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The Didrickson family, though neither ancient nor new, has a longstanding tradition of expert huntsmen and marksmen with few contenders, valuing accuracy, precision, and efficiency.

Their ability to go behind enemy lines, scout out enemy forces and terrain, as well as perform excellent guerrilla and skirmisher tactics as highly mobile ranged forces, makes them a prized addition to any able bodied force and sought out as soldiers for hire. To the armored knights and swift cavalry, they can prove just as deadly, as what good will all the armor and swords and muscle in the world do if you cannot keep up with the enemy who constantly shoots at you and stays out of your range? Whom are as easy to hold down as an eel, and harder to find in the woods than a diamond in the sand? Maneuvering in highly skilled and small groups, a formidable formation can soon find themselves a pincushion of arrows and bolts.

The Didrickson family have also taken a habit of churning out great advisors, who are able to sieve through the flood of messengers and gathered information to make good strategic and tactical advice to the many kings and barons and generals who hire their forces.

One such advisor was Sir Richard Jeffery Didrickson the 5th. Taking with him some of the family rangers and expert crossbowmen, he gathered a force of his families hunters whom were loyal to him.

He then used his familiar inheritance to purchase a decent force of footmen, and with this force, set out to make his way in the world, to find glory for himself or to expand the families honor? Only he knows.

On their journeys to find themselves a place to call home, Richard came upon an odd spirit. Though there are many rumors all of conflicting nature, no one has deciphered why or for what intention this strange Djinn has decided to work with Richard, but few dare question why.
>>
>>33493585
Richard decided to go to one of the most war torn regions of the land, where surely such a place strife with war one who could tip the sides of battles with information could easily find employment. And as their rangers moved through the thick forests, avoiding the roads and their armies, they were not alone nor noticed.

Dryads, creatures of the wood and realm, have long since been wary of the man races and interlopers of the forest. Used to seeing vast armies hack and burn down vast swaths of forests to trample roads of stone for wagons and machines of war, they were very surprised to see humans who did not do that. Instead they bobbed and weaved through the forest, leaving it intact, hiding their trail. Curious, they approached them and in due time were enamored by these rangers who knew how to live and survive in the forest like they did (to a degree, at least). With communications underway, it was all Richard could do to sway them to his side with the promise of gold, the metal which speaks to all races, even the dryads, but they would accept other payments than gold it was hoped.
>>
>>33493595
At last, they stumbled upon the ruins of a keep, a castle seemingly hidden and forgotten, but as they soon found out, not uninhabbited. Through means, not yet discovered, the ancient dwellers of this place still lived, and yet did not live. Knights who still guarded and protected their castle and its miraculous from ages past, not even death stopped them from safekeeping it. Years they fought backarmies who sought to take it, they prepared to fight these new invaders but were surprised when the usual start of battle was absent, and in it's place words and diplomacy which hitherto they had not experienced from the living. With the promise to help bring back life to their castle and keep it in their hands, not slay them to the last like many others, the Undead Knights agreed to work with this man who did not seem to care all to much for their living impairment.

And so here it is you find perhaps, the most unlikely group of beings gathered under one roof. A small force who, in time and with wisdom, may yet be reckoned with.
>>
>>33493614
At the moment the officers of the troops are inside the keep and around a table. There they have some documents, dossiers, troop details, and other assorted materials spread out before you.

At the moment food stocks are somewhat low while we can supplement we can't do everything and its not a regular thing.

Water is excellent though the taken keep has a built in natural spring in providing plenty of fresh water.

At the moment most of our forces are made up of military forces with only a small assortment of support. We only command the local keep and have little to yet offer to draw forth people here to help colonize. Doesn't exactly help people think the nearby area is haunted or cursed by both the living and dead.

Example actions for what you can do.

First to three is locked unless there is a real swing about.

Rolls are required for votes to count use a 1d100.

>Turn 1
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 2
>Pop 400
>Military 350
>>>>>>>Food: Below Average
>>>>>>>Water: Excellent
>>>>>>>Morale: Average
>>>>>>>Medicine: Scarce
>>>>>>>Health: Poor
>>>>>>>Armaments: Average
>>>>>>>Fuel: Poor
>>>>>>>Tech level: Barbaric
>>>>>>>Reputation: Upstart
>>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. busted dwellings.
>>>>>>Defenses: Palisade.
>>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>>Power: Windmill
>>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
dossier of current forces.

Undead Knights
Trait Undead

Officer Jargens a death knight odd fellow as not 'quite' dead or alive for that matter. Commands the undead knights under him are about two score.

Gear are mounts and their equipment. Bit on the battered side but still quite serviceable.

Upkeep cost

Bare minimum they only need their gear taken care off of and on. They don't even require much pay but in exchange there are certain things their interested n.

]Spirits
Trait Spirit

Officer is some kind of djinn odd fellow who your forced to deal with for the sole fact its the only one who can take a humanoid form and is willing to deal with others. Noted to best not ask about personnel life or wishes.

Gear...is nothing at the moment depends upon the individual.

Upkeep cost is regular odd payments. Stuff is weird with what they request Genie brought up a different means of payment but it has yet to be investigated. So far their not expensive strangely enough but more weird.

Elite Snipers
you have about a 50 of them. Top quality snipers where they lack in everything that rangers due besides accuracy and ranged they more then make up for in those two things. They wield crossbows and prefer lighter mail and leathers.

Officer Kandace leader of the elite snipers possesses a rare magi weapon as a reward for being the best of the best.

Upkeep cost is less then expected as they are pretty good about taking down the occasional critter which helps it not hurt as much. Still require pay though and unlike the rangers they don't regularly bring in stuff to help offset it.
>>
>>33493835
Bad ass rangers

For when you need someone to cover ground quickly, effectively, and behind enemy lines while still making it out intact these are your guys. Not including their duties at screening, covering flanks, and acting as skirmishers. They seem to be flourishing out here in the boonies its the damn near perfect environment for them.

Upkeep bare minimum thanks to their skills they like the undead knights you don't really suffer that much. Hell often enough they downright supplement you and your forces with what they manage to bring in regularly.

Officer Joyce the one ranger who you can actually reach regularly unless there are some wounded recovering. Unsurpisingly also serves as the officer/liaison between you and them. Commands about 50 guys. Unlike the other rangers his other duties prevents him from going on real long trips regularly. So instead he tends to be much more thorough with his 'explorations'.

His rangers hate him for it but he has to do something to stay sane and make up for it, also a fabulous trapper.

Gear is hides, carapace, and light metals along with bows, and light melee weapons.

Basically they like their armor light and their weapons light besides their bows.

Upkeep...is actually a positive as in they bring up much more then they cost.

Bad Ass dryads

Officer Cecilla connected to a treent known as Cracks to everyone but the dryads. To be fair though its actual name is a bitch to pronounce.

A bunch of badass dryads who are unlike many of their brethren not limited in mobility or distance. Suffice to say they are well worth it though you are rather uncertain how to deal with them as while the spirits are certainly unusual at least they are not Fae.

Upkeep

well it doesn't cost anything to maintain them but they still require payment. At the moment you have been rather inventive about it so far but they ain't exactly cheap if you pay them in classic means.
>>
>>33493857
Basic Troop Footmen

numbers 100

Gear breastplate and leather. Short Sword, spear, and shield.

Hardened veterans thanks to these wartorn lands their officer is Captain Rainheart who started off as bottom barrel and worked his way up to being an officer without any help, bribes, or training. Not even a noble but a commoner of all things.

Him and his boys are veterans and well trained.

Upkeep is the general unlike your other forces who can supplement it or require/want different means of the usual these guys are classic.


Your family isn't exactly all that happy with you when you decided to go this route they expected you to either return and help out the family or join up with some other force not strike out on your own as an adviser of all things. Others too were caught off guard but we shall see.

Is our current mark up currently we do have a number of forces who are out on missions and will return shortly to give us their reports.
>>
Rolled 15

>>33493765
"Men I view getting the farms up and running to feed the hungry will be best. But a good water supply will be the limiting factor in this."

>F. Explore in a direction/something.
Look for water sources and game to hunt.
>>
>>33494127
We have a great source of water already. We can jump right into work on the farm.
>>
Rolled 27

>>33493899
Info dump completed.

Your current 'council' is made up of your officers.

Stats for esteemed self.


I will serve as your...guide I suppose you could say. I know we have traveled a long ways to get here to set up this colony though at the moment its more along the lines of an expeditionary force. Currently we are in the wartorn lands of loosely called Wargardia a place utterly rife with conflict Though come to think of it goes by a number of names. Kingdoms rise then fall so very quickly here from both internal and external conflicts. Not even settlements are safe ruins, fallen empires, kingdoms, battlefields, ongoing or long dead all hang around here. This place is so unstable that not even the greater powers of this world have been able to do little more then set up a foot hold since times since long forgotten.

We however are located in the borderlands bordering the wilds. So while we have less to contend with the more civilized peoples we make up for it with the savage. Though the 'borderlands' here is a bit of misnomer meaning that one borders either another Territory or the more wild lands which lay mostly untamed still. Though considering this lands idea of 'wild' that really is saying something.

