[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


File: 87.jpg (140 KB, 640x458)
140 KB
140 KB JPG
Welcome back to Civilization: Lizardfolk!

Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lizardfolk%2C+Civ
Twitter: https://twitter.com/CrowQM

The sun breaks above the canopy overlooking a small camp nestled around a lazy river in the middle of a verdant jungle. This is the camp of the Mosstooth Tribe, a splinter tribe exiled from their elder clan more than a month before. Over the month, the tribe has done much for themselves, such as defeating and allying with a rival harpy tribe, making first contact with a possibly hostile giant tribe, and has reverse engineered many of the common technologies from their previous clanlife.

The lizardfolk, busy as can be, have just finished another construction within their palisade walls, and have finished perfecting a bow able to be made from surrounding materials! Thoughts continue to hover over a rather large subject however, the rival tribe to the northeast, and how to deal with them.

Thus begins the thirty-seventh day of the Mosstooth tribe! What shall they do upon this day?

Tribe Inventory: 7 Crude Axes, 2 Iron Daggers, 2 Bowdrills, 3 lumber
Leader inventory: 1 Iron Trident, Crude Hide armor

Boons: Swimmers (Move freely through water terrain), Minor Versatillity(Mythic Leader), Reptilian Decent(+Diplomancy with reptile races), Cold Blooded(Can't survive in cold regions, weak to cold attacks), Evil Reputation(Minor diplomacy bonus with evil races; major penalties to others), Nature Attunement(Druid)

Buildings: Crude Palisade, Vine Net, Lizard Lodges, Crude Huts, Tiki Torches, Druidic Hut

Tech: Primitive Weaponry, Primitive Tools, Primitive Building, Hunting/Gathering, Structure(Tribal), Atlatl, Bowdrill, Preservation(Smoke), Bloodleaf, Choking Teeth, Bow

Officially begins at 8:00 PM EST, but feel free to start discussing now.
>>
File: image.jpg (31 KB, 384x383)
31 KB
31 KB JPG
Yay! I'm so ready for this.


MASS PRODUCE BOWS. At least until we are ALL armed. Then we can do other stuff. We need to wait on research until then.
>>
>>36417529
So am I! Welcome back. Just going to wait for a few more regulars to join up before I start.
>>
>>36417529
>>36417576

Yo! The funny thing is that if you ran it on sat or whenever it was originally scheduled, I wouldn't have been able to make it.
>>
>>36417634
Hah. Well, something good came out of it, I guess.
>>
I'm here on my phone and ready to go
>>
We waiting on more people?
>>
Alright. Voting started for the first day. Jin'dal has voted on both majors toward bow production.

>>36417891
Yeah, I was waiting for at least three.
>>
>>36417924
>>36417529

I second bows for both major actions.
>>
Rolled 19, 42, 39 = 100 (3d100)

Major 1 & 2: Craft: Bow
>>
Also I think we are missing a whole bunch if tools. We made shovels for instance.
>>
The efforts of the entire tribe are bent toward the new weapon with which they were to wage war. The construction of the relatively complex weaponry takes time, and it full of imperfections. Though with roughly fifty pairs of hands, the tribe manages to create ten bows during the day. The rain continues to pour throughout the day, and though the lizardfolk revel in the wet days, the harpies seem rather morose, as the rain harshly limits their flight capability, as visibility and maneuverability is cut down in the heavy downpour.

The day is otherwise rather uneventful, as is the night. The next day begins, with the tribe ten bows stronger. What do the Mosstooth do on this day?
>>
Rinse, repeat
>>
>>36418105
This.

But also invent a basic board game or two to keep the harpies happy while they're stuck at home.
>>
I want to take an action to recon where the giants cross the river. It would be a good ambush point since we are far better than them at water.

>put spikes underwater
>lizards with bows on coast
>vine magic underwater

GG, giants.

>>36418105

So maybe 1 roll at bows, 1 roll at recon? Also, I want to find the goddamn elves/drows.
>>
>>36418155
Maybe give them extra food, and a fire to cheer them up.
>>
>>36418178
This sounds good.
>>
>>36418155
I do like the idea of inventing a board game. If this were Civ5, suddenly mass culture bonus.

Plus, it'd give us "strategic training" or something.
>>
Rolled 62, 27, 24 = 113 (3d100)

Major 1: Craft: Bow
Major 2: Recon: River

>>36418155
>>36418237
I'll keep the board game idea in mind. Just going to go with some more short term ideas right now.
>>
>>36418263
Gah! We are not rolling well tonight!
>>
>>36418237
Something with mild propaganda value. Like chess, but one side is humans, elves, etc, and the other side is all monster races, including ones that don't normally work together.
>>
File: mapupdate.png (25 KB, 429x417)
25 KB
25 KB PNG
Many in the tribe continue their efforts of bowmaking. Be it fortune, past experience, or any other factor, today seems to produce less defunct bows. The tribe creates twelve new bows, bringing the total up to twenty-two bows to be used by the tribe.

A small force is sent upriver to determine the giants' fording location. The force returns near the end of the day to report that it appears the giants do not have a favored fording location, as it appears their camp is on the north side of the river.
>>
The rest of the day and night is uneventful, aside from the constant rain, and the river starting to swell...

What do the Mosstooth do today?

>>36418415
V should not be in the southeast. Forgot to delete that.
>>
More bows, but recon old lizardfolk camp, the people we killed for supplies/weapons
>>
>>36418415

Thanks, I was going to ask for the map. To new guys:

Our village is at Q, which stands for Quillock who is our leader.

The trees to the SE are a large tree (Southernmost) where the harpies used to live before we made peace and the other tree may have spirits or fairies or something in it.

