here are some terrifying links for you - Frontier Quest resumes Friday Night:

    NEXT TIME, ON FRONTIER QUEST

    'You've got such soft hands, Bob...'

    'No, John, you are the Demons.'

    'IN A CAVE! WITH A BOX OF SCRAPS!'

    http://suptg.thisisnotatrueending.com/archive/7176389/
    http://suptg.thisisnotatrueending.com/archive/7611633/
    http://suptg.thisisnotatrueending.com/archive/8055976/
    >> Quest Lord !!7ls3wo7NoED 03/19/10(Fri)01:14 No.8657124
    >>8652575
    It's looking LQ like. Partucularly Bob there. . is Bob ever shortened to Kate?
    >> support staff 03/19/10(Fri)01:15 No.8657145
         File1268975753.jpg-(216 KB, 800x600, fort_royal.jpg)
    216 KB
    Our situation looks something like this, no?
    >> Anonymous 03/19/10(Fri)01:16 No.8657156
    >>8651370
    core to any good campaign.
    >> Anonymous 03/19/10(Fri)01:17 No.8657171
    BOB!! I DON'T CARE HOW YOU GO ABOUT IT, BUT FILL THIS JAR WITH SEMEN! Next time our offering for the fairies will be man milk.
    >> Anonymous 03/19/10(Fri)01:26 No.8657360
    >>8657171
    Why not make an extra jar for Litrys? Surely the product of sex wouldn't hold a lesser value than the act itself?
    >> Anonymous 03/19/10(Fri)01:33 No.8657491
    >>8657171
    "When the search party arrived, my King, they only found your son's knave at the site of the camp. Although they scoured a wide perimeter, they found no trace of your son or his men.
    They questioned the knave, and from the blathering under his unarticulated sobs it became appearant that he completely lost his mind, believing 'his children' had 'come to take and devour' the others. Unfortunately, before he could be brought to the capital for more intense questioning, he too vanished one night without a trace - probably ran off into the wilderness, the poor fool.
    Anyway, it seems safe to assume your son has met his demise at the frontier, mylord. Would you like to investigate further, or should we turn for more pressing matters...?
    Yes..? Fine then - what does my Lord wish to eat for breakfast today?"
    >> Anonymous 03/19/10(Fri)01:40 No.8657591
    >>8657491
    >Implying a bunch of FAIRIES wouldn't enjoy semen more than actual milk.
    There's a reason gay men are referred to as fairies.
    >> Anonymous 03/19/10(Fri)01:56 No.8657803
    >>8657591
    you know very little of the fair folk, I take it...
    >> Anonymous 03/19/10(Fri)02:07 No.8657951
    >>8657591
    >Implying that I'm implying they wouldn't have liked it instead of them liking it a bit too much and deciding to play a jolly little prank on the generous donor



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