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/tg/ - Traditional Games


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The Ages of the world, were things of such strange happenings. First came the Age of Elves, and some argue that it will always be their age as they seem to always appear when the world's balance is endangered. Then came the age of Dwarves, who fought the hordes from the dretches of the underground caves and the mountain homes. Many other races came about in these ages, Goblins,Gnomes, Halflings, and Orcs.

Now a new Race has come to start to collect for greater purposes, humans who once roamed the lands have started to display properties that could bring them into the next age of civilization. Displaying new intellect, and a potential to change the world in ways other races would have never dreamed.

This journey begins with the tribe of Manyfaces, since it was one of the largest tribes of people, nearing a hundred at it’s peak times before others wandered off to join others or some came to join them. One Chief has taken control, a wise and powerful warrior who has wandered the plains since he was a boy and now he must chose where the Tribe will settle for the year, and possibly stay as there are so many of his people it is hard to keep on moving.

A: Settle in the Open Plains, plenty of room for everybody.
B: Cross the River and into the Forest, not many know what lies within.
C: Settle next to the River, plenty of plain land and a water source.
D: Go beyond the Cairnes of Ancestors, and into where the lands grow high and grey with stone.
>>
>>41199754
By the river.

All paleolithic communities begin with agriculture.
>>
>>41199754
>C: Settle next to the River, plenty of plain land and a water source.

On the side of the forest, though. That way you don't have to haul lumber across.
>>
>>41199754
Next to the river. On our side, not the other side. The other side is probably full of goblines. Fucking goblines ruin everything.
>>
>>41199754
>C: Settle next to the River, plenty of plain land and a water source.
BOTH ends

>>41199771
forest side gets the large buildings and fortifications

>>41199793
plains side gets all the hard to protect farmland
>>
>>41199754
next to the river, on both sides, although we should try to expand into the plains with time, maybe set up some irrigation system
>>
>>41199766
Agreed, by the river.
>>
Definitely the river
>>
>>41199754
>>41199558

lets play this until this guys shows up
>>
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>>41199883
>>41199813
>>41199793
>>41199771
>>41199766
The order is given, and many of the tribesmen help pack up the simple fur tents and travel to the Riverside, next to where the River is deepest and many of the tribesmen claim to see things in the water swimming around.

The people quickly set up the tents and others scout around a little for roughly a mile around, and nothing of true interest except for a small bit of rocks near the river to the north.
>>
>>41200119
The village is starting to take shap a few mud huts and a bit of things scavanged from the river found a few things including fish. Some like the taste and others simply put up with it.

As well, they find odd bits of wood floating down the river, bird feathers at the end of a broken stick with odd symbols along it. The Elder, who's name is Songwalker says this is a bad omen.

A: Go up the river, see if there is anything of interest.
B: Go across the River, maybe there is something in the forest.
C: Down River has to have something, right?
D: write in
>>
>>41200148
>A: Go up the river, see if there is anything of interest.
It is important to know what is nearby before you live somewhere. Just in case there happens to be a malaria infested swamp or caves of bugbears nearby.
>>
>>41200148
>A: Go up the river, see if there is anything of interest.
>>
>>41200148
>A: Go up the river, see if there is anything of interest.

We don't want a pack of goblins pissing in our water supply.

Let's see what's up river.
>>
>>41200148
A
>>
>>41200148
Get the people left behind to build farms.

If we rescue anybody, we need to have the food production to feed them.
>>
>>41200208
>>41200200
>>41200176
Alright, Exploration up the river.
I'll need A 1d100, first three is the ones I'll count. Lower is Better for the Human Tribe.
Also, feel free to name the Leader of the clan.
Let's Roll.
>>
>>41200148
>A: Go up the river, see if there is anything of interest.

There are probably fucking goblines pissing in our water supply or something. We need to go check it out.
>>
Rolled 98 (1d100)

>>41200244
Rolling for this
>>
Rolled 100 (1d100)

>>41200244
No. Leave our Glorious Leader nameless, for he is the clan itself. He is humankind.

>>41200276
Fuck.
>>
Rolled 28 (1d100)

>>41200244
>>
>>41200283
Shiiiiit
>>
>>41200276
>>41200283
Oh boy. That's going to be a lot of angry, well equipped goblines.
>>
>>41200283

Rofl. Lower is better?
>>
>>41200276
>>41200283
>the goblins have been pissing AND vomiting in the river
>They've also been using the shallow parts to grow malaria bio-weapons
>>
>>41200284
As a few of the tribesmen go up river, they find a few odd items as they found floating down the river. Bits of ripped up cloth, pieces of odd colored stone, and finally they crest a hill and see a small camp. Not unlike their own, though it seems to be deserted for the most part.

The tents and small huts seemed to have been burnt to the ground and a few tiny bodies are strewn about everywhere.

A: Explore the odd ruin.
B: Retreat back home.
C: Make a small camp, watch it for a while before deciding.
D: Write in.
>>
>>41200322
>the broken bits of wood came from the cage keeping the malaria flies contained
>>
>>41200335
C. Leave behind well hidden watchers
meanwhile back at home we should get going building farms along the river
>>
>>41200335
>A: Explore the odd ruin.

Let's see what otherworldly horror is responsible for this, before it comes charging towards our camp to turn our people into its leal rape-slaves.
>>
>>41200335
>A: Explore the odd ruin.
Rescue, pillage, and improvise as defensive position.
>>
>>41200335
C
>>
>>41200335
C

Also proposing Adolf as name of our leader
>>
>>41200335
>C: Make a small camp, watch it for a while before deciding.
Make sure they're hidden. These gobbos weren't fucking around, so they might come back to make sure everyone's dead.
>>
>>41200335
>A
>>
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>>41200386
>>41200372
>>41200360
The scouts, a couple of young men armed with sharpened sticks and hardened by the fire pit as useful hunting spears more than anything else. Make camp behind the hill, a few standing watch throughout the time to make sure nothing would come and fuck with them.

After the sunsets, something seems to cross the river quickly, then another and another. Three humanoid figures hunched over with something shining in the moonlight poke through the camp. Sometimes knocking down the ruins of what used to be a hut and letting out a gutteral laugh that echos around for a while....

Before the moon reaches it's full height a fourth figure, larger than the other three and well over the height of a man wades through the river, carrying what seems to be a large log and takes something from the smaller humanoids and lumbers back through.

The collection goes on for another hour before the trio finally runs back through the river and into the forest. Lighting no torches as they wander into the darkness.

A: Go explore the Ruined Camp.
B: Go try to find what that was in the woods.
C: Go home and warn the village.
D: Write in. Shit dawg.
>>
>>41200487
>B: Go try to find what that was in the woods.
They're obviously trading with a Giant.

We should cut in on that and offer him something better.
>>
>>41200487

They ran across the river?

Jesus Bandits confirmed, do not pursue.

>A: Go explore the Ruined Camp.
>>
>>41200487
C. We should keep the village informed, and bring in reinforcements in order to do B
>>
>>41200526
Well...Across is more they made a shit ton of noise hauling ass across the river really,.