Traits
Deviated
Connected

Passive
Bloodline
Twisted
Insight

Ability
Identify: Able to determine rough stats and other info from target. Including possibility of turning them and weaknesses/strengths.
Walk Around: You get down and dirty with whats going on. Useful for getting a more down to earth view of things.


Are what your capable of. Sadly you combat ability is rather...lacking. But that may be fixed and you are well educated. Alas we don't exactly have any tomes of magic for you to learn but we do have some magical talent around.

Nor are you very charismatic but you have some manner of brains and tend to...notice things others would miss. Certainly does help as well that you are rather...odd.
>>
Rolled 96

>>33494174
Scarce was is level of food and water bordering starvation, our farmers gotta eat too.

>>33494127
Vote
>>
>>33494174
Yeah but it's good to have more. I want to limit the use of our special water well if we can. It keeps it from being poisoned. But I could be over thinking things.
>>
>>33494286
The water is excellent. But I think we could use some meat as well. Hence the game and water (for back up sources.)
>>
>>33493585
sage
>>
Rolled 80

>>33494217
I suggest using an ability once per a turn unless you wish to overextend yourself.

If you DO overextend yourself you wont be able to use anything special until you recover. Useful for in a pinch though when you don't have much choice.

Be aware that the...undead are not exactly well liked they suffer rather harsh relations. Their cheap, strong, and tireless though.

As for the dryads...well they ARE Fae. The chaotic side of nature they represent or to be more precise are incarnates of where the elementals are the lawful.

At least at first anyway I suppose there are such things as fae knights or mad elementals...but its a good generalization.

Truth be told one of them alone makes the spirits look simple in contrast to deal with.

>>33494127
"We currently lack proper farmers and the few non combat forces we have is meant for support our military forces. Will see what can be done though. Don't mean we can't at least get rid of rocks or weed."

Currently the assigned mission roster for forces.

Rangers scouting.
Footmen and Snipers joint operation Patrol day time.
Undead Knights patrol nighttime.
Dryads reserve.
Spirits reserve.
>>
>>33494291
>>33494286
>>33494338
One of you guys is fancy stick anon huh?

We have great source of water already, I am not opposed to looking for more, but it should be of the lowest priority. Seeing as it's NOT a problem. We have plenty of problematic issues to adress.
>>
Rolled 1

>>33494627
Nope I'm just over thinking things.

How about
>>33493765
>F. Explore in a direction/something.
Look for game to hunt, resources to gather and plants to eat.
>>
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>>33494693
I guess that's a no.
>>
>>33494693
Getting this thread started off right!
>>
Rolled 30

>>33494439
You can change around the roster basically it serves as their default.

your action is attempting to put everything you have going for you together in order to complete an objective.

People will eventually start coming in to settle on your their own especially considering you are serving to 'protect' this area.

>>33494693
what do a crit fail which always serves to lock an action in. On the plus side though 3 crits equal the opposite type of crit.

So this is the 1st one for this thread.

>>33494693
Troops dispatched to scout...they all got lost when they went inside the wild lands. hell even the rangers and dryads did unless they kept to the more open areas.

In which case everyone but them also got lost.

Eventually we DID find them...albeit they were sorta starving and in bad shape.

On the plus side though reinforcements have arrived from their previous trip. With some new settlers who they ran into. They also claim to noticed some nearby ragged settlements if they are beholden to anyone is unknown though.

Acquired 100 footmen.
50 rangers.
50 snipers.

50 settlers.

two score more undead knights came in near dawn they stated there are some nearby ancient repeat battlefields that reeked of death.

Death Knight suggests that if we desecrate the area we could animate the dead there or suggests doing a calling ritual to see if anything replies. Each of their own risks or rewards though.

Dryads came back with a report. They stated the nearby wild lands are...extremely wild those who are not experienced shouldn't go too deep lest they get lost. Which they will as not even the experienced are safe from it. Apparently its quite old and twisted.

Spirits came back with a report stating there are a number of nearby elementals, spirits, and Fae in the wilds at least nearby.
>>
Rolled 46

>>33494893
I must bring up the problem of...current imbalances within our ranks.

At the moment we have far more men then we do women. Troops are starting to get antsy. Could prove useful as it lowers inhibitions for certain measures but may also cause problems.

Insight activated
Humans ordinary have misgivings given they are desperate enough they will get over said misgivings allowing for potential bridges to be made. Could also blow up in your face though these are soldiers we are talking about after all.

Could give the troops leave off and on, problem is we are rather far out there so it would take time for them to return...if they return. These place is rather dangerous after all especially around here.

>Turn 2
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 2
Loot: 3

>Pop 600
>Military 500
>>>>>Food: Low
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Poor
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. busted dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33495027
Well then if the settlers work on the farm that would be one thing dealt with. Rangers explore for game to hunt. I would rather call then desecrate when it comes to the dead. Respect should be showed to the dead.

"Dryads do you have magic that could help with food from the farms?"

... hm. Any one up for giving some of the guys and women a resource and see if they can get any more females to our faction?
>>
>>33494627
The issue isn't the water so much as the food, hopefully we can get a farm started soon though
>>
>>33495237
I'd be down for that. If we were feeling balsy we could also try raiding a small bandit slaver group and see if that gives us women too.
>>
>>33495027
That was probably the least fail critfail we have ever seen. I almost feel gipped.
>>
>>33495027
Alright

Rangers scouting. [Changing this to "Hunting for food."]
Footmen and Snipers joint operation Patrol day time.
Undead Knights patrol nighttime.
Dryads reserve.
Spirits reserve.

>B. Try to improve the base
Get the farm up and running.

>Undead
calling ritual

And send a group of men and women with a resource. Men get a break and see about getting more females to our side.

Then after this i say we check out the other settlements.
>>
Rolled 59

>>33495027
are the spirits incorporeal? if they can move through objects, they shouldn't have a hard time scouting without getting lost. they could just fly upward to see the fortress. have rangers look for food, Dryads research magic, Undead attempt to call up any willing dead, and split up the normal men among improving the base, improving weapons, and researching technology. still keep some of each to protect the base, however
>>
Rolled 37

>>33495838
That could be to much, But I'm down.
>>
Rolled 80

>>33495838
also, we should join the men improving the base.
>>
>>33495838
We might want to get ourselves a workshop or a librart first before researching technology (which has to be specified btw). These sort of buildings let us carry out research and or training without a harder resource strain, and grant bonuses
>>
>>33496045
It's like, the difference between researching a new crossbow or blueprints for a new forge on a kitchen table vs a workshop desk with tools and a drawingboard nearby.
>>
Rolled 94

>>33496045
... hm then lets change it a bit.

are the spirits incorporeal? if they can move through objects, they shouldn't have a hard time scouting without getting lost. they could just fly upward to see the fortress. have rangers look for food, Dryads research magic [Growth and/or protection], Undead attempt to call up any willing dead, and split up the normal men among improving the base[Farm and work shop]. still keep some of each to protect the base, however
>>
Rolled 68

>>33496173
Devote the men to the farm, and I'll back it. When our population is barely a 100 men, it'd be wise not to split them just yet and focus on getting a project done (such as the farm). Then we can work on the workshop once the farms are done.
>>
>>33495237
>>33495027
>"Dryads do you have magic that could help with food from the farms?"

** Dialogue Request **
>>
Rolled 60

>>33496173
Voting this
>>33496442
With this modifier. Get the farms done first.
>>
Rolled 42

>>33496173
>>33496442

I'll support that.
>>
Rolled 66

>>33496173
>>33496442
Make it so
>>
Rolled 54

>>33495665
Nah I treated it as failure+

as in you didn't get what you were looking for AND got lost as hell.

>>33495838
Depends on the spirit they can choose to be so.

>>33496469
They do indeed.

>>33496173
>>33496442
when the spirits floated upward and came back down again they claim to see a few dotted settlements and a town. Wild lands they couldn't get a real good luck at the woods but away from it they note some hills that eventually turn mountainous. Right now we are in a place of sloping plains with shrubs bordering a nearby wild forest. Further along it gets mountains and the forest joins up with it forming a V like pattern with the mountains and forest linking up eventually. We are located in somewhere in the middle of the V or to be more precise near the side of it.

Ranges bring back an amazing haul of food easily filling up our food stocks even for the civilians and all our troops to boot.

they state that we aren't the only ones lurking around and that while the wild forest is much riskier to do it houses much better game as well.

Dryads laze around mostly tinkering with their spells.

Undead have engaged a calling ritual...against all odds they did not draw any unwanted attention and made contact with nearby undead friendly forces.

There are some nearby ghoul packs who wander around here. Apparently their home base is within this region.

There are a number of catacombs, graves, battlefields, and more where an assortment of undead are interested.

Detected friendly undead forces within a section of the woods that are 'haunted'.

A nearby necropolis also pinged. It seems to be built in instead of on top a cropping of rock much like our own.