G is the giants' camp.

E is where we found the dead elves?

What is the purple wood?

>>36418452

This. Except also hold a meeting with the harpies to hear their concerns. Basically start that we are happy to be integrated with them, but there are places where the needs of the two groups might diverge, and we want to ensure that they are getting all they need as well. Ask for what concerns them most. Ask if any nearby trees are suitable to their needs for housing.
>>
Rolled 61, 24, 57 = 142 (3d100)

>>36418452
This.
>>
>>36418629
Agreed. I believe the purple wood is undead things land.
>>
>>36418651
That is the necromantic area that a small scouting force found a while back.
>>
>>36418684
Necromantic? . . .

This gives me ideas.

Druid+necromantic culture. Rites of life and death. Could be cool. Backburner idea.
>>
>>36418703
whoops forgot my trip
>>
>>36418654
>>36418684

Thanks. Sorry about deleted post, name was on from some trolling. I somehow missed the necromantic area. Need to go through archives again.
>>
The tribe continues to churn out more bows. Twelve more today brings the total to thirty four.

A scouting force is sent out to check on what remains of the camp to the north. It appears that most of the corpses have all but decomposed at this point, as have most of their foodstuffs and organic supplies and tools. The recon force returns empty handed. Time has robbed that venture of any value.

V takes it upon herself to meet with a number of the harpy tribeswomen and see what concerns them. They reply that they simply are ineffectual in the rainy conditions and this is affecting their morale. Their feathers are quite literally ruffled. Perhaps some suitable housing may aid them? Though most of the trees around camp seem too small for even one harpy to house themselves comfortably.

The jungle is, again, rather quiet aside from the constant downpour. The sentries report no disturbances in the night. What do the Mosstooth tribe do today?
>>
>>36418803

I think the harpies need to go back to the big tree except a few on "patrol duty." Furthermore, a few of the "druid" students and hunters / scouts should base themselves there. This does "split us" but the tree was basically tailor-made for the harpies, and it covers on of our flanks entirely. Plus it's a seed for trade, even though it's internal practice. Just something to think about.
>>
>>36417376
OP, could you possibly post the materials/rules you use to run this so I could run my own?
>>
>>36418893
This. And we can make limited housing up in our own trees with one or two shelters, just for keeping a short-range scout handy.
>>
>>36418803
>Perhaps some suitable housing may aid them?

For right now >>36418893 sounds good.

For the future we could look at multilevel housing, or training more druids to set up literal tree houses with lizards at ground/water level and harpies elevated in the canopy.

Maybe even try to set up matching oversized trees on each side of the river so we can run rope bridges all the way across for transportation of cargo.
>>
>>36418803
Continue bows, create sentry nests that are comfortable on the inside so the harpies can be comfortable/happy and we can improve our defenses as well.

We should encourage any harpies that are not scouting to decorate the camp. They can be useful, we improve our standard of living, everyone is happy.
>>
File: image.jpg (25 KB, 285x298)
25 KB
25 KB JPG
>>36418953
I LIKE THIS.
>>
File: civthread.jpg (4.79 MB, 2700x6000)
4.79 MB
4.79 MB JPG
>>36418916
It's very rules lite. I use pic related as the start up. Every action by the players is governed by a roll of d100. Generally the d100 goes as follows:

Craft: Every X produces 1 item of [Tech] quality.
Recon: Roll produces quality of information and materials gained.
Explore: Determines encounter(s) and landmark.
And so on and so forth. I also roll a d100 for random encounters each day, as you may have seen I roll N+1 d100s every day, where N is the number of actions taken by the civ.

For combat I roll 3d100, and the "tribesmen" (players) each roll a d100. The first three are placed versus mine with modifiers on the roll depending on the type of combat (melee, ranged, etc) and other factors. For instance, harpies have a +25% versus lizardfolk in melee, as they are naturally more skilled in this.

Anything else is done as I go along. I'll come up with rules for niche situations as need be.
>>
>>36418932
>>36418953
>>36419001

So:
1. Bows
2. Build a harpy house for up to 5 harpies inside our lizard camp. Offer the other harpies to return to the tree. V and the couple "apprentices" and whoever volunteers (up to 2?) be a lizard scout / hunter comes with too. This group takes some food and supplies and heads back to harpy tree to help harpies situate themselves back at home?

@Trip - am I correct in guessing harpies can make the flight rather easily in a day? But it takes 2 days for lizards to get to tree?
>>
>>36419020
Thanks OP. I am now lurking.
>>
>>36419056
It would take three days to travel by foot to the tree. And harpies would have to make the same time in current weather conditions.
>>
>>36419088
No problem. If you have any questions chime in to ask or tweet at the twitter.
>>
Rolled 48, 74, 30 = 152 (3d100)

Anyway, time to push ahead one day.
Major 1: Craft Bows
Major 2: Build Harpy Home (Initial d100 will determine occupancy and progress.)
>>
>>36419056
Yes, this. Make the harpy house dope as hell so the harpies associate us with continual good things. Since they are basically the Asari from Mass Effect (no males) they can easily be brought into our culture later as a 2nd female group. They need males from somewhere to keep their tribe growing.

But that's for later.
>>
>>36419091
>>36419174

I vote:

1. Bows
2. Prepare for move and build a harpy house in camp atm. Wait for rain to die down till travel.
>>
File: images.jpg (7 KB, 234x216)
7 KB
7 KB JPG
The bow construction has progressed further, producing another 10 bows for the Mosstooth tribe, for a total of forty four bows. This can be assumed to be the Mosstooth's saturation of bows for now.