Also, Paint Maps. Continue with them or no?
>>
>>41200487
>C
>>
>>41200487
>B: Go try to find what that was in the woods.
>>
>>41200487
C, we keep the camp up. Go get reinforcements, and then go explore the camp on the other side of the river.
>>
>>41200546
Better than no maps.
>>
>>41200546
paint maps are very helpful for players, definitely keep them up if they arent too much work
>>
>>41200536
This
>>
The scouts clean up their campsite, and return to the village. They tell the tale to the hunters and fishers, a new caste of elders who use it to help feed the tribe along with children who use sharpened sticks to practice. All is not well it seems when word spread.

A few things are possible now, but what will the chief order?

A: Build some sort of defenses around the village.
B: Go across the river, try to find these creatures.
C: Send more men to scavange what is left of the ruined village.
D: Send a group of scouts to go further north, see if there is anything there.
E: Go south, maybe there are things down there?
F: Write in.
>>
>>41200656
>C, A, and you're really pushing E so that as well.
>>
>>41200656

>Small group heads south to scout

Won't we have to cross the river to get wood to build defenses?
>>
>>41200656
>A: Build some sort of defenses around the village.
>>
>>41200656
>B: Go across the river, try to find these creatures.

We don't know what it is so I say lets hope for the best but prepare for the worst.
>>
>>41200656
>A: Build some sort of defenses around the village.
>>
>>41200656
A, then E, then C
>>
>>41200656
I would priortize them as thus..
C. There will likely be something of value in the ruins
D. Send a large party north, some scavenge in the village while the rest continue north
A. Build some sort of fortified longhouse, to keep us warm in winter as well provide some limited defense for the moment
>>
Rolled 69 (1d100)

>>41200757
Agreeing with this, and rolling for the first one.
>>
>>41200717
>>41200705
>>41200734
"Defences, we must build a wall!" The chief declares, and quickly the men who are not out on the plains hunting have started to collect wood. Some they find floating down the river, others from a few trees that have fallen across. Quickly a small wall is build around the village, going up to the waist of he average villager.

As night falls, a few hunters are set on each of the corners to watch for anything odd. As the time goes on, one rushes back leaving his partner to wake the chief who was sharpening a few new spears for his people....what is it?

1d100, same as last time. First three, low wins.
>>
Rolled 52 (1d100)

>>41200791
>>
Rolled 73 (1d100)

>>41200791
>>
>>41200827
>>41200805
1 More. No pressure.
>>
Rolled 14 (1d100)

>>41200791
>1d100, same as last time. First three, low wins.
>>
>>41200876
You saved us mate!
>>
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>>41200876
>>
>>41200876
Thank god.
>>
>>41200876
As the chief runs out, hearing the calls from the other villagers of a creature coming closer to the village. The villagers stay behind the walls, while the warriors and the chief run out to investigate carrying torches.

What it was, was odd a stout figure who was carrying a large thing that looked like a club with something shiny on two ends at the top.. The chief was the first to approach it. It had something covering it's mouth, and seemed to be wearing stones over it's body.

It quickly fell as the chief got close enough to catch it. He stared at it and motioned for others to help him carry the thing back to his hut, and taking the weapon with sharp bits that shone in the moon light.

It was guarded by the hunters, and awoke the next morning and seemed to walk around in the little 'hut' it was given to be kept inside. Quickly removing the stone skin and looking around barking something until one of the Elders woke the Chief who had spent the night inspecting the weapon.

A: Go visit the odd bugger.
B: Order it killed.
C: Allow it to wander the village, what harm could it do?
D: Write in
>>
>>41201006
A. Bring our wisest elders in to talk to it, while the creature is under heavy guard.
>>
>>41201006
>A
>>
>>41201006
A, but send the chief in with two armored gaurds. See if he can communicate with it, also send out a small party south.
>>
>>41201006
Let's do A but hope for the best prepare for the worst. Have many armed people right outside the room.
>>
Rolled 34 (1d100)

>>41201033
>>41201044
>>41201048
>>41201083
Doing the first roll for a combination of these
>>
>>41201048
>>41201044
>>41201033
The Chief rises to the occassion and walks to the hut where the creature is being guarded. Two of the hunters who found it follow him inside and it seems to be dressed in oddly colored furs. It stares at the three and glances to the weapon the chief set against the wall.

It points at it and makes a motion of 'Gimme' and the chief shakes his head. The two seem to play the game of charedes before the creature tugs on the long bit of fur hanging from it's face and nods to itself before going through the pack it had been found holding.

It opens it up, as none of the tribes wanted to touch the oddly smelling creature in case it attacked them in it's stone skin. It brings out a small jug, and motions for the Chief to drink out of it. Showing it was safe before the Chief drank from it and felt the odd pleasent sensation of burning in his throat.

The creature grinned as they began to sit, drawing pictures of things in the dust as the creature showed more things in it's pack. A few sharp knives made of the same thing as the stone skin. These were given to the guards who stested them on the walls that had them make good gouges.

The creature seems rather peaceful, and makes a motion of something large that had attacked it, and drove it away from it's home from what seemed be beyond the cairns. It also seems to want to go back there.

A: Allow it to leave the hut, seems...peaceful.
B: Escort it out of the village so it can go on it's way.
C: Confine it to the hut, don't let it leave.
D: Write in.
>>
>>41201152
B, and give it some food as a show of good faith.
>>
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>>41201115
>Rolling before OP calls it
>>
>>41201162
Seconding
>>
>>41201162
Seconding
>>
>>41201152
>A: Allow it to leave the hut, seems...peaceful.

This. Give it some food, and turn it loose.
>>
Give food, let go
>>
>>41201162
The creature is led to the edge of the village, and helped over the wall with it's odd second skin of stone and looks at the chief and the weapon. He makes a motion for the chief to hold it and made a motion on how to swing it. Seems to have been a gift from the critter. How...Nice.

The Chief has gained: Chopper! An odd weapon from an odd weapon stronger than anything the village has produced. This gives a bonus on battles he's a part of.

The critter is given the food, smoked which it takes a bite of with a grin before walking toward the cairns. Seems to be...slow but it should reach the stony hills before nightfalls.

A: Send a few after him, seems that it could be helpful though you might lose them for a while.
B: Send a scout to the north, see what happened to the camp.
C: More defences! Sharp sticks in the walls to stop charges.
D: Explore the woods.
E: Write in.

The people have started to do a good bit of work with the fishing and hunting. No one in the village is currently hungry and have been storing excess in pots for later.
>>
>>41201162
seconding
>>
>>41201238
>B: Send a scout to the north, see what happened to the camp.

This
>>
>>41201238
>B: Send a scout to the north, see what happened to the camp.

We are currently few so every man women and child is needed.
>>
>>41201238
A, but instead of trying to be sneaky just walk with him as an equal.
>>
>>41201238
B. We should have a small camp permanently watching the site of the ruins and the river crossing
>>
>>41201262
Seconding
>>
>>41201282
Seconding this, but this time we send a small foraging party over.
>>
A few of the hunters, the ones who had first scouted the north have been sent to make a small camp to watch the northen ruin. Their journey didn't take very long, a few hours really before they found the ruin but...it was different now.

Small creatures seemed to be rebuilding a few of the structures. They were not like the creature they had brought into the camp, but more like their fellow humans. They were just the size of children. Few seemed to have weapons and quiet a few seemed to be fairly injuried. The few that did have what seemed to be weapons, were bits of leather with stones in the other hand. That and oddly shaped staffs with bands on the top.