Our primary focus was however the farms. In that regard we did a good job in getting rid of unwanted plants and weeds. Sadly however stumps and stones are still getting in the way.
>>
Rolled 42

>>33496872
>Turn 3
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 2
Loot: 3

>Pop 600
>Military 500
>>>>>Food: Average
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Poor
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. busted dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33496872
>>33496905
Could we potentially get a map of where all this is located, for reference?
>>
>>33496905
Sounds like we need to bang out some tools.
>>
>>33496979
Aye. We'll need tools anyway if we're going to make construction projects.
>>
Rolled 31

>>33496905
>>33496872

I get the feeling we'll have a much better time of playing low-tech civs in your Post Apoc setting after this.

>Rangers
Go out and observe the nearby town that's been identified.

>Footmen+Settlers
Work on making a toolshop so we can...make tools.

>Dryads
Perhaps, our powerful natural allies, you could assist in the clearing of land for a farm?

>Snipers
Patrol and Watch duties.
>>
Rolled 61

>>33496905
>>33497047
If possible, I'd like the Snipers to construct a small archery range to keep their skills well and aid in training more of them.

Also Captain Rainheart and his veterans work on basic construction and digging tools. Certainly people with such a longstanding experience in war is bound to have some people who know how to dig trenches and set up a camp.
>>
Rolled 11

>>33497047

I'm a bit stumped for the Undead. I'm unsure if it's wise to go about recruiting large numbers of them, seeing as there are massive rep penalties for that. If we get too many more we might have difficulty keeping them hidden.
>>
>>33497047
technically, the bloodsnows were a low-tech civ for a very long time.
>>
Rolled 33

>>33497150

What makes you think that? They came up with the DBM and...plasma vehicular defense nets.
>>
Rolled 76

>>33497047
>>33497128
Sounds good.

>>33497142
Well with the area we are in fae and undead seem to be a big part of it. But i can see your point. Nothing wrong with keeping them allies and that way they hide in the hunted lands. While we did with the others till they learn to be cool with our ways.
>>
>>33496994
We need hoe's, hose, and a hose.
>>
>>33497168
Yes, but that was only after finding the mek. We had to fight dance and sing our way through zombies in the snow for a long time.

>>33496872
Question: what type of Undead are our undead?
Essentially zombies?
Skelebro's?

Do Ghouls eat the undead?
>>
>>33497199
Ghouls clean the meat off our zombies and make skelingtons.
>>
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Rolled 71

>>33496976
Its a shitty map but then again the spirits who made it had a not so great view.

its very rough and not nearly that uniform but it gives the idea.

brown hill.

Grey mountain.

Light green plains.

Dark green forest.

The light blue is you.


Anyway you ARE aware its more effective to just specialize in a single action right?

Put all your focus and spare resources to completing it?

Otherwise its not quite so useful granted you can give forces missionary objectives to do doing their spare time but in general it wont be as effective as when you throw your full power at it.

>>33497128
Snipers say they would need something of better quality. As is they have some crude stuff said up but its nothing fancy and outright dreary.

Captain Rainheart states they could indeed set up a crude camp but ask where and why when they have the keep.

>>33497199
Your undead are an odd mixture. You have a few skeletons, a couple rotters, possible mummies, a death knight, what you think are empty suits of armor, and stuff like that.

Mostly though they are in an advanced state of decay except for a few exceptions.

Ghouls...who don't know what you have heard is that they seem to be okay with undead.
>>
>>33497354
We're not asking him to set up a camp. We're asking if those same skills used in setting up a camp or digging trenches can be used to help make tools on the fly.
>>
Rolled 12

>>33497398
"Hm we have some basic tools but its meant for campaigning not building. As for tools on the fly...same story really."
>>
Rolled 56

>>33497459
>>33497354

So what I'm getting from this is that we need to identify some threats, kick their asses, and then some "second wave" settlers with less military oriented equipment will come around.
>>
>>33497459
We need hoes, plows, and some beasts of burden. We should consult the dryads because we need wood, and they might not like that...
>>
Rolled 72

>>33497565
Maybe they can give us some wood.

>>33496905
Unsure if the action went thru so ...

>F. Explore in a direction/something.
Scout out the settlements found.

Towns people make some tools and dryads help with moving the roots in the farm.
>>
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Rolled 32

>>33497354
would any skeletons be willing to have their arms and legs swap locations (so that they keep their hands), and become skelecopters?

Captcha says that deadnap should
>>
Rolled 70

Hmm, he must be moving his stuff in or something. I bet he'll be back in a relatively short time.
>>
>>33498019
Variant undead are indeed a thing as for them being willing...no. Something to do with honor apparently.


Though the things you can do with variant undead...that will be the least of your problems.
>>
>>33498295
So waiting on actions or something else?
>>
>>33498617
waiting on actions.
>>
Rolled 1

>>33498295
God I hate working when genie is online.

>rolling to see if my boss will let me go early
>>
Rolled 36, 90 = 126

>>33497907
I think we can reasonably perform 2 actions without severly undercutting results. Have the Rangers and snipers and dryads, for their combined foresting skills, go and explore/scout out the settlements.

Meanwhile the footmen and the rest focus on making construction tools. Things like wooden levers and shovels and rope and cutting implements and such that would help us move stubborn boulders and stumps.
>>
Rolled 55

>>33498730
Woops. Wrong dice
>>
Rolled 84

>>33498730
Sounds good.

>>33498726
...? I think that is a no or someone will die.
>>
>>33498788
Post apoc crit fails IRL:

>basic:boss can I leave early?
>1
>you get stuck in the elevator, your elevator mate starts to fart nervously.
>boss asks where you have been, requires overtime.
>>
Rolled 81

>>33498730

I think that Snipers aren't very woodsman-ish. They're more epitome soldiers, and we can rely on them for infiltration of enemy lines for advantageous positioning...but in a different way than the rangers.

I wouldn't send them out into the forests, I'd keep them on watch. Someone's bound to have taken notice of us by now and it'd be best if we saw them coming first.
>>
Rolled 7

>>33498730
Vote
>>
>>33498927
We need to set up pitch and brazers.
>>
Rolled 29

>>33498957

Yeah, perhaps when the next wave of immigrants and reinforcements come along we'll be able to send a wave of soldiers back to acquire women and specialized military supplies like that.
>>
>>33498927
Sniper's are crossbowmen who have utterly killer aim they are hardened soldiers. Unlike bowmen they don't do volley as much but make up for it in accuracy and being able to punch through good armor.

So yeah no they aren't really all that woodsman like as at least the rangers can still do melee to a degree. but they certainly do make excellent watchmen.

>>33499020
Women aren't exactly big on frontiers they like to come once all the hard work is finished. but soldiers on the other hand...well you will eventually end up drawing the attention of some whores. You already have a few camp follower types but its not exactly optimum or enough to go around.

Or you could try to go native.

>>33498730
The settlements are mostly a few hamlets and small villages with only one actual town with good walls near the mouth of the V. At the town we noticed manor appears to have the closest thing to nobility around here. Beyond that they noted a large number of ruins including forts. Exact details they aren't sure about them but not all of them are in disrepair or as abandoned as they would appear.

Footmen simply ask why we don't have those knights remove such things with their mounts at night...and Captain Rainheart simply has them start digging ditches and setting up fortifications around the new settlement. The settlers for their part have patched up their dwellings.

Later during the night its noted that there was a scuffle between the dead knights and the dryads.

Dead Knights attempted to remove stones, and stumps. They went to the dryads for help regarding roots.

Problem is the Dryads are not big fans of agriculture stating how it stinks of civilization and ruins nature. There was some conflict when the knights went out and ran into the dryads.

The Dryads warned them against it but the knights went through and simply hacked their way through the roots is when the scuffle occurred.
>>
Rolled 78

>>33499232

A few more settlers came in this time. The village they have overtaken is a bit full at this point. Further expansion or new settlements may be needed.

>Turn 4
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve the base
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 2
Loot: 3

>Pop 650
>Military 500
>>>>>Food: Low
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Poor
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. busted dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
Rolled 5

>>33499232
By go native do you mean we go hit on some tree people?

>>33499278
>A. Scavenge for supplies.
Alright food run and farm work. Rangers hunt please and dryads look for fruit as well as vegetables.

But I guess we will work around the roots to keep the dryads happy.
>>
Rolled 6

>>33499278

How do Reserves and Loot work in this game?
>>
>>33499232
Fucking dryads!

>agriculture is too civilized

We are making a civilization motherfuckers!

Who's idea was it to bring these fuckers on the team?
>>
>>33499278
>busted dwellings.
Are they still busted, the settlers did try to patch them up.
>>
>>33499466
We need them for forest bonuses such as camoflague and the plants actively aiding us in combat, and plant magics for better crops. We can work out an arrangement with them, we just need to be tactful about it.
>>
>>33499278
"Dryads, how would you propose we could increase our crop output to feed us all, whilst not interfering with nature? Perhaps, some sort of plant or vine which could be bountiful and planted without the need for usual agricultural methods?"
>>
>>33499496
But they don't want to into crops?
>>
>>33499648
At least, not the way we plant them.
>>
Rolled 76

>>33499389
"Or whatever else is local to here."

>>33499401
"Reserves are required for actions that require materials/supplies they are utilized to see through on said actions.

Loot is money.

>>33499539
"That is what gardens are for. Agriculture is so brutal squish everything but a bare handful of 'desirables' then keep using said it over and over. Possibly to the death of the very soil from which it springs."