The 'harpy home' is started! It is a rather simples affair, just an oversized 'nest' with an overhanging roof to keep things inside dry. The harpies, curious to this construction, keep an eye on it as they go about their business aiding the rest of the tribe with the bow creation. Early estimates put the building at an occupancy of seven, though ten could be placed up here to shower enemies with arrows and/or javelins.

The day is interrupted by another small band of lizardfolk arriving by river! It seems to be another group exiled by your parent clan. They offer their loyalty in exchange for housing and clan membership. How do you respond?
>>
>>36419292
A big freaking yes! Assuming they have no problems with the harpies and understand our situation. We also need to check them for supplies, skills, and tech.

How many of them are there?
>>
>>36419174
>they can easily be brought into our culture later as a 2nd female group

That's what I was thinking. Something to encourage harpies to become second wives/mates to suitably meritous lizardmen, set up as a prestige thing to reward particularly dedicated or heroic members of the tribe and to encourage harpies to do the same since they get that association with the heroic mate.

But make sure that it's as a second only after the lizardman already has a lizardwoman mate, so that all harpy breeding rates are in addition to our own rather than replacing our numbers.

Other thoughts for the future: we should see if we can eventually recruit some kobolds. They probably prefer dry earthy places like mines or mountains that our lizardmen don't like, so we should be able to form a basic alliance of tech sharing and military sharing without worrying about either race wanting the other's land.
>>
>>36419292
>>36419350
Probably yes, but make it clear that (a) we're pretty much considering the harpies as part of tribe, as long as they behave and help with scouting and so on, and that (b) they will definitely have to pull their weight since we're all busy building, researching, fishing, keeping an eye on those giants to the north, etc.

While in initial talks with them find out why they were exiled, though. We may not want to deal with them if they were kicked out for theft, unjustified murder, or other stuff that'll get in the way of things right now where we have so few people that everyone needs to be able to trust each other.
>>
>>36419350
>>36419443

>While in initial talks with them find out why they were exiled, though. We may not want to deal with them if they were kicked out for theft, unjustified murder, or other stuff that'll get in the way of things right now where we have so few people that everyone needs to be able to trust each other.

These, also, invite harpies to sit in on the questioning - this makes it clear to EVERYONE that they are a respected and equal part of the tribe.
>>
>>36419350
Seven in total.
>>36419443
>>36419478
Writing.
>>
>>36419478
Agreed
>>
Rolled 63, 11, 93 = 167 (3d100)

As the rest of the tribe continues about their business, Quillock brings a small panel together to discuss this. He chooses two lizardfolk, one among them V, resident druid, and two harpies, both of which were imprisoned by the tribe at one point.

The question of what they were exiled for is answered rather quickly. The band disagreed with a number of governing decisions of the old clan and raised their voices on the manner. The chieftain listened to their claims and promptly exiled them as dissidents to his rule. When told of the harpy situation, none of them seem anything more than slightly surprised. They seem intelligent enough to see the benefits of such an alliance, and do not have any issue with it.
>>
Waiting for a response here guys.
>>
>>36419641
Excellent.

We should see about establishing some sort of small council with lizards and harpies to represent the different age groups and cliques in the tribe. Maybe with meetings once a week or once a month - it doesn't need to be all that much for right now, since honestly all our options are pretty straightforward, but as we grow and expand we want a tradition of open feedback to the tribe leader without fear of exile.

This should help prevent any paranoia between lizards/harpies if any problems come up, and if the old clan chief is being so triggerhappy on exiling people over this kind of thing then we can take advantage and recruit them.
>>
>>36419833
Definitely take them in. Start checking on what skills they have - bows, spears, fishing, building, etc so we can figure out what tasks they'd be best suited for.
>>
>>36419834

This. Imo we are at a point where we need to start establishing "automatic actions" that produce x of something a month, even if it's tiny. For example have a dedicated bow maker or whatever.

>>36419833

Take them in.
>>
Major action ideas:

1. Work on harpy nest (in lizard camp).
2. Build housing for newcomers and assign duties.
>>
>>36419890
Agreed.
>>
They bring a small amount of supplies with them it seems, though no more than they could carry as they swim. Each of them is equipped with a rather good spear, and a waterproofed leather bag they used to carry food for themselves during the trip.

They don't seem very skilled, and know enough to be of use for basic labor and combat, though they'd need to be trained in skill labor.

One of the lizardfolk smile as he hears you speak of accepting them. He reaches into his pack and produces a number of small wooden slabs with runes scratched into it. He explains to Quillock that he had been working on a system to record information in a physical form. It is rather simple as the runes follow the phonetics of your spoke language.

>Gain: 7 Lizardfolk (54 Current, 10 Harpies)
>Gain: Tech: Written Language!

The day ends, and a new one begins. What shall the Lizardfolk do today?

Current Votes: V: Harpy Nest/Situate Newcomers
>>
Also could we get up an update about how the harpies feel about being included in the council, accepting the lizardkin, etc?
>>
File: image.jpg (24 KB, 435x419)
24 KB
24 KB JPG
>>36419967
Holy crap we have writing! Going to need to make a records room after we figure the giants out!

Continue with plan, remembering to make it defendable.
>>
>>36419974
They seem to be happy to be included. They have no opinion on the inclusion, other than the more the merrier. They are still morose over the rain and curious about the harpy home.
>>
>>36419967
It doesn't seem like the Harpy's nest needs much more work. It can comfortably hold our entire population of harpies. We should look into this rune thing, and figure out what we can do with it.
>>
>>36419967
yes start making records of the first few weeks of the journey. Make the beginnings become legacy.
>>
>>36419967
>Written Language

Excellent.