A: Approach the new residents of the ruins.
B: Send a runner back, keep watching.
C: Observe until more can be learned.
D: Attack, see what they can gain from these wee folk!
E: Write in.
>>
>>41201374
>B and C
>>
>>41201401
Seconding
>>
>>41201374
A. Attempt to communicate with them, maybe depending on their mood, even invite them into our tribe to bolster our numbers
>>
>>41201431
>>41201429
>>41201401
You can only do one action per turn I'm afraid. Sorry.
>>
>>41201518
I only put them together because they are pretty much the same thing: Send someone back and continue watching.
>>
>>41201429
>>41201401
As a scout is sent back to inform the chief, the three others watch as something roars in the forest beyond. They with interest as three figures, green skinned humanoids that might have been the things scavaging before run across the river holding large gleaming weapons that seem to blind the hunters.

It doesn't take long before a full on battle, the large creatures taking on multiple of the tiny warriors as the other unarmed little people flee in terror. The larger creature has not been seen yet...

A: Keep watching.
B: CHARGE: Attack the creatures with the spears!
C: Fire! Throw a few of the spears and run up to help the little people!
D: Write in.
>>
>>41201518
Than lets give A a go. Lets try to make friends and offer help.
>>
>>41201640
B, if we do c we could accidentally hit the halflings.
>>
>>41201640
>B
we have to be good neighbors.
>>
>>41201640
I'll vote for either B or C. I can't tell which option to take but we need to help them and get some early game allies.
>>
>>41201640

B, time to give them a hand
>>
>>41201668
>>41201658
>>41201676
d100. Same as last time.
Lok'Tar Ogar.
>>
Rolled 3 (1d100)

>>41201752
>>
Rolled 74 (1d100)

>>41201752
>>
Rolled 3 (1d100)

>>41201752
>>
>>41201830
>>41201902

Time to fuck some folks up
>>
>>41201902
>>41201830
What's this? A Pair?
B-bonus Points.
As the group of humans charge down the hill, the creatures turn a bit surprised. Dumb founded it seems that anything would come to the small creatures aid and one quickly finds one of the spears through his eye. The other two started to retreat back toward the River, but are blocked by the other two as the groups of small soldiers attack the monsters as well.

It doesn't take long for them to sustain enough injuries and take plenty of holes from the spears to bleed out. The small creatures come toward the scouts and start to jabber in an unknown language. The three grin and raise their hands causing a loud cheer and pick up the odd weapons.

The creatures bring out other things, must be things they had found and give it to the hunters. One of the items being a small staff with a shiny rock at the top that shines even in a bag.

The scout sent back starts to crest over the hill, and other hunters from the village along with the chief comes over the hill with Chopper and what seemed to be the fattest of the small creatures walk in front of the others and the Chief meets him and they retreat to a large enough hut...

A: Try to trade with the Small creatures.
B: Try to see where those creatures came from.
C: Send the people back, except for the chief and scouts.
D: Write in.
>>
>>41202022
>Other: Try to communicate with them.
>>
>>41202022
We should invite the small people to move their camp closer to ours, help them resettle nearby so we can get our mutual-non-aggression-and-defense pact on. Also start trading.
>>
>>41202022
>Write in: We should try to establish communication and if possible proper mutual alliance.
>>
>>41202022
>A: Try to trade with the Small creatures.

Let's start with a good working relationship, hopefully from there we can learn more history but for right now the present takes precedence
>>
>>41202077
>>41202112

Agree with both of these
>>
>>41202152
Same
>>
>>41202118
And this one
>>
>>41202240
I'd say established cooperation than we can make trade deals.
>>
>>41202118
>>41202112
>>41202077
>>41202070
After an hour of 'socilizing' with the small people and the hunters seeing the different odd crafts out of bones and wood to make fine pictures the chief walks out with the chief of the small people who seem to be conversing.

"We are happy to move closer, as suggested by your leader." The Small creature says, wearing a glowing jewel around his neck and pressing against his adam's apple.

The small creatures, no the chief, quickly help pack everything up, and start to move to a closer location to the human village. They explain they are known as Halflings, and have come fleeing an army but didn't expect to be attacked by Orcs from the forest.

Seems that what they were called, Orcs. They call the Three scouts 'Orc Slayers' and have given them a place of honor in their own camp site. They only number about forty, but they seem to be very quick with crafting and start to set up something known as 'A Garden' and get some help from the young men of the village of men.

The two seem to be fine allies, and they hunt together that night, bringing home rabbits caught with spear and finely thrown stones.

Allies Obtained; Halfling Tribe.

A: Set up more guards again tonight, might be more 'Orcs' about.
B: No guards are needed.
C: Double up Guards, not fully trusting the wee men yet.
D: Write in./
>>
>>41202288
> A: Set up more guards again tonight, might be more 'Orcs' about.

Also there's the Giant. If we killed his lackeys he might not be in the best mood.
>>
>>41202288
>A: Set up more guards again tonight, might be more 'Orcs' about.

We need to see about getting one of those translating stones for ourselves
>>
>>41202288
>A

By the way, do we already know agriculture, or is the halfling garden our stepping stone to leading the tech?
>>
>>41202288
Set up gaurds, send a small scouting party down river.
>>
>>41202288
D. Set up more guards, we should also offer to assist them in building a basic palisade and ditch setup to defend themselves more adequately
>>
>>41202322
I really want that giant as an ally. What do Giants like?
>>
>>41202402
Halfling jelly sandwiches?
>>
>>41202402
Not having their friends killed.
>>
>>41202389
>>41202322
>>41202397
D100! Let's see if we made the right choice here?
>>
>>41202421
We'll totally convince him that those friends were losers.

I mean, if we beat them we're totally better friends and can offer more than they ever could!
>>
Rolled 95 (1d100)

>>41202435
>ROLLAN
>>
Rolled 83 (1d100)

>>41202435
Lower is good?
>>
>>41202459
Lower is good.
So far, Your fucked.
>>
Rolled 76 (1d100)

>>41202446
>>
>>41202467
>>41202468
Fuck. ORK WAR NOW!
>>
>>41202446
>>41202459
>>41202468
Looks like the WAAAGH is coming.
>>
>>41202467
>You're fucked.

By a tribe of busty she-men from the forest or...?
>>
>>41202497
A tribe of GIANTS
>>
>>41202468
As the moon rises, few of the halflings stand guard with the humans. The chief sits in his hut around his little personal fire pit, nodding off to sleep when a whistling sound is heard, and then a loud Crash and scream when the ground in the village shakes. The Chief grabs his axe as the tribesmen flee at the sight of what caused the commotion.

A stone the size of a man was thrown into the village, as another pair meet in the air and make a tremendous bang waking all and sending fear throughout the village.

The warriors of both of the people run to the river, and see three giant creatures holding clubs and wading through the deep water.

d100 folks. You get an Unnamed bonus against your foes who are screaming what seem to be curses at you.
>>
This is the first thread where low rolls are bad, and then this shit happens FML.