>>33499468
There is so much they can do without a devoted action. Having forces do stuff individually in the background tends to be much less effective as devoting whatever you can as in action to it.
>>
Rolled 7

>>33499278

>Basic 1
Garden time, instead of establishing fields for agriculture like we were planning (which will PO the Dryads) we're going to make gardens/orchards instead. It'll be a greater initial investment, but gardens are better in the long run anyway.

Rangers and Dryads, for your part of this would you mind going out into the forest to find suitable plants for our gardens?

As a separate thing: Dispatch some of the footmen with a ranger guide or two to the town and see if they'd be willing to trade some of our loot for food.
>>
>>33499648
see >>33499713
Our dryads have noticed that current medieval agriculture kills the soil because of the lack of focus on revitalizing it. This is an important scientific discovery irl, which led to methods such as 4 field crop rotation.

It's also one of the reasons the dustbowl happened.

>>33499713
"Hmm, I see what you mean. Tell me, but, would it be possible for us to construct gardens which not only bring life back into the soil, but also have the capability to feed us all?"
>>
File: image.jpg (150 KB, 634x416)
150 KB
150 KB JPG
>>33499713
Something like this?
>>
>>33499812
>>33499713
** Dialogue **
>>
Rolled 52

>>33499812

Garden agriculture is something that was practiced by nobility in the medieval ages. It actually had better returns per-acre (both in volume and quality, due to the variety of crops grown) than normal field agriculture...but it required much more care (to get started anyway), and had to have a wall built around the garden, so it wasn't viable for large-scale practice by peasants.

So theoretically yes we can build enough/big enough gardens to feed us all, but it's going to be quite expensive going in.
>>
Rolled 66

>>33499812
"Hm to encourage growths that provide abundance enough to feed?"

"that...is beyond our scope especially in such concentrations. Over much land simple enough acquiring the bounty of the land but as numbers increase combined with limited land. Beyond us perhaps druids may know as they are much like you no? Except they unlike you have a respect for nature."

>>33499986
Damn anon caught on.
>>
Rolled 17

>>33499803
Vote
>>
Rolled 39

>>33499803
Sure. But then we should save loot for payday for our people. Other wise hunting for food for a but.
>>
>>33500002
What if we made every footman and non militant maintain a garden at their own homestead? Most everybody else can provide food for themselves or don't need it.
>>
Rolled 72

>>33500097

That'll be good once we get women for our footmen, but it's less resource intensive (walls have to be built out of stone these days) to build a large communal garden.
>>
Rolled 52

>>33499803
For the most part our forces weren't expecting to create something like that or had experience in it. So going wasn't really all that great.

Rangers and Dryads for their part did try to find suitable plants but weren't exactly sure what was needed or how it would fit together.

Troops dispatched to the nearby town. for a single loot we can purchase enough food to keep the keep overflowing and to fill up the warehouse for the village.

It seems like this season will be an especially long one this year.
>Turn 5
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 3

>Pop 650
>Military 500
>>>>>Food: Low
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Poor
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. busted dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33500417
"Advisor, the Dryads suggested we might profit from gaining the services of a druid. If it could be done, how would it be done?"
>>
Rolled 18

>>33500417
Buy food for 1 loot.

Now dryads I assume will not want us taking wood from the forest. So that leaves us stone working. Unless the dryads will help in which case lets get the dwellings. Other wise making tools for stone houses I think should be next, After we get the food.
>>
Rolled 32

>>33500528
We really need tools, hopefully stone moving tools shouldn't be harder than construction tools right?
Vote
>>
Rolled 46

>>33500528
Let's do it
>>
>>33500770
They shouldn't be all we would need are chisels, logs to move things on or rollers, picks to break pieces up and a boat lot of time.
>>
Rolled 30

>>33500528
Food purchased.

Payments have been doled out to our troops.

Dryads state that the matter of lumber is when you take down a tree who still had much going for it. In other words they are picky pricks.

You do have some basic tools but our forces are now trying to seek stone. They note that there are some nearby hills/mountains as well as some stuff that we could turn into a quarry nearby. There also seems to be an abandoned quarry nearby that fell into disrepair.

So we have reclaimed the Fallen quarry(as we know for certain it still has good stone and at least some infrastructure still) and commenced acquiring rock.

Due to condition of quarry lack of tools, manpower, time consuming and disrepair you will earn 1 stone material every 5 turns.

Currently troops are not so happy as to being assigned.

Captain Rainheart brings up the possibility of forts and settlement expansion.

Officer Jergens reports during his night patrols he has noticed savages coming out of their wretched holes. He even went through the trouble of confirmation and hunting as he poured out the heads of monsters from a bag before the meeting.

Kinda soured things but it got the message across.

>Insight
A good number of those heads are of gnolls who have quite the taste for flesh...problem is this puts them in direct competition with the local ghouls and while they have been willing to not mess with you so far this may change things.

Joyce for his part was embarrassed about them missing such events but states his forces have confirmed the presence of elves within those woods.
>>
Rolled 85

>>33501100
>Turn 6
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 1

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33501100
Questons:
Djinn, are settlers being assigned to the mines or footsoldiers? Because a soldier does soldier duties, a civilian does civilian work.

Captain Raniheart, where do you suggest we expand to?

Does the Settlements have any use for Rangers, Scouts, or Hunters? Something we can do to get paid.
>>
>>33501133
Who's do for f-ing up gnolls? They be taking flesh from the ghouls that have be cool with us.

Officer Jargens do you think we can make an agreement with the ghouls to thin down the gnolls a bit?
>>
>>33501230
We really need to consider the ramifications of relations with ghouls and the undead. Certainly, since the civ is meant to work for (at least, how it seemed) the larger human empires of the region.
>>
Rolled 65

>>33501251

I think that, as long as we're quite discreet about who we assign to what tasks and who information is disseminated to, we'll be fine with at least thinning the Gnolls for the Ghouls.

After all, all the soldiers fighting them would know is that they're fucking up some dangerous potential threats. Only the Undead Captain would be communicating with the Ghouls that we're doing it for them.
>>
>>33501251
True, But if we get the enemy to fight them selves that saves us trouble later. As the insight says the ghouls have been leaving us alone but that could change with the gnolls. So we start killing some that gives the ghouls food and us more time to build up.
>>
>>33501133
trees without very much going for them?

>wife and saplings left him
>can't afford tree support
>can't hold down a photosynthesis
>has a bad case of appleworms
>addicted to soil

Feels bad man.
>>
>>33501351
haha

shit, I wonder if that's the sorta thing the cultist could use...
>>
Rolled 34

>>33501195
There are not enough people to work the quarries to Captain Rainheart had some troops 'stationed' there to help along for 'defensive' purposes. He is working them hard and is wondering where to place some forts. He would prefer using lumber but he has yet to convince the dryads.


Captain Rainheart suggests forts to guard areas of interest. Such displays of power and protection will draw forth more people.

Rangers regularly bring in a stock of leather, parts, and plants during their outings. At least they did when they had the time to.

Snipers when on patrol with the footmen take pot shots when they can.

Footmen are only good for the occasional hard labor, patrols, and guard duty.

>>33501230
"Hm you want to make contact with ghouls? Sure that can be done sure they will happily help out take out the competition and would appreciate it. Usual payment for them is the dead and occasional share of armaments. They couldn't care less about anything else."

>>33501330
Insight basically makes sure you notice one thing about whatever. If you want more then that you'll have to figure it out yourself.

As for your insight into why the ghouls seem to leave your guys alone is simple.

When the death knight did the ritual it alerted the ghouls of them and who they're with. Because they were chill with the undead knights and the fact they had other plenty of other food options they felt it was better to just not pick a fight with someone who has yet to have a bone to pick with them.

Hunger would of course would change that its basically means your not really all that high up on their list of dinner prospects.

Competition on a decent scale however could change that.
>>
>>33501435
So how about every one. Do we make a deal and then scout out the enemy or do it on our own? Granted I guess we could wait a bit. But way not clear a problem so we can work on making new settlements.
>>
Damn this mobile phone.

Okay actions, what to do.
>>
>>33501818
I'm really down for making another undead-ish ally for night missions. As well as killing an enemy to make room for a new settlement. Show the world we mean something and get the females incoming,
>>
>>33501928
Put it in action form and I've vote it.
>>
Rolled 75

>>33501435
Make the deal Officer Jargens lets get ready to take down the gnolls.

>F. Explore in a direction/something.
Gather info on the gnolls and ready to attack.

Once we got the info we need to hit them hard we attack.
>>
Rolled 52

>>33502030

I'll support that.

Herr Advisor, do you have any insight on the best time to attack the gnolls?
>>
Rolled 75

>>33502030
I suppose it is time we tested our combat abilities, see how they can be improved.
>>
Rolled 25

>>33502093

On that note, what do you think our plan should be?

The Undead Knights are tough motherfuckers. If we back them up with footmen then they ought to be set against all but the most overwhelming gnoll forces. That does risk raising tensions due to them being undead though.

The Dryads...probably won't fit down in the warrens, but we can deploy them at any entrances/exits we find and try to flush the fuckers out into their arms.