Continue with the current plan, and put on the to do list: having the writelizard start making basic records so we can track our supplies over time, and finding some candidates for writelizard to teach his rune system to.
>>
Thought: Given current situation my "relocate harpies to giant tree" idea wasn't the best short-term. It seems we can house them here comfortably for the moment, so we should shelve it for now.

I am all for writing. But also finishing harpy nest if it isn't done. New lizards can wait a day and be guests.
>>
>>36420097
>>36420134
Harpy nest does need another day or so to be completed.
>>
>>36420107
Once we look at matching the harpies as second mates for lizardmen, we should see if we can find out some harpy histories or myths and come up with a suitably storyteller evocative way to mix them into our history.

>>36420134
This sounds good.
>>
>>36420147
In that case, put in another day or two just to get the Nest nice and homey, then we should re-focus our attentions elsewhere.

This writing sounds nifty. If we're going to have harpies and lizards living together, perhaps we should start codifying laws to avoid tensions?
>>
So, I'm feeling:
M1 Build: Harpy Home
M2 Create Written Legend/History
>>
Guys I agree Harpy nest is a good idea. Afterward we need to make arrows I think. We have bows but no arrows. Maybe we should focus on the Nest until it's done

And then arrows and trap making. We are still not ready for giants armed with metal weapons and armor.
>>
>>36420222
I'm not going to micromanage ammunition. Assume enough arrows have been created for the bows.
>>
>>36420242
Oh thank god.

Then nest-history-trap making
>>
Rolled 98, 6, 98 = 202 (3d100)

>>36420216
Going with this.
>>
>>36420222
>trap making

Do the giants have metal boots?

If they don't, and if giant skin isn't automatically super-durable, we may be able to use straightforward spike traps with poison at the tips, if we can find a suitably strong poison.
>>
Rolled 32 (1d100)

>>36420290
...fuck.
>>
File: image.jpg (45 KB, 800x800)
45 KB
45 KB JPG
Here it comes
>>
File: emotiface - sad.jpg (7 KB, 150x150)
7 KB
7 KB JPG
>>36420364
>>
The tribe finishes the harpy nest easily, and spends the rest of the day improving it through the use of foliage to provide a modicum of camouflage against the net above the encampment and to prevent too much water getting inside. Also, it appears early estimates were modest, as the home easily houses ten harpies, and can host fifteen archers if needed.

The writing goes quite poorly. Only the first two days are written, and any of the possible legends written are done poorly and discarded. The causes appear to be poor luck, bad weather, and the newness of the concept to the lizardfolk society at large.

And then a familiar quaking sound begins to resonate in the encampment. Sentries report at least ten giants approaching from the north, armed in full battle regalia. The fire shaman is with them, as an aura of red radiance surrounds them, shielding them from the rain. The camp quickly arms itself with bow and spear, and awaits Quillock's orders. A giant, fully one half taller than the rest, steps forward and declares in a booming voice that resonates across the encampment despite the distance, "Little Lizards, I am Brugok Stonebore, chieftain of the Stonebore clan. You are of interest to the Stonebore and myself personally. I offer you patronage, in that you swear fealty to the Stonebore clan. If you accept, we shall accept your druid as an honored guest at our clanhold.

If you deny us, you have two options. The first is of single combat between your leader and I to the death. The winner of the battle shall lord over both tribes. My people are honorable, and have already accepted the terms if the outcome were to occur. The second option is war, and death. The choice is your's.
>>
>>36420524
Good luck, Mosstooth. I shall be impartial in the following proceedings.
>>
>>36420524
>>36420548
fuck that jazz. War the fuckers.
>>
>>36420524
>single combat
Bring the fight to the river
>>
>>36420524

Few questions:

1. Can the palisades / our half-ass unfinished trench hold them for more than 30 seconds?

2. Can quillock even reach the giant's head with his spear? Do they have their snakes? Armor?

3. How close are they to the river?
>>
>>36420524
Do we know how many giants there are in their tribe?
>>
>>36420524
can we ask for time to consider and rush out some of those poisonous foot spikes
>>36420295 these
>>
>>36420524
Oh shit. We may be wise to accept the offer of single combat, assuming the standard rules of the character party deciding terms ate followed. For terms, we would have Quillock fight the giant either in the water or with bored from a long range, even in different trees. He'd be more likely to accept in the water, especially if we tell him that that is how matters of honour are settled for us.
>>
>>36420621

My understanding is that there aren't many more. If we kill all these giants we "win." Except I don't think that's viable.

We can stall with:
"We don't want war, if you attack us now, it will be a Pyrrhic victory at best. Our scouts will burn down your homes (describe location of their camp so they know we aren't bsing)."

I don't know what to do though, wanna hear more ideas.
>>
>>36420620
1. If you're lucky, 20.
2. He could. Each has a snake and leather armor.
3. A healthy distance.

>>36420621
20-25
>>
>>36420663
Note that Quillock is quite a bit larger than a normal lizardfolk. He seems to be of a different 'breed'.
>>
@Tribe: Let's say we do get him the water, so what? What's our gameplan here?

We need to ask for something to balance out the snake, giant is "cheating" with it.
>>
If we're going to fight them, single combat may be our best bet.

...Wait, that plant that causes breathing issues if inhaled. Does its smoke rise or fall? Can V set up some bullshit supposed ceremony to cover the surface of the river nearby with that smoke while Quillock tries to lure the giant leader into the water?
>>
>>36420687

One more q - is the stun powder "easily visible" from a distance?
>>
>>36420524
Zaask proposes that we swear fealty for now. Giants can be powerful allies and terrifying foes. Why fight them now, when we can fight them later instead?
>>
>>36420720
It rises, but the current weather would cause the burning herb to smolder quite a bit, and could cause the smoke to hit nearby lizardfolk.
>>36420731
It is quite visible. You would be gambling that they don't know about it.
>>
>>36420768

Because single combat is only an option now. As I mentioned, we COULD postpone it. We can promise loyalty and them burn them in their sleep, which was our contingency plan, but we can take their tribe now, and we should go for it.