Time for the Orks
>>
Rolled 47 (1d100)

>>41202569
>>
Rolled 62 (1d100)

>>41202569
>better dice for the dice gods.
>>
Rolled 89 (1d100)

>>41202569

Rolling to kick some giant ass
>>
>>41202604
In Age of Man quest, Giant ass kicks you!
>>
>>41202620
Hey your roll is decent enough to at least be victory at heavy cost.
>>
>>41202655
We can only hope.
>>
>>41202662
Nah, I'm expecting heavy casualties on this one. You were the only one that had a slightly positive result.
>>
>>41202581
"For the Women! For the Ancestors! For The People!" The Chief cries, holding his axe in the air as he charges toward the river bank, his warriors close behind him. Jumping up, doing a bit of a trick when swinging the blade down on the giant's skull and cracking it as the others throw spears and the halflings fling stones at the other Ogres.

The battle goes on for half the night, and the moon begins to sit the final Ogre is slain. A spear through the eye from the lucky hunter as Ten young hunters lay dead and five halflings are...well they had to be scraped off the river's bank by long sharp sticks.

The time goes on, and the monsters have been defeated. The village morns it's lost people and bury them in holes covered by stones from the river.

The village morns, and the Chief is brought to tears wondering why he did not die instead of his men. Oh why did they lose so many good men to such horrid beasts.

But time must go on;

A: Send Scouts across the river.
B: Send scouts past the Cairn lands.
C: Go North
D: Go South
E: Write in.
>>41202397
Forgot to answer this. The Latter really.
>>
>>41202708
>E: Write in.
Make armor and weapons and trophies from the bones of these ogres
>>
>>41202708
>D
>>
>>41202708

A, we need to find out where those Giants came from.
>>
>>41202708
>D: Go South

It is time to find the promised land of more enemies and death!
>>
>>41202708
What's our total population and supplies/tech tree?
>>
Going North seems like the worst idea, that's where the troubles come from. We've settled in somewhat, so we ought to scout across the river before we decide if we should head south
A
>>
>>41202708
>D
>>
>>41202750
I agree with this.
>>
>>41202735
Seconding this.
>>
>>41202735
Thirding
>>
>>41202735
This
>>
>>41202708
>Write in: Bolster our defenses.

We may have been hit hard but we are not defeated. Humanity will live and we shall rise and we will not let these brutish creatures stop us!
>>
>>41202735
The ogres are stripped rather brutally by the chiefs guards and the hunters. The meat is burnt away away from the village as it stinks like hell.

The bones are made into large clubs, The skulls are placed on large sticks near the fire near the hut of the chief. As it turns out, the halflings are able to scavange a bit of the leather armor and turn it into a few suits for their own warriors and teach the art to the humans who use some of their furs from the last hunt to make armor. It's not...great but it works.

As the day goes on, a few of the hunters of both groups return with the odd sound of clanking. The Halflings seem to think they know what it means and prepare a way into their village. They explain it simply as 'Dwarves'.

A: Go out into the plains to meet the dwarves before they arrive.
B: Prepare like the halflings.
C: Go exploring south.
D: Northward Bound.
E: Write in.
>>41202755
Current population in the Village is 90
Halfling is 40
Tech tree is still pretty...shitty I guess. No form of religion except ancestor worship, and basic stone working and wood working along with pottery and the basics of agriculture.
>>
>>41202939
>B
>>
>>41202939
A, try not to look intimidating.
>>
>>41202939
B
Halflings know how to deal with these 'dwarves' it seems
>>
>>41202939
>B
>>
>B
Lets try to have something to offer the dwarves for trade and maybe we can get out hands on either metal gear or help fending off the giants and ogres.
>>
>>41203018
I think getting a Metal Gear might be a little further up the tech tree, we've not even got animal husbandry yet and you want an all terrain walking nuclear tank?
>>
>>41203078
We wouldnt be trying for the tech, just for a couple sets of armor.
>>
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>>41203078
We've still got a ways to go
>>
>>41203078
I was thinking more of trading for some axes, shields, and spearheads made of iron or bronze. Platemail is years ahead of us. and we wouldn't have tactics developed enough to use them properly.
>>
>>41203018
>>41202997
>>41202978
As the village prepares, and readies furs and other weaponry to trade with these 'Dwarves' a small caravan arrives pulled by beasts of burden. The leader of the Caravan is the creature that the chief received the Axe from!

The creature seems in much better health, and a much better mood as they speak in a strange tongue with the halflings and using them as a translator, they begin to speak.

After a time, the halfling tells the human that the Dwarven kingdoms have become...splintered after a civil war and the dwarves of the Caravan are heading to find a new homeland. As it goes on, they are also headed to the Mountains based the stone hills to find an old fort to turn into a more permanent settlement for their clan.

The Dwarves did bring along some goods they don't 'Need' and offer to trade for a good bit of food that has been smoked. A good trade as they seem to all be rather beat up.

A: Take the offer of 'More Axes'
B: Take the offer of 'Iron Tools'
C: Take the offer of 'A ???? Detector' though the word has no translation in the human tongue.
D: Write in.
>>
>>41203123
Maybe we can trade some furs for a Hind D.
>>
>>41203140
>B
these will be invaluable for us at this stage.
>>
>>41203140
>: Take the offer of "more axes"

Also lets talk to them about staying in contact with each other. I'd like to try and establish long term ties with people that are friendly enough.
>>
>>41203123
More like: "A ways to fall"
>>
>>41203140
>B

we already have some form of combat tools, now we need to develop
>>
>>41203185
Agree with this.
>>
>>41203235
>>41203185
2 For Tools
2 for Axes.
>>
>>41203182
Seconding
>>
>>41203262
Let's go with tools then.
We need to eventually start making our own metal, with dwarven and halfling help we could jump-start the production...eventually
>>
>>41203182
The trade is made rather peaceably, the dwarves load a crate of iron tools, a few hoes and hammers along with a couple of wood cutting axes and a cooking pot to go with it.

The people seem to take these tools with great interest, giving them a few stress tests and seem happy with the Dwarves grinning and pointing out how to use a few properly causing the men to nod curiously. Along with something with two sharp ends that can split stone. One of the villagers take this and start to break up river rock and smoothing them out to use as slingbullets.

The dwarves then drive their wagon train away, a few waving and the chiefs of the other tribes nodding and going back to their work. It seems all is going well as night falls.

1d100, same as last time.
>>
>>41203262
Okay, tools then.
>>
Rolled 14 (1d100)

>>41203377
>>
Rolled 92 (1d100)

>>41203377
>>
>>41203377
dice+1d100
>>
Rolled 71 (1d100)

>>41203377
>>
Rolled 88 (1d100)

>>41203395
>>
>>41203391
As night falls, and the moon reaches its peak. Few are up that late during the wee hours except for the guards. But a young boy was found wandering the village, and out of the small gate to the river. One of the guards stared and rubbed his eyes as he stepped into the shallows and a figure rose from out of it. The guard raised his spear and watched in amazement as the figure touched the boys head in a flash of light and disapeared. The boy fell back onto his back and caused the guard to shout for help...bringing him back into the village he had a set of glowing blue markings on his face that none knew about...