I'm unsure what to do with the Rangers, tunnel fighting probably isn't their forte (though they could trap routes behind our main forces to make sure they don't get flanked).

Snipers will be nearly useless in an underground fight, probably best to leave them at home or station them somewhere so they can pop off shots are small groups of fleeing gnolls.
>>
Rolled 5

>>33502030
Scouts sent out...and they find a number of gnoll strong holds. 2 to be precise along with a wandering warband of them. Only good thing about it is the warband seems vulnerable.

One stronghold is a cave system with some barricades. While the other is a ruined old fort.

The warband is camped out in some hills.

>>33502068
After some musings you remember that gnolls are nocturnal so sometime during daytime.

>Turn 7
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 1

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33502288
It entirely depends on the terrain of the battlefied, but these are good ideas.

As for snipers being useless in underground fight, not necessarily, in fact it may be quite the contrary. Pending on if we can train them in time, they can perform just like a modern Swat Team, working in conjunction with melee troops to help clear tunnel by tunnel and room by room with accurate bolt fire.

That is wishful thinking though. . .
>>
>>33502334
War band first or fort ... think band first and weaken their numbers. Then we take the fort for a good back up defense.

Day attack for the band having the dryads and rangers go and set some traps. Then our main force comes in a starts to do some real damage.

Can the ghouls do day light?
>>
Rolled 82

>>33502404
They can but prefer not to.
>>
>>33502450
>>33502404
Alright then if we fall to mop them up in the day the knights and ghouls some in to finish the job if all goes well. Other wise they will be our defense while we sleep.
>>
>>33502334
>>33502450
Do we have an estimate on their strength, and would the Advisor warrant an attack?
>>
>>33502388
It's like you fuckers have never heard of siege warfare. Set up camp outside the cave days or weeks if nessasary and starve them out into the open
>>
Rolled 46

>>33502534
The passing warband has the smallest number but is also the most active.

As for attacking...best off attacking the one who don't have as much built in defenses don't you think?
>>
>>33502588
That would pend if they couldn't indefinitely remain underground if they had ample food, or if we could prevent them from tunneling past us and striking us from behind.

Likewise, if we were to do that, we would have to siege both fortresses at once or hope we can starve the one out before the other notices. One cannot maintain a siege while the enemy strikes from behind.
>>
>>33502595
"Would it be possible for us to lure them into a forrest, where we would have the best fighting chance against them?"
>>
Rolled 62

>>33502334

>Basic 1
Further scout out the warband, and come up with a plan of attack.
>>
Rolled 79

>>33502595

How...ferocious or cowardly are gnolls known to be? What is their race like, generally?
>>
Rolled 99

>>33502911
... hm the warband is their smallest group we can take them.

>>33502334
>H
Attack the warband. Richard Identify the weakens and help guide the attack.

Rangers hit first and get the enemy to come to us. Dryads and footmen hold the line while the knights flank them. If they will not come to us try to move around behind them rangers and dryads. Snipers keep on them well they move. Footmen protect the snipers. Knights if the flanking fails fall back and wait to move it it's clear to.
>>
Rolled 89

>>33503038

A solid enough plan, I will support it.
>>
Rolled 45

Guys, hear me out.
>We're mercenaries
>nobody's paying us to fight gnolls... yet.
>we can be all sneaky like and follow our enemies for a while
>the gnolls are bound to raid a human settlement at some point.

I therefore suggest the following plan of action:
>Have the rangers follow the smaller, more active gnoll troup.
>When Gnolls leave for a raid, swoop in for a last minute rescue of whoever they're raiding, looking all heroic.
>Fuck all the farmer's daughters
>>
>>33503088
This is very true, and has worked in the past.
>>
Rolled 61

>>33503088

We're a colonist expeditionary force actually, and we're being 'paid' in good will from the ghouls.

>>33503038
I'll support this...

But would not be surprised if these faggots end up having a nuke or being far nastier and well organized than we expected.
>>
Rolled 74

>>33502842
Who says the forest would be a good idea.

>>33502949
As in you when it comes to the gnoll family believed to be most closely related to the beastfolk but unlike their cousins they prefer to target others and have many subspecies despite just being one group.

Of those sub species they can be broken up into two major groups.

the spotted who are what most think of when it comes to the gnolls due to them being the most 'civilized' thanks to the size of their groups and politics. They are noted to actually be matriarchal, extremely despotic whose males are treated like shit while their own females seem to have a dick and act as the men not to mention being much bigger then they. Its often joked that females don't exist among them and they just use the womenfolk of their brethren for breeding.

The others are noted to not prefer larger groups instead preferring either packs, solo, couples, family groups, or extended families at the largest. Also worth noting that their females actually act like it. They are seen as the least civilized but at the same time strangely the least savage as well.

They are only the most cowardly to their own or displays of great power. But the latter is only really good enough to make them run.
>>
>>33503141
I think gnolls have plague actually. Which is probably about the same in this setting
>>
>>33503088
But no one really knows us I would rather we kill/attack now. Then deal with a bigger problem later. Plus this gives us info on them as well as keeps the ghouls off of us.
>>
>>33503141
Actually, the fluff heavily indicates were supposed to be mercenaries. Colonial expansion is secondary.

>>33503162
>Who says the forest would be a good idea.
It is in our fluff that we are particularly good at forest combat. Being rangers, snipers, with dryads to support.
>>
Rolled 25

>>33503198

Yes, but we haven't familiarized ourselves with this particular forest whereas the nigh-beastmen have lived here for who knows how long and have likely been forced to hide there time and again.
>>
Rolled 39

>>33503339
True enough

>>33503038
Oh well, when in doubt, ATTACK
>>
Rolled 48

>>33503038
The attack of the warband went in a word astoundingly well.

The rangers hit their number picking up their patrols and watchers before luring them in. Even their skimishers were countered.

That was when they ran into the ranks of our footmen and dryads who combined turned into a meat grinder for them. That wasn't even including the undead knights silently prepping to flank them. That was when they struck hammer to the anvil slaughtering the gnolls causing them to retreat.

Or so they tried anyway right into the embrace of the ghouls. unfortunately for them it turned out they were waiting in their camp and attempting to run away.

Amazingly enough we didn't suffer a single loss...though we do have some wounded.
>>
>>33503566
>Amazingly enough we didn't suffer a single loss...though we do have some wounded.
Hell yeah! That's the 2nd time that's ever happened in a Genie game. Granted, it's not downing a Heroic unit with no losses, but still a rare treat.
>>
Rolled 31

>>33503566
When we sacked the camp...seems to have been a meeting area for them. Looks like they were planning something plenty of treasure not so much in the ways of food. Unless you include the captives who luckily the ghouls avoided while they dragged away their corpses and some of their armaments.

Acquired 4 loots acquired.

1 share handed off to the troops for plunder.

Right now however we have the problem that is the captives...clearly meant for dinner or slavery probably both.

The ghouls for their part vanished once they got what they wanted they did however invite you to a barbeque as they called it. They made assurances there would be something special for you if you decided to attend. They did seem a bit disappointed over the lack of your dead though.

The Death Knight for his parts warns you of the ghouls stating that they come in two types.

The undead and living ones.


>Turn 8
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 4

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
Rolled 32

>>33503644

Yes, now we need to remember our other lessons and loot their base ASAP.
>>
Rolled 3

>>33503679

Describe the captives.

I'm inclined to free them, myself.
>>
Rolled 12

>>33503644
Hm yes now if only you realized that you actually...ARE the damned hero.

Seriously though you have those active abilities yet they go unused.

You don't go train.

You don't go visit the officers or anything.
>>
Rolled 30

>>33503726

Well it's only turn...8 Genie.

Do we need to devote an action to going to viist them.
>>
>>33503726
Damnit, you're right. We're so used to you running the main guy.
>>
Rolled 23

>>33503726
Hey I said use Identify, Well more Ruchard(Us) indentify.


>>33503679
>H. Your choice
Gather anything remaining. Place a few scouts to watch this place for any others.

But yeah now that this battle is won we must throw a party for our MVPs.

Main things will be talking about what to do with the slaves. I respect the ghouls but na I don't think we should so to their party.
>>
Rolled 80

>>33503737
You have abilities you don't use.

Its like what the hell man advisers happened to make pretty decent diplomancers and consider who it is...

>>33503709
3 fourths of savages. Stuff like goblins, orcs, trolls ect.

1 fourth who isn't are made up of dwarves, elves, and humans like yourself.

>>33503749
There is only so much I can do anon.

I learned this the hard way with multi heroes some don't end up getting enough love.
>>
Rolled 98

>>33503805
Crap forgot to say lets use Lowdown.
>>
Rolled 32

>>33503806

Considering who it is, eh? You mean an ancestor of a man who had a threesome with a lesbian mutant and a lesbian nanite-host?