We can always be treacherous bastards AFTER losing.
>>
>>36420720
Okay. Here are our terms for single combat:
1. We fight in the deepest part of the river. ("Where all matters of honor are to be settled")
2. No sneks allowed, or we get something to balance it out.
3. The giant has to allow us to perform our "rituals of battle". (Giving Quillock our healing potion preemptively and having V quick-grow chokeweed on the shores of the river with his druid powers)
>>
Alright. I'm calling this to a formal vote. The options given:
>Single Combat
>War!
>Swear Fealty (Can betray later)
>Other
>>
Can we get a vote real quick? Options are:

>accept single combat
>fight them
>swear allegiance
>stall for time

Please pick one. I vote single combat. (Then we cna decide on terms / plan).
>>
File: image.jpg (83 KB, 600x632)
83 KB
83 KB JPG
Fuck it. I say we have our leader fight. No armor, just weapons, no snake. Mano a Mano. All we see in the posts now is V's name, time for our leader to earn his keep damnit.
>>
>>36420817
>take their tribe

I can see literally no way that that would turn out well. I think the best thing to do if we win would be just to make them leave their current settlement and go somewhere else reasonably far away away.
>>
>>36420867
Though, that said, maybe we could keep some of their sneks and train them as mounts.
>>
>>36420854
>>36420857

lol votemind. I vote single combat.

>>36420843

^Looks good, though I don't know how well the powder will work in the water.
>>
>>36420854
>Single Combat

With plan >>36420843
>>
>>36420857
First, ask if we can pick terms for the duel. "It is our way that the challenger is able to decide these things
>>
Rolled 76 (1d100)

Single Combat has been chosen.
>>
>>36420854
Vaask votes to swear fealty.
>>
If we can pick terms, then single combat. It would look better to others if we lose, then betray later than if we betray after swearing fealty right away
>>
>>36420867
>>36420894

I know what you are saying. Here is what we get out of it though:

1. Elf location (so we can get nature of conflict and see which side benefits us most).
2. Sna3k$!
3. Fyre magick with a k, acolyte.
4. Intel.

At the very least. Also, eventually use them for manual labor if all is good.
>>
>>36420914
>>36420940
>>36420861

These, lets find out if we can pick terms with:

>"It is our way that the challenger is able to decide these things"

As eng suggested.
>>
>>36420524
all i have to say is holy crap these guys are assholes.
>>
>>36420936
Failing that, Vaask suggests that we wait until the Ogres are distracted by the duel and then ambush them. Only dumb ogres fight fair.

Or have a feast and poison them.
>>
>>36421002

I don't know how we can beat them even with element of surprise. They will wreck our shit as far as I can tell. At very best absolutely horrible casualties.
>>
>>36421054
what if we use gorilla warfare?
>>
>>36421002
If we massacre them, we've just made craven murderers of ourselves to any new tribes we meet, and we don't get the benefits of them being ruled by us, i.e. metalworking, mining, fire, intel, and much more. We can kill them with poison at a feast if they win the duel, but winning the duel comes first.
>>
>>36421054
10 Giants against 54 Lizardfolk and 10 harpies, armed with ranged weapons in a fortified camp, and with the element of surprise?

Vaask will take those odds.
>>
>>36421114
Its more like 25 giants though
>>
In response to the challenge, the tribe convenes, and it is quickly decided that they would attempt to fight the giants in a fight more suited to Quillock's capabilities. In the water, no snake, and with a few benefits.

A crier is sent out as Quillock strides confidently from the gate, leading two and a half score lizardfolk out. The crier begins to give terms, when Brugok holds up a hand. "Little Lizard. It is single combat. No companions, no rituals, only two weapons and two combatants."

The crier returns, and Quillock looks to his tribe. "I know there are those amongst you who would counsel me to back down and swear fealty, and those who would tell me to lure them into a trap. I must deny these options, despite their credibility. Our path has been chosen. Now, allow me to do what I do best. Kill." He raises his trident to the water filled sky. "For the Mosstooth!" His scales awash with water, he strides to meet the giant leader, who towers over the large lizardman.

"It is an honor." Brugok bows slightly. "I will govern your tribe fairly."

Quillock sniffs, and bares his teeth to the giant. "I'll welcome your giants with open arms, and will give you a good burial."
>>
>>36421135
Oh god oh jeez oh man
>>
>>36421114
"We fight in the river. This is our way, and it is this or war. If you wish war, then so be it, but then you will suffer losses, whether you win or lose. The river is where those with even a scrap of honor would do battle. For my people to respect the outcome of this battle, you must respect the ancient laws of our people, and do us this one justice."
>>
>>36421095

Gorilla warfare (over 300 confirmed kills) implies hit and run. We hit, we run, they burn our town down.

>>36421101
>>36421002

I am with eng on this vaask.

>>36421114

I wouldn't. When we "faced them down" the first time, it looked like each could take 3 lizards.

>>36421135

Oh snap, here we go.
>>
>>36421199

Too late imo. If Quill lures him to water, cool. If not, not much we can do.

>>36421179

lololol Quillock gonna quill
>>
>>36421215
. . . guerrilla.