A: Ask the halflings!
B: Keep it hidden, and bring the boy away from the village.
C: Send him to one of the elders who could inspect it.
D: Act like it's nothing special.
E: Write in/
>>
>>41203487
>C
>>
>>41203487
E. Can we combine A and C, also put the boy in the most isolated hut in our village, under close supervision
>>
>>41203487
A, they seem to know their shit.
>>
>>41203487
I say we should ask both the halflings and the elders, and we should try to keep this from spreading too quick. I think both will have important viewpoints here.
>>
>>41203487
C first, then A
>>
>>41203531
Seconded.
>>
>>41203525
>>41203511
>>41203556
>>41203561
The boy, when he is awakened is taken to one of the elder's huts closest to the River. As he istekan there, the elder is examining the odd blue sigils and feels they are near constantly...wet.

The halflings are also informed and they act as if the humans are mad. They inform them that nothing like that is within their knowledge of lore, of their gods or ????. It's odd really but they seem uninterested.

A: Continue to inspect the boys possible differences.
B: Ignore it, hope it goes away.
C: Try to get him to...do something neat?
D: Ignore it for now, the river needs explored to see what caused it?
>>
>>41203610
>A and C
>>
>>41203610
A. If this is malicious we can't go about our business with it in the village. If it's beneficial, the sooner we know the better.
>>
>>41203610
E. A and C I would also set him up with a family, to raise the boy among our own
>>
>>41203610
A and C
>>
>>41203610
C
>>
>>41203695
>>41203657
>>41203647
>>41203638
1d100, see what happens!
>>
Rolled 31 (1d100)

>>41203764
>>
Rolled 28 (1d100)

>>41203764
>>
>>41203773
Look at us, rolling good for once.
>>
>>41203764
>>41203773
I got a feeling this is when the magic starts to happen.
>>
>>41203771
>>41203773
One more roll
>>
Rolled 73 (1d100)

>>41203837
>>
>>41203806
>>41203837
anon, go for it.
>>
dice 1d100

>>41203837
>>
>>41203853
put dice+1d100 in the options menu to roll
>>
>>41203853
Apparently I'm retarded. This is the third time I've messed this up today.
>>
>>41203906
No problem, they already got the third roll.
>>
>>41203773
As the Elder brings him back to the River, and tells him to focus on the markings...the young man does as he's told and spreads his fingers and says something under his breath. Something none around him understand and a ball of green energy appears in his hand. The elder gasps and reaches out to touch it before th boy dropped it onto the stones...the orb oozing a green liquid that eats through the stone itself.

The halfings nearby start to whisper a word they call 'Sorcerer' and 'Magic' in their own tongue curiously...

A: Make him do more cool shit!
B: Go across the River.
C: Northward Exploration
D: Southern Exploration
E: Go try to see if those Dwarves are doin' okay.
>>
>>41203955
>A: Make him do more cool shit!

Magic is in baby! Let's do this shit!
>>
>>41203955
E.Send a scout party to check up on the dwarves
also in general we should be encouraging food production and population increases
>>
>>41203955
enough magics for now i think

>D
>>
>>41203999
Trips of truth
>>
>>41203955
>>41203955

Southern exploration, also make the boy train his powers daily so he can increase in strength.
>>
>>41204003
>>41203999
>>41203994
>>41204024
>>41204045
I will return in just about five minutes. Discuss things, name people. Give the village a name. Do...whatever you can think of or questions.
>>
>>41204067
I shall name the magic boy after one of the best wizards the multiverse has ever seen

Fangalf
>>
>>41204067

Can we call one of the village elders Gazoogle the wise?
>>
>>41204126
Sounds good.
>>
>>41204067
Lets get a name for our chief. Needs to be something dignified and powerful. My vote is for Vengarl.
>>
The Chief should have a good strong name. He has a big axe, he should have a big name. Do we go with tribal naming structure? "Leads-with-voice" or "Runs-with-pack" sort of thing or what, guys?
>>
>>41204067
Village name is Bloodwaters, for the blood that has been shed fighting those who have crossed the waters
The boy's name was originally Barry
>>
Rolled 42 (1d100)

>>41204210

>Bloodwater

My vote is for Giants Crossing
>>
>>41204210
Isn't Bloodwater an Actraiser 1 town name? Bonus points.

Barry is too mundane a name for a great wizard, though.
>>
>>41204210
Hilcrom for a possible chief name?
>>
>>41204210

Rename the boy with a small celebration in recognition, I'm thinking something like Watertouched (not very inventive I know but I like how it rolls off the tongue)
>>
>>41204250
I like bloodwater, giants crossing can be the halfling towns name
>>
A: Make him do more cool shit!
B: Go across the River.
C: Northward Exploration
D: Southern Exploration
E: Go try to see if those Dwarves are doin' okay.

I'm back: >>41204296
I like Watertouched actually. Seems neat and fitting.
-
A: Make him do more cool shit!
B: Go across the River.
C: Northward Exploration
D: Southern Exploration
E: Go try to see if those Dwarves are doin' okay.

What'll it be?
>>
>>41204257
I would want to name our wizard Malcador but I try not to force 40K into everything I do.

Anyway opposition to Vengarl as our chief?
>>
>>41204307

>E lets stop bothering the mage and see if we can learn anything more from the dwarves
>>
>>41204408
They may teach us how to work metal.
>>
>>41204307
Im still going with this>>41203999
also im down for Vengarl>>41204317
for the chiefs name
>>
>>41204307
> F. Ask the child more about his encounter by the river, why he was there and who/what it was he met.
>>
>>41204307
Let's check on the dwarves, bring some food along and try to learn something in return.
>>
>>41204422

I am wondering if they know anything about deities or other mystic knowledge that could be useful
>>
>>41204426
Is that a hard or a soft G?
Ven-garl or Ven-jarl?
>>
>>41204456
I intended it to be Ven-garl.
>>
>>41204456
I prefer soft g
>>
>>41204317
Vengarl from...DS2 right? Or is that name a greater reference to something I'm unaware of? Either way, it's a good chief name.
>>
>>41204488
Yeah I got it from DS2. I thought it was a pretty decent name that had a bit of a commanding presence to it.
>>
>>41204422
A small party is sent out, the boy is sent out to play with the other children but stays near the river. When asked why he just says, "I feel better over here."
-
A few men and women are collected to go check on the Dwarves. They are given spears, and the three 'Orc Slayers' are sent along for additional protection along with one of the halfling translators.

It takes nearly a day to get into the Cairnlands as it has been dubbed. The halflings have been nervous but the Humans never saw much except for mountain cats ever in this kind of area...
1d100. You guys know the drill!
>>
Rolled 90 (1d100)

>>41204557
Let see if I finally figured out how to do this right.
>>
Rolled 42 (1d100)

>>41204557
>>
Rolled 9 (1d100)

>>41204557
>>
Rolled 53 (1d100)

>>41204557

come on! lets hope that halfling translator learns something good!
>>
>>41204307
I'm seconding Watertouched and going with A for the quest option.
>>
>>41204580
I guess I did and the universe hates me for it.