Herr Advisor, would there be any taboos against selling the savages into slavery or using them as slaves?
>>
Rolled 82

>>33503805

I agree but also

>Activate Lowdown
>>
>>33503904
I like to think we can be accepting people. Why not ask them to join us in our now town? Granted they would need to be able to understand us.
>>
Rolled 71

>>33503806
Well, after doing the usual "swear alliegance to us or swear to be leavin'" speach for the freed slaves, I suggest we give that garden another try, maybe ask the Elves and dryads to work together on it.
>>
Rolled 95

>>33503960

Heh, we've seen time and time again that our civilization is never as accepting as we players are.
>>
Rolled 45

>>33503904
Slavery here as far as you now? Hah of course not...well to be exact depends on who your neighbors are. Others don't mind while some may take offense.

Technically one was bi and one wasn't suppose to end up that way but dice disagreed.

>>33503960
That is rather hard to do if you don't take the proper measures...but the benefits certainly are many.

>>33503986
what do you think the point of vagina starvation is for?

Those inhibitions man...
>>
>>33503986
Well we never ask them to be or have undead, dryads and sprites. So I'm do for trying or letting them go on their way.
>>
>>33504018
Well kind of with mother and the rebel scum ... wait I'm letting my hate take over. I mean our family.

>>33504016
What does our lowdown give about doing things to help with the proper measures? Unless Identifying will be better for this.
>>
Rolled 50

>>33504089
Lowdown gives you a different perspective.

Identifying can lead to some valuable info.
>>
>>33504158
Dam and we can't use two abilities. I want lowdown for the party. ... hm.
>>
Rolled 92

>>33503679

>Basic 1
Attend the Ghouls' barbecue and also bring some of our own food and shit and celebrate our own MVPs while we're there.

>Activate Insight AND Lowdown.

>>33504189
We can, there'll just be a cooldown.
>>
Rolled 1

>>33504222
Let's see what richard finds today.

Also, this will give the Rangers some off time to go do the stuff that brings income.
>>
Rolled 62

>>33504249
Why am I not surprised. . .
>>
>>33504249
Gah fuck, this always happens when we try to do something different.
>>
>>33504222
Why do you want to go to the ghouls get together. it could be bad for us. Like sleep pills in the food bad.

>>33504249
.... dam it.
>>
Rolled 92

>>33504306

It could've been good, except for this: >>33504249

Could've improved our tolerance. So much for being tolerant of being around any other people ever at all anymore.
>>
Rolled 21

>>33504249

Damn you.
Not really, could've happened to anyone.
>>
Rolled 3

>>33504222
>>33504249
ah well that wont be TOO bad

>notices the two abilities being activated.

...okay i take that back.

This was worst then I had previously even thought.
>>
>>33504354
I was thinking we start with the slaves for that. Well maybe still have a chance of being free people, Slaves.
>>
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>>33504380
"O nice party." [Head explodes]
>>
Rolled 80

>>33504383

I don't particularly care to deal with rebellions or drawing the wrath of our family back home, so perhaps we should keep our dealings with non-standard races to a bare minimum (and secret) following this disaster.
>>
Rolled 90

>>33504249

N-noo...why are the dice gods so racist in all of Djinn's civs?
>>
>>33504417
There's elves and dwarfs in the mix as well as humans.
>>
Rolled 79

>>33504456

So I guess we'll be really xenophobic from here on out.
>>
>>33504516
Well of the ghouls and a Hero (us) being KO for a while I assume.
>>
Rolled 47

>Mordibly awaiting Genie dicking us over
>Hey, at least everyone will only hate the Undead Knights at least.
>>
Rolled 65

>>33504249
>>33504222

>>33504380
Aww Just realized something...oh this is gonna suck for me to write..

Ugh.

Fuck.

The barbeque went actually...well terroribly. Turned out you weren't suppose to bring anything as it was highly offensive. They had even went through the trouble to cook the boars before you so you could know better. Their excuse for using boar? They are most experienced in stuff similar to pork.

So yeah that was a disaster so you got to drinking...and drinking.

Problem was things were getting ugly so you had the BRILLIANT insight to chomp on some food.

It was very very good though. Like damn it was tasty. Your other fuck up was the failure to realize there were two kinds of ghouls there. As the undead ones around you naturally found yourself among the 'living' ones. Who to be honest made better company...

They could dance song related https://www.youtube.com/watch?v=VcDy8HEg1QY

So yeah that was fun..so you ate, drank, and danced around which really helped smooth things over for some reason. Of course eventually you did sorta blackout...and when you woke up. In bed...that wasn't your own and clothing was sorta scattered around. Wow hadn't though the ghouls were into such hard drinking...

As you got up you noticed a look the death knight simply stood there at the door.

"I will admit hadn't thought you had it in you to turn that gigantic disaster around and also impressed. That took a lot of balls and you even got to keep them the other one is outside by the way and we can go if there isn't more you don't wish to attend to. Well done really well done."

>Response?
>>
>>33504746
Time to think of something witty and appropriate
>>
>>33504746
"Man I feel bad for begin food to someone else's party with out asking. Do you mind filling me in on what happened? I kind of blacked out. But upside glad to hear things went well."
>>
Rolled 60

>>33504846

Heh.

>>33504746
"How about round 2, Jurgen?"
>>
>>33504746
>Of course eventually you did sorta blackout...and when you woke up. In bed...that wasn't your own and clothing was sorta scattered around.
This may be a possible alternative to our lack of wymn problems
.
>>
>>33504896
I like this
>>
>>33504897
cannibals ... I mean ghouls. Yeah this is kind of weird. I assume the bad thing will be we are married to a ghoul now and our abilities are on lock down for a while.
>>
Rolled 11

>>33504896

Pffft, well if we're going big might as well go bigger.
>>
Rolled 53

Oh dear lord, the STIs...
>>
>>33505053
That's what magic is for ... I hope.
>>
Rolled 81

>>33504871
"Well first of all you sorta grabbed the wrong dishes...and chowed down with the uhm undead ones. As for after that you then went off to party with the living one's involving a dance after that i am afraid I lost track of you got stuck trying to commit damage only to find out about some sort of eating competition. Thank god you vomited after that by the way but hey at least you put a show."

>>33504896
He gives you a weird look.

"Well...uh. Guess i will be seeing you later then just uh. Just don't stick around for too long and don't eat any meat. As for round two...down the hallway to the right there is a chamber with a hot spring and water fall. Just uhm...use protection okay?"

"Though come to think of it." he gets an evil grin. "Oh i am gonna enjoy this."

After that he left and you got up...to find that holy fucking shit you were sore as hell and that the cloths scattered around were actually your own. So you sorta hobbled your way over there.

Upon entering you noticed that it was rather laden with a nice warm mist after blindly flailing around awhile you did find the waterfall a figure and then promptly got lost. again.

Luckily this time you found the hotspring which was nice sadly you weren't the only one there.

Someone else was there a fairly attractive woman who had an odd palor to her. She took one long appraising look top to bottom before nodding and stating "Not bad hadn't thought you had it in you yet here you are now...guess you can perform now hm?"

That grin...and then you realized you fucked up. Of course you kept it cool and prayed STIs could be taken care off.

-----
meanwhile a certain death knight climbed out and noticed a dryad.

"About time you got back wait where's Richard?"

"Otherwise engaged."

"Ah of course after all he did stay here last ni-wait no."

"Yup."

NOO. Why didn't you do anything?"

"I mean FUCK HE CAME BACK FOR MORE."

"Well..."


>>33505053
Yeah...seriously man. Didn't think it would turn out like this..
>>
Rolled 95

>>33504896

Uhh, well so long as we're going for it we need 3 to the dice pool right?
>>
Rolled 68

>>33505244

The dice demand this critfail end up just fucking awesome.
>>
Rolled 64

>>33505233
>>33505233
"ARGH YOU USELESS DEATH KNIGHT ONCE WAS BAD ENOUGH BUT AT LEAST IT WAS TO FIX BUT NOW...NOW WHAT?"

That was when a ghoul looked at the death knight with a knowing twinkle.

"So you gonna tell her?"

"Nope."

"Ah you dick."

"I am just gonna enjoy it..."

NNOOO WHY WHAT IS WRONG WITH HIM. SEE WHAT HAPPENS WHEN THE PUSSY SUPPLY SO FUCKING LOW? MEN EVEN WILLINGLY BANG A DISEASE RIDDEN FUCKING GHOULETTE."

"How long she gonna go like this anyway?"

"Oh until she makes a certain realization."

"AHAH wait...FUCK ITS ALL MY FAULT."

"Right on time."

"Your good."

"Nah not really."

>>33505301
The fails anon...when I started writing.

It just sorta...

would not have normally ended up like that but fuck hit it hit certain rules.
>>
>>33505351
Why did someone have to ask for round 2. Well this would be a new way to lose a hero.
>>
>>33505395
He died happy at least, which admittedly, is a lot better than how most of our heroes end up.

Maybe he's not the next line of the Didrickson family though. . .or who knows, maybe he still is. Only time will tell
>>
Rolled 83

>>33505351
Meanwhile along the way back.

"Ugh I can't belief him doesn't he KNOW he is gonna end up dinner?"

"Sure just not that KIND of dinner. heh."

"wait what?"

"Who says she wants to dine on the usual way?"

Uh wai oh god fuck you Jargen."

Eheheh.

Fuck I swear to god if she eats him"

"Who says he doesn't want it?"

"Oh just shut up already."

"Then stop bringing it up because I can do this all day long."