Anyhow. . . Quillock has the best quality weapon in camp, and terrain advantages. I'm sure he'll be fine. Probably.
>>
While we wait, V should use his power to grow chokeweed all around the outside of our palisade.
>>
Rolled 48, 32, 30 = 110 (3d100)

COMBAT BRIEFING
Quillock, Mosstooth Tribesmaster
Mythic Leader: Is allowed four dice for single combat in lieu of the normal four.
Warmaster: +10 to Melee Attack Rolls

Brugok Stonebore:
Giant: +25% Health
Giant: +25% Melee Attack Rolls

CURRENT: Quillock: 100% Brugok: 125%

Mosstooth, I shall roll 3d100 and modify them as appropriate. I shall take the first four d100 rolls from the tribe and use the best 3. Best two out of three wins, and three out of three is a complete victory.
>>
>>36421271
>Mythic Leader: Is allowed four dice for single combat in lieu of the normal THREE.
>>
Rolled 42 (1d100)

We lure him to the water if we can
>>
>>36421271
remind me how dice work because I can never get the fucking thing to work
>>
Rolled 31 (1d100)

plz be a good roll
>>
Rolled 59 (1d100)

>>36421271
We must win this.
>>
>>36421305
How to roll dice: "dice+2d6" without the quotes in the email field rolls 2d6. "dice+5d42+23" rolls 5d42+23. "noko+dice+2d6" rolls 2d6 without showing the roll in the email field.
>>
File: oliphant.jpg (24 KB, 400x300)
24 KB
24 KB JPG
Rolled 43 (1d100)

If we win, we can put platforms on the Ogre's backs and ride them and shoot arrows from their backs while they tear shit up!
>>
>>36421319
That is a structurally terrible idea. a giant that is fighting someone is about as far from a stable place to shoot as possible.

Also, they are giants, not ogres
>>
>>36421317
I'll need to remember that in the future. and shit we got mediocre rolls.
>>
Let's do this
>>
>>36421345
We win though
Us: 59,43,42
Them:48,32,30
>>
Rolled 4, 3, 6 + 10 = 23 (3d6 + 10)

>>36421300
42+10 = 52, 32*1.25 = 40
One victory
>>36421310
31+10 = 41 30*1.25 = 40
Two victories
>>36421312
59+10 = 69 48*1.25 = 60
COMPLETE VICTORY FOR QUILLOCK
Quillock deals 3d6+10 percentage damage to Brugok. Writing.
>>
>>36421365
30*1.25 = 37.5, sorry.
>>
>>36421365
Yay!
>>
File: FUsbiM6.jpg (66 KB, 388x395)
66 KB
66 KB JPG
>>36421365
Quillock strong! Quillick mighty!

>>36421342
All tall-folk are the same to Vaask
>>
>>36421381
Wait, how much health do these people have?
I though complete victory was a kill
>>
>>36421425
>>36421271

>Brugok: 125%
>>
Rolled 43, 99, 7 = 149 (3d100)

Combat begins as Brugok lurches forward with a swing of his giant battleaxe! Quillock dodges deftly to his right and allows the axe to hit dirt, counterattacking with a swift thrust to the giant's forearm!

Howling in anger, Brugok rips the axe from the dirt and hurls a fist at the smaller combatant! Again, Quillock dodges, this time managing to score a hit on the giant's torso before dancing away.

Quillock manages to get slightly closer to the river, though he cannot make a break for it, as the giant's greater reach would make him an easy target on the retreat.

Round 2: GO!
>>
Rolled 87 (1d100)

>>36421457
and Quillock has done 23%?

GO QUILLOCK, TRY NOT TO GET CRUSHED! LURE HIM TO THE WATER WHERE HIS BIG DUMB FEET WILL GET STUCK!
>>
Rawr
>>
Rolled 52 (1d100)

hopefully it works thistime
>>
>>36421457
%125 of what? 100? 12? We have no health number
>>
>>36421461
Quillock: 100%, Brugok: 102%
>>36421425
Complete victory in this case confers extra damage and perhaps a status ailment. It just means you beat them on 3/3 rolls.
>>
Rolled 66 (1d100)

That 99
>>
>>36421484
The amount is relative to the median combatant. Damage is dealt in terms of percentage in this case.
>>
Rolled 86 (1d100)

>>36421482
Let's try this again
>>
here goes
>>
Rolled 6, 3 + 5 = 14 (2d6 + 5)

>>36421472
97 vs 54
1 Victory Lizardfolk
>>36421501
97 vs 10
2 Victory Lizardfolk
>>36421501
96 vs 124
1 Victory Giant

Quillock wins! 2d6+5 damage to Brugok
>>
>>36421523
shit, put in dice instead of roll
>>
Rolled 9 (1d100)

One more time
>>
>>36421552
too late. Also, terrible roll. Additionally, OP forgot to give us 4 rolls instead of 3
>>
Rolled 78, 21, 98 = 197 (3d100)

Quillock continues to deftly dodge Brugok's clumsy attacks, his experience in battle putting him ahead of the giant's brute strength by leaps and bounds! However, he is not able to edge any closer to the river's edge this time around. He does, however, injure the giant further.

Quillock: 100% Brugok: 88%

Round 3: GO!
>>
File: 1362160615408s.jpg (3 KB, 125x121)
3 KB
3 KB JPG
>>36421581
>OP forgot to give us 4 rolls instead of 3
!!!
>>
Rolled 77 (1d100)

>>36421581
never mind, can't count
aslo roll
>>
Rolled 72 (1d100)

>>
Rolled 93 (1d100)

>>36421588
Well this is gonna hurt.
>>
>>36421581
I allowed four, even if I didn't you already had 2 victories, and you could not possibly beat 124.
>>
Rolled 20 (1d100)

>>36421600
RAAAGH
>>
>>36421615
Sorry, I forgot how counting works
>>
Rolling
>>
>>36421622
Oh dear
>>
>>36421636
no you're not
It's dice+1d100
>>
Rolled 26 (1d100)

>>36421636
Grumble
>>
Rolled 93 (1d100)

>>36421246

http://knowyourmeme.com/memes/navy-seal-copypasta

>>36421300
>>36421310
>>36421312
>>36421319

lol, the tribe is cursed.