>>41204584
At least someone has good luck here.
>>
>>41204584
Nice.
>>
>>41204597
>>41204597
I like watertouched as well, tis a good name. I think he should continuously train his powers.
>>
>>41204633

I think he needs to go for a swim, or at least we should construct a small pond for him to test his powers.
>>
>>41204633
I like the idea of him training, but we shouldn't shove it down his throat, just heavily encourage it.
>>
>>41204645
Because the river is where he got his powers, he should always practice with the river. Just makes sense.
>>
>>41204664

we don't know what his powers are yet, you want to risk the only magic user we have?
>>
>>41204664
>>41204663
>>41204645
>>41204633
This but he should still be raised as a normal child, just have take a few hours each week to train with the elders by the river
>>
>>41204689
If he is truly a waterbender, a bit of danger involving water is a good way to test his powers. I just think that if we put too much focus on him he won't develop his powers correctly.
>>
>>41204700
Agreed, we don't want him going all Elsa (sorry, terrible reference but it's the only thing I can think of off the top of my head.)
>>
>>41204700
>>41204715
Yeah, that's what I was hoping for.
>>
>>41204700
I have to agree with you here. If we force him away form his friends and family to learn magic that's a one way track to getting a dark wizard that wishes our doom.
>>
I think we really ought to supervise him however, seeing as he produced an orb that "eats through the stone itself".
>>
>>41204784

that has mining potential
>>
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>>41204584
As the group goes along, a roar of something that sounds like it is absolutely massive and dying echos through the lowlands of the mountains. As the group quickly retreat to a cave, they find that they are not alone...near the center in a small hole sits an egg nearly the size of a human head.

Some of the halflings talk about eating it, the humans thinking of what could lay such a thing but one suggests bringing the egg with them to see what it is inside without possibly hurting it.

Aquired one Mysterious Egg! As the night goes on...a small cracking sound is heard...and as one guard starts to wake the others the egg seems to be in shattered...

The small group starts to look and the human who suggested keeping the egg is still asleep, but now a large Red lizard is curled up on his chest. When one of the halfling women scream it wakes up along with the man to show large red wings growling at the halfling who faints.

A: WHAT THE FUCK?! KILL IT!
B: Fuck the Dwarves! To the village!
C: Take this thing with us, to the Dwarves.
D: Let the fucker go, it's freaky.
E: Write in
>>
>>41204849
>C, but don't let them kill it.

>>41204815
Of course we'd have to test the orb on metal ores to make sure it doesn't also eat through that. Acid mining is fun, but not if it eats our desired haul.
>>
>>41204849

>D: Let the fucker go

obviously its mother is in the area,
>>
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>>41204849
Let's raise it
I think showing it to the dwarves will be trouble.
Maybe we should have part of the group head back with the lizard baby and the rest continue towards the dwarves?
>>
>>41204897
The dwarves killed the mother. How do I know? Reading comprehension.
>>
Changing from >>41204891, to >>41204907
>>
>>41204849
>C: Take it with us
If it's parents do come we give it up without question but I got a feeling that those "dying echos throught the lowlands" was this little guy getting a serious case of dead parents.
>>
>>41204907

Supporting
>>
>>41204907
agreeing with this, don't let the dwarves know and send back a party with the dragon. Also, when it get's there see if it wants to be placed on a bed of hot coals, feed it right too.
>>
>>41204849
B

>Time to set up a dragon worshipping cult led by our baby sorcerer.
>>
>>41204907
Im backing this
>>
>>41204907
A sound plan, have the man who the "red lizard" has taken a liking to return with an the three "Orc Slayers"
>>
>>41204907
Second
>>
>>41205076
This. maybe also give it some ornamental metal pieces- every dragon needs a treasure horde.
>>
>>41205107
As hilarious as that sounds I am positive we will end up with a crazy number of problems in a very short amount of time.
>>
>>41205148
Yeah, no way that a red dragon and a water/acid sorcerer hanging out could end badly...
>>
>>41205170
This.
>>
>>41205170
>>41205185
Could you please delet your names? It's rude to have names in another mans thread

>>41204907
rollfor
>>
>>41205206
If OP has a problem with it, then sure. Im just used to people not having a problem with it.
>>
As the group talks, they agree that a pair of humans and a halfling would be sent back to the village while the rest of the group went to find the dwarves. It goes rather quickly, and the Dwarves are found with the dying corpse of some large monster being carted into the small fortress.

The dwarves greet them, and allow them enterance to show a large black scaled creature being taken to a location. A Butchery most likely.

The dwarves explain a monster had taken up root in the fort, the leader had went along but escaped with help of the tribe and went back to bring the rest of his clan of warriors and the rest will soon come to make this a proper dwarven settlement. The group is allowed to stay and, in proper dwarven custom, they are given gifts of Mugs of ale.

They soon depart, knowing now that they had slain the black scaled beast and are heading home. When the others arrived, the little lizard seemed to cause a little bit of a stir. The Chief wanting nothing to do personally with the creature, but others seeming interested the chief being Watersoul who began to toss it fish which it scarfed quickly.

A: Let it stay.
B: Let it hang around, under the control of the Orc-Slayer who found the egg.
C: Give it to Watersoul, little kid needs a friend.
D: Kill it, no sense having such a monster around.
E: Write in.
>>
>>41205206
>>41205258
What he said.
>>
>>41205263
C.

>Bad idea or no.
>>
>>41205263
>Yeah, no way that a red dragon and a water/acid sorcerer hanging out could end badly...

fuck fuck fuck fuck fuck

I say B on this one.
>>
>>41205263
B. but also adopt it as the village pet, a grown dragon will be an extremely valuable asset in the future.

We should focus on exploring our surroundings and internal development for a while, make sure we are prepared for winter and such
>>
>>41205263
>B
>>
>>41205334
Second, A red dragon will come in handy
>>
The lizard is red and the boy is of the Water, but they are both children, they have not yet learned to hate or love strongly. I say we give the lizard to Watersoul
C
>>
>>41205263
>C: Give it to Watersoul, little kid needs a friend.

They can grow up together, do we have any experience with domestication or training animals?
>>
>>41205375
this
>>
>>41205375
>>41205390
Guys, if at any point watersoul or the dragon goes rogue, the last thing we want is them to have a powerful sorcerer/red dragon as an ally.

I say we let the guy who found it take care of it, he trains it to fight with us, and maybe he can ride it and train it really well.
>>
>>41205353
>>41205375
It's not about them being friends or growing up together, it's about the compatibility of their powers, which is non-existent.
>>
>>41205428
>>41205435
I didn't read the second part of B while writing, to be fair.
I'm changing my vote to B, the Orc Slayer who found it has already established a bond, he should care for it and train it.
>>
>>41205428
Also, this. The dragon is already attached to the guy who found it, so let it stay with him. Just to restate, water soul IS NOT compatible with a fire dragon, and also, this isn't free willy.
>>
>>41205435

I'm not worried about their compatibility power wise, if we want them to be useful we make sure they grow up well adjusted and loved
>>
>>41205476
Yeah, I'm scared of a free willy situation, where watersoul and red dragon run off together.


Also, Red Dragon needs a name. I vote Tyrath
>>
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>>41205334
>>41205335
>>41205349
>>41205353
>>41205375
>>41205322
The chief decides the creature can stay, and the children and those interested can keep it fed and play with it. The children already are trying to think of a name for it, and even the halfling children, though there are only three, enjoy playing with it playing skipping stone games.

The rest of the tribe find the creature interesting, and occassionally it'll spit sparks and smoke into the air. This causes many of the elders to think of the creature as something the Ancestors sent to them as a spirit to protect them and something to Worship.

Others think it's just a weird ass lizard.