Eventually you did return. Albeit covered in bites, claw marks, and most sore. Welcome to come back any time for a night. First thing you did was try to silently inquire about certain diseases...

Ghouls seemed fond of you now.

>Turn 8
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 4

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.
>>
>>33505445
Well if he does go out our new guy should be his ghoul kid. It would be fitting I think.

>>33505474
... Yup lets go ask the dryad Cecilla and Jargens if there is anything they can fix or things we need to do before something bad happens.
>>
>>33505474
"Good news guys! She let him live!

How do we make sure she does it again?"
>>
Rolled 3

>>33505474

>Basic 1
Search whatever resources we have that might lead to curing any STIs we might've contracted.
>>
Rolled 84

>>33505582

Hmm...yes, that'd probably be wise.
>>
>>33505541
>>33505474
** Dialogue **
>>
Rolled 33

>>33505541
"Well what did you do last time that she liked oh so much?"

"repeat and improve."
>>
Rolled 78

>>33505582
We can sell it to the men and save them all kind of problems. I assume resources includes magic and what every else we can use to help.
>>
>>33505730
We're going to work on that, right guys?

Djin did say we ought to train our hero!
>>
>>33505776
Lol ... no ... maybe later.
>>
Rolled 62

>>33505776
hm...looks like i need to.

Look you ARE the HERO. You control him DIRECTLY.
>>
Rolled 100

>>33505776
If anything Richard's got the womanizing spirit of a Didrikson at least.
>>
>>33505860
The dice gods agree at least
Darned, that could've been an action.
>>
>>33505860
well some got their wish. we will be come ghoul laying gods.
>>
Rolled 32

>>33505860

I guess the...strange sexual preferences started early in Didrikson's line.
>>
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>>33505880
They did say train our hero. It's an action in my book.
>>
>>33505909
It all started long ago with Lord Didrik the 1st and his 1000 brides of many races.

But that's a story for Genie to tell another time.
>>
Rolled 22

>>33505931
>>33505776

>Didrikson retoroactively gets a massive bonus pleasuring any non-human women.
>>
I guess we broke the Gm or that wasn't counted as an action.
>>
Rolled 63

>>33506626
What counted I haven't noticed anything?
>>
>>33506739

>>33505776
>>33505860
a 100 for training the hero ,,, in ... ghoul love making.
>>
Rolled 40

>>33505582
Support.
>>
Rolled 21

>>33506803
...didn't think that counted for an action. Guess I'll check again.
>>
>>33505776
Train him in dickings
>>
Rolled 53

>>33507014
>>
Rolled 2

>>33505582
Well any ways if we are not going to get better at love making. We may as well not get STDs.
>>
Rolled 65

>>33505582
Forces went out to find some herbs and body parts that should help with any STI's that we have acquired at least according to the dryads anyway.

Meanwhile you were at the council room recovering and going over what was found while at the same time paranoid you caught something. You think the death knight might know something about it but he isn't sharing. So it bothers you but hey at least everything else is taken care of.

Plus its a damn good year this year summer is proving especially long. As for your forces...you took down one warband but you don't know if that will be enough. There are still two major gnoll territories. Not to mention you still need to deal with the gnoll slaves still.


>Turn 9
>>>>>>A. Scavenge for supplies.
>>>>>>B. Try to improve infrastructure.
>>>>>>C. Try to improve weapons.
>>>>>>D. Research technology.
>>>>>>E. Research Magic
>>>>>>F. Explore in a direction/something.
>>>>>>G. Scavenge for raw materials.
>>>>>>H. Your choice
Reserves: 1
Loot: 4

>Pop 650
>Military 500
>>>>>Food: Excellent
>>>>>Water: Excellent
>>>>>Morale: Average
>>>>>Medicine: Scarce
>>>>>Health: Average
>>>>>Armaments: Average
>>>>>Fuel: Poor
>>>>>Tech level: Barbaric
>>>>>Reputation: Upstart
>>>>>Infrastructure: Warehouse. Fallen Keep(Well Spring). Watch Tower. Ruined overgrown stony Farms. Windmill. crude dwellings.
>>>>>Defenses: Palisade.
>>>>>Beasts: Skeletal Horses. Nightmares(limited).
>>>>>Power: Windmill
>>>>>Weapons: Armaments. Stone weaponry. Slings.
>>>>>armor: Hides. Carapace. Metal(limited)
>>>>>communications: Word of Mouth.
>>>>>Technology: Tanning. Wilderness Lore. Drill Mastery.
>>>>>Arts: Spirit techniques. Fae Specialty Dryad Magic.

>>33506973
And I have confirmed that doesn't count.

Remember anons you ARE this particular hero.
>>
Rolled 24

>>33507085
Alright no love making then. But hell that will not stop us. Lets go have a chat with the new people (aka slaves). If our ability is back to working order lets Identify the slaves and see what we can do to get them to our side.
>>
>>33507085
>>33507180
Sorry for keep every one. But may we ask you of your names? We are [we still need a faction name.].
>>
>>33507298
Richards Rangers?
Didrick's Hunters?
>>
Gonna crash here, just saying waking up to see us dead is the worst so don't do it!
>>
>>33507397
Steel Heart Knights?

Knights of Rick?

... dam just realized, again, name are a pain.

But Richards Rangers could work.
>>
Rolled 64

>>33507549
>>33507397
>>33507298

The Kingdom of Dick?
>>
>>33507833
... huh at this rate it could fit.
>>
Rolled 93

>>33508019

Well at least we get a heavy hand in this civ by way of our main character and his...misadventures.
>>
>>33508228
Yeah.
>>
Rolled 21

>>33508460

Maybe we'll slowly morph good old Dick the 5th from Advisor to Advisor/Leader. The overpowered Archetype Genie so laments showing us.
>>
Bump
>>
>>33508617
We'll probably need to start acting more like one then. Talk to the troops more and what not.
>>
>>33513791
And get into a good scrap, and out of it successfully.
>>
>>33514332
Well there is the fort and tunnels to deal with.
>>
Rolled 100

>>33508617
Thinking it will be that easy.
>>
>>33515461
Well that is another 100 on talks when it comes to Richard(us).
>>
Rolled 35

>>33515461

The dice demand that'll be that easy.

Really though, we don't care if it's easy so long as it's worth it. Would it be worth it?
>>
Rolled 29

>>33515506
Good thing it was only talk then.
>>
Rolled 22

>>33515556
At the moment your an advisor which gives you bonuses to noticing stuff, intelligence, and even diplomacy.

You are however shit in combat but will receive a mild bonus to the stuff that requires keener smarts then brawn. Doesn't mean you can't train and get past the hurdles though.

At the moment though your heavily reliant on your own forces.
>>
Rolled 4

>>33507085

>Basic 1
Go into the town we visited previously and purchase equipment for repairing the quarry we occupy (give us a quote on this cost). Any stonemasons who would like to come would be compensated generously.

Herr Rainheart, we respect your opinion wholeheartedly but you and I both know that Cracks would throw a fit if we started cutting enough lumber to establish forts. Additionally, stone forts will be much more effective both in defensive purpose and in luring in more people don't you think?
>>
Rolled 13

>>33515752
We are Richard we should act like it. So I guess the wording would be something like. We trust in out skills to pick us something we may miss to aid in the dealings.
>>
Rolled 14

>>33515854

I think that our abilities may still be burnt out?
>>
>>33516037
Well we do have our natural skill.

I what to talk to the slaves but my time is lacking because of work.
>>
Rolled 28

>>33515854
So something more along these lines?

>Basic 1
Go into the town we visited previously and purchase equipment for repairing the quarry we occupy (give us a quote on this cost). Any stonemasons who would like to come would be compensated generously. Activate Lowdown while we're there. We know perilously little about our nicest neighbors.

Herr Rainheart, we respect your opinion wholeheartedly but you and I both know that Cracks would throw a fit if we started cutting enough lumber to establish forts. Additionally, stone forts will be much more effective both in defensive purpose and in luring in more people don't you think?
>>
>>33516320
The action was fine it was saying we respect Richards opinion. Because it's saying we respect our own opinion.
>>
Rolled 67

>>33516575

Aah, good point. Perhaps we should simply tell him why we're going with stone without trying to butter him up at all. He's a soldier, and at that he's a Captain of footmen, so he probably doesn't need any fancy buttering up.
>>
Rolled 36

>>33516320
I can vote for that
>>
Rolled 18

>>33516320

I'd prefer we tweak that dialogue, but I support the action.
>>
Rolled 42

>>33516320
>>33515649
Well just in case we can do actions today.
>>
Rolled 12

>>33516320
The dice gods do not look favorably upon us acquiring stone.
>>
Rolled 20

>>33516320
The town as it turns out doesn't have equipment for quarry. They do have some mining equipment but not by any means what we need. As for stone masons there are none unless you consider the military contractors or engineers.

>Rainheart
"Stone forts take a long time to build wood ones are quick and easy. Not to mention fairly useless against anyone with any amount of stone cunning. At least in the wood one's cases I can get the spirits to offer some magical resistances."

Lowdown activated.