>>36421365

lol wut. Giants cursed too.

---

Rolling just in case.
>>
Rolled 4, 2 + 5 = 11 (2d6 + 5)

>>36421613
103 beats 98
>>36421600
87 beats 27
>>36421602
82 loses to 120~
Quillock wins! 2d6+5 damage again
>>
>>36421600
>>36421602
>>36421613

Damnnn.

>>36421666

Devil trips convey strong rolls. Maybe lizards should explore necromancy.
>>
Rolled 81, 78, 17 = 176 (3d100)

Quillock continues to nickle and dime the giant, allowing himself to nimbly dodge blow after blow as he lets the giant lose blood and energy. It is the difference between a lithe, practiced dance and a strong, but uncultured brute.

Quillock: 100% Brugok: 77%

If Brugok loses again he's going to take a penalty for the remainder of the fight! FIGHT ON!
>>
Rolled 16 (1d100)

>>36421736

Go Quiloock!!!
>>
Rolled 99 (1d100)

Rolling
>>
Rolled 35 (1d100)

>>36421756
damn, son
>>
Rolled 91 (1d100)

DId i do good?
>>
Rolled 30 (1d100)

>>36421736
Out of nowhere
>>
>>36421754

Uhm....well, uh, roll guys!
>>
Rolled 52 (1d100)

>>36421736

rollin
>>
>>36421768
i did good
>>
Rolled 92 (1d100)

>>36421736
I think I'm too slow but QUILLOCK FUCK SHIT UP
>>
>>36421756
>>36421768
>>36421767
109, 101, 45 vs 102, 98, 22
COMPLETE VICTORY!
3d6+10 damage! And an ailment that will be revealed in the writeup
>>
>>36421792
>>36421768

u done real good

>>36421756

damn!
>>
Rolled 73 (1d100)

>>36421736
Mosstooth will pervail.
>>
Rolled 4, 2, 3 + 10 = 19 (3d6 + 10)

>>36421810
Wouldn't be Civ:Liz without me forgetting to roll
>>
>>36421812
*shrugs*. Do what I can, when I can
>>
Rolled 98, 90, 67 = 255 (3d100)

Quillock continues to duck and weave as the slower giant is always two steps behind. The Mosstooth are cheering and yelling as their fearsome leader flawlessly attacks the giant, sustaining now blows thus far.

Brugok rears up for an overhead chop as Quillock gets his feet under him! The axe comes down and Quillock dashes forward, allowing the haft of the axe to graze his shoulder as he delivers a punishing blow to the giant's torso, rending flesh from bone! The giant bellows,clutching his maimed chest as Quillock dances back to a position outside punching range.

Quillock: 100% Brugok: 58%
AILMENT: Brugok loses +25% to melee attacks for the remainder of combat!

FIGHT ON!
>>
Rolled 66 (1d100)

>>36421893

those rolls oh dear
>>
Rolled 96 (1d100)

Rolling
>>
Rolled 67 (1d100)

>>36421893
Oh shit.
>>
>>36421893
>>
Rolled 87 (1d100)

>>36421893

dicing
>>
Rolled 57 (1d100)

>>36421893
we can still beat him since he lost his bonus
>>
Rolled 61 (1d100)

>>36421893
Shit.
>>
Rolled 52 (1d100)

>>36421932
>>36421893

**
>>
Rolled 6, 1, 3, 3 + 12 = 25 (4d6 + 12)

>>36421925
>>36421933
>>36421927
106, 97, and 77... COMPLETE VICTORY!
Added d6+2 for sustained victory, this makes five in a row.
>>
>>36421958
Yay!!
>>
Rolled 6, 30, 6 = 42 (3d100)

Quillock continues his assault on the weakened giant! Dodging two quick blows from the huge fists of Brugok, Quillock delivers two swift blows to his stomach! Not enough to hit anything vital, but causing much more bleeding.

Quillock: 100% Brugok: 33%
Brugok is within kill range! FIGHT ON
>>
Rolled 48 (1d100)

>>36421999

those terrible rolls, we shall win!
>>
Rolled 82 (1d100)

>>36421999
QUILLOCK SMASH!
>>
Rolled 15 (1d100)

>>36421999
Will Brugok become dead?
>>
After the next round if we dont kill him offer him a chance to surrender.
>>
Rolled 88 (1d100)

>>36421999
We got this!
>>
Rolled 6, 6, 5, 6, 4 + 14 = 41 (5d6 + 14)

>>36422016
>>36422015
>>36422025
98,92, 58
COMPLETE VICTORY
Adding 1d6+2 again. Six sustained victories
>>
Rolled 4 (1d100)

>>36422023

Good idea is good.
>>
Rolled 65 (1d100)

>>36421999
What shall we do with our Ogre slaves?
>>
Rolled 63 (1d100)

>>36422023
NO! MURDER HIM!
>>
Rolled 62 (1d100)

>>36422040
Not slaves. They are more useful if we let them join us like the Harpies did.
>>
Rolled 79 (1d100)

>>36422023
>>36422039
He'll just rise up again. The Giants might follow us just because Quillock is so terrifying, but if there's a contender for strength to rally behind, rebellion is more likely.

EXECUTE HIM!
>>
>>36422056
Exactly. And we can create a unified law as well. Let's get these guys making metal tools as quick as we can though. Debrief them, find out why they are douches
>>
Quillock advances on his wounded foe, delivering blow after blow before dodging one, final attack and thrusting upward!