A: Train Watersoul with magic more.
B: Go exploring, Over the river and through the woods~
C: Northward, past the ruins.
D: Down the river.
E: Write in
>>
>>41205527
How's food production and population growth going?
>>
>>41205476

It doesn't need to be compatible in fact the dichotomy might help out in the regard, there's no evidence to show that the elements are antagonistic to each other. If we don't want a ""free willy" situation we raise them right and make sure the community supports them part of which makes sure they grow up in a loving and healthy enviroment
>>
>>41205563
Good question.
>>
>>41205527
B
>>
>>41205527
Down the river, we need to find out what is to our south.

As for the name, something tribal but also fire related.
>>
I want to point out, I love it when people give themselves names. And if it's names of the villagers it's also cool because then I can say 'So and So' suggested this and it worked and or Fucked up.
>>
>>41205589
We ARE tribals, so I guess Kun could be an acceptable name, no?
>>
>>41205563
It is currently Summer, and you settled in Spring, next spring I'll give you the population Growth VS how much food you need and how much you grow/fish/hunt
>>
>>41205527
B. We need to secure a river crossing, and possibly set up a lumber camp in the future to fuel our construction projects.
>>
>>41205631
Awesome, thanks bongo.
>>
>>41205527
>B: Go exploring, Over the river and through the woods~

Access to the lumber will help expansion as well and our infrastructure
>>
Let's scout the other side of the river, into the woods
Send at least a few of the skilled warriors and an Orc slayer or two along.
>>
>>41205642
Agreed. B is where it's at
>>
>>41205659
A group of young men, including two of the Orc-slayers the third staying back to help watch the new Village critter and Watersoul watches as they cross and suggest they cross at someplace they haven't before and find it's perfectly find to walk through the knee deep water. When asked, Watersoul told me, "I dunno how I know." And kinda just shrugged before he went back to playing.

Roll 1d100, Whatever shall be in these woods?
>>
Rolled 18 (1d100)

>>41205703
lets hope for more friendlies or extractable resources
>>
Rolled 53 (1d100)

>>41205703
C'mon, busty she-men!
>>
Rolled 82 (1d100)

>>41205703
We have the tools, so lumber and game can be something we'll gain from this if there is no immediate danger.
>>
Rolled 87 (1d100)

>>41205703
>>
>>41205631
Since its still summer, could we try to adopt some of the halfling planting techniques and maybe get at least a small field of crops going?
>>
Rolled 71 (1d100)

>>41205703
Also, might I suggest we ask the Halflings whatever that creature from the beginning was, the one who gave our chief his weapon
>>
>>41205703
>>
>>41205758
he was a dwarf, he sold us the tools later and joined the new dwarf settlement
>>
>>41205728
As the group crosses the river, they notice something odd about the forest. Walking in it seems...unnaturally still. A few of the scouts shudder and the orc slayers hold onto their weapons carefully when they come across a large structure. Largely made of stone that is covered in moss and vines...they soon find that they can enter through a hole and find what seems to be a room with a large statue of a wolfish figure howling at a howl in the roof...

A: Inspect the Statue.
B: Check out the rest of the structure.
C: LEave...it be creepy here.
D: Write in
>>
>>41205857
>B
>>
>>41205857
2spooky4me
I vote C
>>
>>41205857
A
>>
>>41205857
A
>>
>D, we destroy the statue. There is no way that thing is good.
>>
>>41205783
odd, for some reason my memory convinced me it was described as some sort of furry little creature.
>>
>>41205959
Dwarves have beards?
>>
>>41205959
No no. It was the Dwarf.
>>
>>41205948
>> C

what happens if that statue is all that's holding a curse back? It might be important and we shouldn't touch it.
>>
2 for A 2 for C
>>
>>41205989
So we just leave it alone?

That's fine with me.
>>
>>41206020
Don't touch that shit... unless we wnat to become like the were-bro's from skirim
>>
>>41205857
C
>>
>>41206020
>C
We don't need any werewolves.
>>
>>41205987
Looking back at the text I begin to wonder what exactly went through my mind when I read it at first. I must be getting tired.
>>
>>41206070
Yeah, i was imagining a giant with a rock carapace and a club with nails in it...
>>
>>41206043
>Werewolfs that ride dragons while they cast water/acid spells
I can dig it. My vote goes to A.
>>
>>41206064
As the group leaves the odd temple, they spy something in the trees. A small critter, not the size of a human child with glowing eyes that seem to dissapear in a small poof of smoke while the birds begin to sing again. Not long after a small statuette if found of a woman in long flowing gowns. With symbols not unlike what was on Watersoul's face.

A: Explore more of the Forest
B: Explore the Forest's northern bit.
C: South we go.
D: Homeward bound
E: Write in.
>>
>>41206202
All these unknown things scare me, I don't think we should go any deeper into the woods. Let's explore the edge of the forest to the north and then head back.
B
>>
>>41206202
>> A

the day is still young, sides we might as well try to hunt a bit
>>
>>41206248
this
i will have albträume because of this carzy shit right here
>>
>>41206202
Try to copy the symbols as best as we can, and look for other marking on the statue of the wolf.

We gonna magic this shit.
>>
>>41206202
>a statue of a woman with similar markings to ones the Watersoul has
I vote that we go back and fetch Watersoul. Perhaps this place is related to his newly acquired powers.
>>
>>41206328
Seconded
>>
>>41206328
Thirded
>>
>>41206549
As the statue is brought back to the village, as it nears the water the statue's symbols start to gow. Watersoul looks up and sees the glow also start on his markings and starts to say something before...

1d100 You fuckers know the drill
>>
>>41206591
Oh fuck
>>
Rolled 43 (1d100)

>>41206591
Pray to ye Gods of RNG
>>
>>41206591
>>
Rolled 62 (1d100)

>>41206591
>>
Rolled 35 (1d100)

>>41206658
I messed up. Let's try again
>>
Rolled 6, 2 = 8 (2d6)

>>41206591
>>
>>41206696
You obviously DO NOT know the drill.
>>
>>41206696
MUH SPAGHETTI IS EVERYWHERE
>>
Rolled 60 (1d100)

>>41206591
>>41206591
>>
>>41206696
You fucking threw that D100 so hard it turned into two D6
>>
>>41206794
I've had a cheap D20 turn into 2 D11's before.
>>
>>41206681
As Watersoul walks over the river to touch the statue, a few of the others notice it too...he's not getting wet or even under the water. He is straight up just walking over the water like a spirit or monster. A few of the children stare in shock as do some of the Elders like the one who had adopted him as he was son of one of the men who died.

As the scouts stare as he reaches for the statue it glows bright blue and a few more markings start to grace his face before the water below him shifts and his eyes begin to give off a faint blue mist...

As it goes on and he passes out, he's carried back to the village still gripping the statue and as he awakens...his eyes still give off the dark blue smoke...