The town as you approach and gain entrance is somewhat bustling with activity. In the center you can see the manor as it slowly seems to being upgraded. This appears to be the human central of this borderland region. Here you hear a lot of mutterings on how this place is crawling with savages while still maintaining a good amount of everything else except for the civilized. Hamlets and villages struggle to hang on due to the constant worry. Many don't even farm but instead rely upon something else that can't quite be troubled so easily.

Military forces you note are crawling around coming in and out on their patrols in or around what few human settlements there are. Apparently the local lord seems to command sway them in exchange for protection.

Where do?

>Marketplace to deal with the seeming lack of needed equipment
>Manor to introduce yourself to the local lord.
>Entertainment
>Leave
>Go for a walk
>>
>>33519046
>A world where wood forts can be more effective than stone forts
Welp, good to know then.
>>
>>33519046
>Manor to introduce yourself to the local lord.
Business before pleasure, I'm sure he's in need of more soldiers. Also we had better get a good look on the stance of the humans here to Ghouls, Undead, Dryads, and the likes. Subtly though, can't let off that we're actually working with them.
>>
Rolled 33

>>33519094

This is a strange land.
>>
>>33519232
Actually, it might be better to go to the marketplace to find that out, THEN approach the lord of the manor.
>>
>>33519046
>the manor
It would be quite rude if we didn't make our presence in the city known by our peers. Us nobles need to play our role, I'm sure that our advisory skills could be quite useful to a man that may be otherwise too busy to trifle with detail.
>>
Rolled 42

>>33519232
>>33519357

I'd prefer the marketplace first, but this is alright.
>>
Rolled 45

>>33519046
>>Manor to introduce yourself to the local lord.
Hail The Lord of this land we, Richard, wish to say with tho if you have the time.
>>
>>33519094
Quick to build and tear down denying the enemy.

throw in some mild enchants and you don't have to worry about it burning.

Stone more useful for more permanent holdings that you intend to really stick around for.

wood forts are just quick and dirty making them very useful.

>>33519232
>>33519357
>>33519389
So you decide to go to the Manor. On the way there seemed alright if it wasn't for the ever increasingly present military forces and powdery rich. Eventually you did get there noticing there was some ongoing expansions...with dwarves doing the work. The guards take on look at you after you introduced yourselves they let you in stating that the lord was rather busy but will see you soon...

Several hours later you did indeed get to see him.

"Ah Richard sorry for the long wait you know how it is with these savages and keeping things running. I was considering sending a greetings but considering the hostility of this land I figured it best to see if you could survive first. This place is harsh yet despite the competition resources are still good."

First thing you noticed this guy is older having slowly gotten fat, but you can tell once upon a time he was fearsome combatant who's age and easy living has caught up with.

"Now is there anything you need?"

>Request/ask something?
> Marketplace
> Entertainment
> Leave
>Go for a walk
>>
>>33519533
What does the Advisor see in this man? A man who'd prefer to get down to business and brass tax, or someone we could possibly use small talk and conversation to win over?
>>
Rolled 19

>>33519599
What you have determined as this guy is an old veteran of many a conflict and out here in the borderlands niceties even by this land's standards only go so far.

His name Lord Bulcar was one you recognized when he was young was Warlord who ended up going legit here in the borderlands settling down. As you recall hearing about him having a family and most likely a number of bastards as well.
>>
>>33519682
>What you have determined as this guy is an old veteran of many a conflict and out here in the borderlands niceties even by this land's standards only go so far.
Then let's market ourselves. We came here to provide military assistance as scouts and recon, see if there's something we can do for him in exchange for things we need like tools and such.

"Actually, I'm here to ask if there's something we can offer you."
>>
>>33519533
"We survive quite well in this land, thank you for asking, we are looking to acquire certain pieces of masonry equipment and possibly some stone workers, I see you have dwarfs in your employ, how is that working for you?
As for your issue with savages, tell me more, you don't happen to be referring to the gnoll uprising are you? They are stirring up trouble, we decimated one of their war bands with no losses to our side, I only wish we had left one alive to go tell the story."
>>
>>33519682

>have the ents form a circle around the dryads and preform the sacred ritual only known as "The Entler Dance"
yip a de da day de do do
>>
Rolled 28

>>33519747
"Hm well keep on killing the savages noticed you took out that warband real good on you for that."

>>33519781
"Dwarves i know from way back get our equipment and construction from them. They may not be fast but its well worth it."

"savages are more then just gnolls they are of all barbaric species who dare deign themselves to be remotely similar to the civilized."
>>
>>33520554
"Do you have any spare domesticated cattle or other beasts of burden we might purchase from you? We are quite new to the lands and would quite like to get 3 female cows and a bull, pigs or chickens, also mules.

Also there anything you might require of us?"
>>
>>33520554
>>33520774
"That is a bit much we realize, sadly we are also in a bad need of tools for construction or stone cutting and the likes. . ."
>>
Rolled 63

>>33520774
"Hm go to the marketplace if your interested in something like that."

>>33520877
"...tools hm? Go to the dwarves they can hook you up and get you quality stuff but its gonna cost you always does."
>>
>>33521277
Are there any specific merchants in the marketplace you can recommend?
>>
Rolled 86

>>33521277

"Well thank you for all your help, friend. By the way, if you are ever in need of some expert troops for an operation then simply send us a messenger. I look forward to a long, friendly, and mutually beneficial relationship between us."
>>
Rolled 5

>>33521379
"Such low class matters are below me to know such things."

>>33521695
"Perhaps we shall see."

Anyway you still have the options to go before.
>>
Rolled 37

>>33521995

>Go to the Market.
>>
Rolled 66

>>33522058
Yup we need to see about animals and tools.

Also we should really talk to our "slaves" after this I believe there was dwarfs, elves and humans. We also need a plan for the "savages" in the mix.
>>
Rolled 93

>>33521995
... hm I forgot how slow we can go sometimes.

But me thoughts for the slaves, if they are not pissed at us, is to get the elves, dwarfs and humans to work with us. The safe bet I guess would be to sell the savages or in slave them hard core. But that would be if we didn't have the dryads who like nature to be free. Granted I guess we should ask them first. But I would like to get the to work with us if we can. But I can assume people will not take kindly to that.

"So while we shop men and women of the court (officers) what do you believe to be best course of action for the 'slaves'?"
>>
>>33523025
It's not the usual days, people might be busy on the weekends.
>>
>>33521995
op is kill?
>>
Rolled 49

>>33526542
Or moving.
>>
>>33526859
I hope. had been doing something most of the day. so I couldn't join in initially. so hope to countinue
>>
>>33527325
Same but if not tonight there will be Tuesday.
>>
Late time bump.
>>
Rolled 96

Bamp.
>>
This bump is a bump for ... Something.
>>
Rolled 58

>>33534892

I think it's because, at this point in this thread, whether we roll a 1 or a 100 we'll crit-succeed.
>>
>>33536157
Yeah I guess. I wanted to say it's for the kingdom of Richard (Dick). But since the thread is still up we really should make a name for our faction.
>>
Rolled 34

>>33536157
We ought to make an action then
>>
>>33538128
Well we still need to go to the market and talk to the slaves.

I hope that our homies will have something to add. >>33523025
>>
I guess not many are up for discussion or we are seeing how far we can go again. Well 15 more to go.
>>
It seems I just can't stop bumping.

What does every one think our flag color should be? I'm thinking purple, white or dark green and black.
>>
Rolled 71

>>33543839

You know, I bet Genie would pay a good bonus if someone worked up a proper coat of arms for the Didrikson line.
>>
>>33543866
I kind of have something but it's simple. But I could have it done soon.
>>
I think I should stop but my hands just keep bumping.

Question: What does everyone think our motto should be?
>>
>>33550231
"Fuck more ghouls"
>>
>>33550502
I don't believe that would be good for the coat of arms. But that is one.
>>
Rolled 34

>>33551108

"Chivalry before...(something)"

If we're trying to stay true to our source material. Bless you, Wil.
>>
>>33551158
Brothers before ghouls?

Also for the look basic kite shield and thinking a four split. One colored purple for our royal background, one with bow and cross bow for marking our snipers and rangers, one of a tree or tree like hand for the dryads and then black background with helmet for the undead knights. Even then this is just the idea I'm forming.
>>
File: image.jpg (1.72 MB, 3264x2448)
1.72 MB
1.72 MB JPG
>>33551252
Behold my quick draw of the idea I had.
>>
Rolled 40

>>33551601

Pretty damn good. I would do the bow and crossbow crossed in an X (if your skill permits) with the crossbow displayed in a top-down view (so we can tell it's a crossbow).
>>
>>33551644
That's what I was thinking as well. But unsure of how to get the look right.
>>
File: Spoiler Image (1.94 MB, 3264x2448)
1.94 MB
1.94 MB JPG
>>33551744
Yeah I tried to find some way but it never look right to me. So probably do cross bow one panel and bow the other.

Unless some one has an idea to get it to work.
>>
File: image.jpg (1.84 MB, 3264x2448)
1.84 MB
1.84 MB JPG
>>33552097
Unsure of the motto and the final look. But here is the out line in pen. Maybe something will come tomorrow or Tuesday.
>>
>>33552326
"Do thine like a Didrickson, or not at all"



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