His thrust and aim are true as his trident pierces the giant's throat! Brugok gurgles, blood spurting from his throat as he struggles for a moment, and then dies.

The tribe erupts into chaos as their leader steps out from below the falling giant, dislodging his trident and allowing him to fall. Quillock has slain the Giant leader without a blow being laid against him.

QUILLOCK WINS, FLAWLESS VICTORY!!!
>>
>>36422083
LONG LIVE QUILLOCK!
>>
>>36422083
DEEEEEEEAAAAAAAAAAAAATTTTTTTTHHHHHHHHHHHH!!!!!!!!!
>>
File: neat.png (267 KB, 500x497)
267 KB
267 KB PNG
>>36422083
The might of the Mosstooth is unquestionable! Long Live Quilltooth!
>>
>>36422083
KILLED THE SHIT OUT OF THAT GUY
>>
>>36422063

Meh, might be valid. I am neutral.
>>
>>36422083

So, uh, keep the shaman to tell us about his powers, the snakes, and elves at the very minimum. Also, Brugok's snake is our bitch now.
>>
>>36422125
>>36422142
No, we already killed the fucker with our roll. He had 33 health, we hit him for 42. We're just sorting out how to treat the giants, who are NOT OGRES
>>
I smell a legend in the making, guys.

LET'S WRITE
>>
Well, folks. I did not expect the extent to which Quillock would destory Brugok. I am really impressed. However, that means I am actually going to have to see how much you -gain- from this. Because there is a -shit load- of tech, buildings, gear, and skills that the giants have. Not to mention the Fire Attunement I you just gained.

That means I'm going to have to call it here on account of not wanting to fuck you guys on your spoils, but shit guys. Good job! I'll be around for Q&A for a while, because I'm not calling this on account of having to go, but having to tally up what you guys win.

How does tomorrow evening sound for people? It'll be a bit later than usual because of Thanksgiving, but I could probably do it around 10-11 EST.
>>
And y'all wanted to surrender or be sneaky. HA!

>>36422142

The harpies, and us would appreciate the heat. We need to make a Druid and shaman academy, where we make records so we can train people faster.
>>
>>36422185
I'm down! Mating frenzy for the mosstooth and harpies! Good to be alive!
>>
>>36422185
What time is it EST right now, I'm too lazy to bother using a time zone thingy.
>>
>>36422187
If we can get a harpy fire shaman/mage trained. . . FIREBOMBING FROM THE SKIIIESSSSS. Also probably bonus to breeding rate thanks to the power of heating eggs or something idk
>>
>>36422216
12:20
>>
>>36422216
1:20 AM EST. So the next thread would be in 20~ hours.
>>
>>36422162

Yea, yea, I got it. They had a shaman with them. That's who I am talking about.

>>36422187

Yep.

>>36422216

12:22
>>
>>36422228
Woops, 12:20. Forgot my clock was off.
>>
>>36422185
Awesome.

I asked about rules earlier, do you have tables you use for rolling exploration/etc, or do you just sort of think "oh, 74, that's a pretty good roll, let's give them something pretty good... like... X." I ran one of these months ago and it fell apart because I didn't know what the fuck I was doing.

Spoilered in case people don't want to see behind the rules curtain.
>>
>>36422228
its definitely 12:20 in NYC which is EST
>>
>>36422187
I agree. Ideally, we train all of the young there, from different races, before they can do physical tasks. This way, we get a society of mages who can be an army of fucking druidic firebenders.

That time works for me.
>>
>>36422243
Depends on the roll and how esoteric it is. Usually the former.
>>
>>36422247
>>36422239
>>36422235
>>36422226

Thanks guys, see you tmrw.
>>
Throwing plugs here for any newcomers:

Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Lizardfolk%2C+Civ
Twitter: https://twitter.com/CrowQM
>>
>bury brugok inside or just outside our walls
>write his story

>"honor him" brave giant blah, blah, blah his story lives on, blah
>"and then quillock shit all over him lololol"

>eternal reminder for giants not to fuck with us

Only minus is that if elves see it, they might be mad.
>>
>>36422299
Two quick ideas.
1.Quillock needs a mate and an heir.
2. Tridents should be the weapon and sign of the ruler.
>>
>>36422332
How big is Brugok's skull or ribcage? It could be our front gate.
>>
>>36422337

Agree on both.

>>36422345

Was initial idea, but giants might not like that. We are not trying to turn them into slaves atm.
>>
>>36422363
If I know Giants and I don't they respect strength. A monument as a reminder to Quillock's might could serve to fuel their loyalty, rather than dissent.
>>
>>36422345
I would say respectful burial and keep his axe as a trophy
>>
>>36422345
No big enough to be a gate. The skull might be big enough for a door though.
>>36422363
It's funny how you went from "SLAUGHTER" last thread. to being concerned about diplomacy with them here.
>>
>>36422417
This sounds good. It emphasizes skill and strength without being too morbid.

>>36422187
Good idea. Even if only a minority of lizards/harpies have aptitude for magic, everyone should get at least basic training in how magic works, what weaknesses to look for with magic using enemies, etc.

>>36422337
Two mates, one lizard and one harpy, to signify harmony between the yadda yadda yadda.

It would be good to have some kind of basic rules of succession laid out, since Quillock doesn't have any kids so primogeniture is right out. Maybe something where if the chief dies without a dynastic heir then X members of tribe chosen from some criteria (e.g. 5 oldest lizards plus 2 oldest harpies, or whatever) get together and pick a new chief.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [cm / hm / lgbt / y] [3 / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / int / jp / lit / mlp / mu / n / out / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / wsg / x] [Settings] [Home]
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.