A: See if he can do any more neat magic shit.
B: Fuck man...that is bad, bad statue needs to be destroyed.
C: PUT THAT THING BACK WHERE It CAME FROM OR SO HELP ME!
D: Write in
>>
>>41206896
A
>>
>>41206896
>A
>>
>>41206896
>A: See if he can do any more neat magic shit.
>>
>>41206896
A
>>
>>41206896
>>D try and seperate him and the statue, I think he's been possessed


I have decided to turn my spillage of spaghetti into a new title, I AM THE DIE BREAKER
>>
File: Maddness.jpg (55 KB, 400x600)
55 KB
55 KB JPG
>>41206949
>>41206937
>>41206930
>>41206921
ANOTHER ROUND OF D100s for ALL!
>>
>>41206949
Seriously. We're probably signing our own death warrants here.
>>
Rolled 44 (1d100)

>>41206998
>>
>>41206896
>D: First give him a check up, see if he's alright then see if he can't do some new neat magic shit.
>>
Rolled 7 (1d100)

DICE FOR THE DICE GOD
>>
Rolled 72 (1d100)

>>41206998
>>
>>41206998
>>41207027
Lol, like I'm gonna roll after this.
>>
Rolled 54 (1d100)

>>41206998
oh no
>>
>>41207027
That's a fucking roll right there.
>>
>>41207027
God fucking dammit under ten means I gotta think of something cool. Gimme a second...
>>
Rolled 26 (1d100)

>>41206998

DEATH TO DICE
>>
>>41207147
Your spaghetti is beyond compare.
>>
>>41207127
Statue turns into robes and staff? Robes and staff grow as he grows? I dont fucking know, I'm just tossing ideas.
>>
>>41207202
Hey, at least he rolled the correct dice.
>>
>>41207127
Ring with a gem for storage of magic power, pops out of the statue, with a significant amount already stored up
>>
>>41207127
Statue is a gargoyle, turns watersoul into a gargoyle also we were gargoyles the whole time this is a cathedral everyone is a gargoyle
>>
>>41207297
But then who was phone?
>>
I got it!

As Watersoul wakes up and coughs a good amount of what looks like water from his lungs he looks around confused. He rubs his face and makes a motion with his hand and speaks in an unknown language and then blinks as if surprised. Then again and again. Until finally he goes to his tribal tongue though with a few new words. One of the Halfling healers claims he spoke in Halfling at one point and Orcish in another...

Seems that statue may have had some odd effects on the mind of our young Sorcerer...Is a seemingly magical Polyglot all...?

A: Test for more Magical shit!
B: Let's go explore around that temple somemore...
C: Go explore the plains a bit.
D: To the south to the south.
E: Northward bound!
>>
>>41207344
B
>>
>>41207344
A
>>
>>41207344
Let's not push our young sorcerer any more.
We need to explore the south as well
C
>>
>>41207344
C
>>
>>41207344
>B: Let's go explore around that temple somemore...
What could possibly go wrong? I mean it made little Watersoul multilingual... I think?

Also, could we ask the Halflings what it was he said in their tongue?
>>
>>41207396
Agreed, he's had more than enough for the day.
>>
>>41207344
C
>>
>>41207344
>> B


>>41207202
The spaghetti is made from the bodies of dice I've slain
>>
>>41207595
>>41207411
>>41207396
1d100 This shit is gettin' FUN!
It was almost fun like DF.
>>
Rolled 34 (1d100)

>>41207659
>>
Rolled 88 (1d100)

>>41207659
damnit now I'm scared. Dorfy fun s'meant for Dorfs.
>>
Rolled 99 (1d100)

>>41207659
Forgive me but, what is this "DF"?
>>
Rolled 40 (1d100)

>>41207659
>>
>>41207700
Dwarf Fortress, Aka the bringer of "FUN"
>>
Rolled 17 (1d100)

>>41207659
By the power of RNG
Dice we shall roll
And destinies forge
>>
>>41207700
>>41207720
What a perfect example to show how much FUN Dwarf Fortress really is!
>>
Rolled 87 (1d100)

>>41207726
We shall forge all the destinies. Let RNGesus be kind to us.
>>
>>41207720
>>41207751
Oh!


...oh
>>
>>41207672
As the plains are explored, the scouts think of when they wandered these plains. Killing the herds of animals that roamed the lands and living off the meat from their mighty herds...it made them think of happier times...

This changed when they spied something odd. A small camp of what looked to be small orcs had found its way onto one of the old sites of the Manyfaces tribal outcroppings...

The scouts were only five, though they had two of the Orc-Slayers with them but the little creatures were many though seemed...on the run from how so many of them were injuried or tending to the injuried...

A: Attack!
B: Report this.
C: Write in
>>
>>41207887
B, it's to dangerous for these 5 to go attack. We need to send at least 20 guys to take them out.
>>
>>41207887
>B
We gots goblins!
>>
>>41207927
Should we bring along our wizard?
>>
>>41207887
B
Firstly we don't know if there's any use in fighting them - we might just lose men while winning nothing. Then we've also never fought them before.
>>
>>41207887
B. Gather our 20 best men and wipe out the goblins, attempt to capture a few though for intelligence purposes
>>
>>41207965
No, to dangerous for a mere child, if they aren't immediately hostile to us, then go grab him for translations.
>>
>>41207887
B. Suggest bringing a larger number of men, but not showing our full strength immediately and see if trade relations are possible. Murder them if not possible.
>>
>>41207983
Guess we're gonna need 20 good men for this.
>>
>>41207887


>> B

see what they do, I don't feel like losing more men so soon
>>
>>41208061
Is all that extra space there to store your spaghetti when your pockets are full?
>>
>>41208061
Spaghettegis
>>
>>41207979
>>41207983
>>41208017
>>41208061
Returning to the village, the news spreads quickly the halfligns seem scared...they seem to have a long history with little green men and want them far away from them.

A: Send a peaceful envoy.
B: Go with an Army! Kill 'em all!
C: Leave them be, hope they move on.
D: Write in.
>>
>>41208138

>>C

I would keep a few scouts on them to see what they do, see how many there are, see if they are in a warband, etc. Right now they seem to be in a bad position, but we don't know if they have friends.
>>
>>41208138
A and B kinda, an envoy with a retinue of soldiers. If the Gobbos can't be reasoned with, put em to the sword.
>>
>>41208138
B to build on this>>41207983
>>
Just to let everyone know we're on page 9 now. We might want to call it and archive soon.
>>
>>41208193
This. Just have them report back when they do something.
>>
>>41208214
aye, tomorrow, same time?
>>
>>41208239
I work until 4pm American east coast, so I wouldn't be able to join until we're getting close to the end.
>>
>>41208239
You know it mayne
>>
>>41208239
I will do my best to start it around Noon, thanks for comin' folks!
Anything you'd like to say before I archive this bitch?
>>
OP make a Twitter!
>>
>>41208301
>>41208290
Yeah a twitter to watch isn't a bad idea.
>>
>>41208263
>>41208264
I'll be home around 3pm EST tomorrow, but people come and go, as long as it's around the same time and the OP can do it, it'll be pretty neat.
We can all come up with new ideas until then.
>>
>>41208290
can we name the river near the village the spaghetti river?
>>
>>41208328
We're tribal, so wouldn't it be "spuh-getii?
>>
>>41208409


Yes, the spuh-getii river
>>
>>41208301
I'll make one and post what it's name will be in one moment.
http://suptg.thisisnotatrueending.com/archive/41199754/
>>
>>41208483
Our side is "Spuh", the forested side is "Getii".
>>
This has been amazing guys, see you all tomorrow!
>>
>>41208672
https://twitter.com/BongoQuester
There is the Twitter. Have a good one guys!
>>
>>41208765
Nice, thanks OP.
>>
>>41208790
'Ave a good one



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