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Gnoll Civilization part 2

Last time
>Founded civ
>Built Homes
>Captured the great horned beasts
>Sacrificed a gnome!
>Got skaven slaves!

The scouts return to the camp as heroes!
The scout leader has gained popularity with his recent victories some in the pack wish to see him challenge Gruk Han for Packleader
>Vote for name of Scout leader

Draugh has awakened from his slumber, with a lifetime of knowledge absorbed he begins to teach the tribe many new things.
>New Tech: Mining, Metallurgy, Agriculture, Woodworking, Architecture, Written Language, Engineering, Languages: Man Common, Gnomish ,Dwarvish,
>New Magic: Minor Ore sense, Minor Illusion

The young gnolls are sent to hunt, as all are to secure their place in the pack, they are given no weapons their prey must be brought down in the old way, by tooth and claw. They will return with meat or not at all.
>Young gnolls will return in one turn 1d10 roll for success.


The scouts are sent to check out the other side of the river, they return with news of small horned beasts pulling containers of wood. Draugh interprets these as "carts" upon a trail being pulled by "oxes", the "humans" use these to do trade with "gnomes" and transport valuable things.


Previous thread
>http://suptg.thisisnotatrueending.com/archive/41454821/
>>
>Morale: High
>Resources: Bone spears and light leather armor, Salt rocks(3), Calves (4) Steel swords (10) Steel axe (3) steel shield (1)
>Population: 31 (3 turns till next increase)
>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,
>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion
>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader (Vote on name)
>Food: 6 turns worth
>Diplomacy: Gnomes unmet, Humans unmet, Skaven (terrified)
>Buildings: 3 gnoll mounds
>>
Rolled 3 (1d10)

>>41479643
Rolling for the young'uns.
Scout leader name: Davonra Shar
>>
>>41479623
Go to mountain. Find Stronger ores with ore sense. Research better ore sense.
>>
>>41479643
>>41479933
Need 2 d20 rolls.
>>
Rolled 9 (1d10)

WHOOP!

What is that village to the north?
Is our housing getting cramped with the pups now grown up?

>Scout name: Garor Trailsniffer

>slaves dig for ore
>tame/train calves (when will they mature?)

we should raid the skaven and take their silver and more slaves soon (maybe next round when youngsters come back from the hunt).
>>
Rolled 20, 10 = 30 (2d20)

>>41480430
action rolls
>>
>>41480430
Calves will be grown next turn. There are 3 females and 1 bull.

There are 3 mounds right now. Something more permanent will need to be built soon.
>>
Rolled 15 (1d20)

>>41480417
Have Draugh try and teach gnomish to the scouts
Build some more mounds
>>
>>41480589
>>41480524
perhaps we should relocate to the skaven home? take them all prisoner while we're at it. seems like a better location to roam both sides of the river.
>>
>>41480469
You have no tools for mining or smelting yet. They'll have to be crafted. and you'll need wood to do it. Unless you can trade for the tools.... or steal them.
>>
>>41480846
good point. just skip that action then as it'd be wasted if we're gonna take over the skaven's home (i bet they have tools since they got silver).

so for now just tame calves before they grow up and cant be trained.
>>
>>41480846
Steal shit
>>
>>41480880
I'll use your nat 20 for that then.
>>
>>41480639
Voting for this
>>
>>41481037
let's do it next turn when our youngsters get back from the initiation hunt
>>
So tame the Horned beasts and run the skavens out of their cave?
>>
>>41481078
Amending my vote, let's wait till they get back
>>
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>>41481088
no, just tame beasts this turn.

if anyone else wants a second action i suggest having drough teach us something of the knowledge we got from the gnome.

take over skaven's home and enslave them next turn.
>>
>>41480639
Voting for this as well
>>
>>41481235
again, should wait til next turn when youngsters get back from hunting
>>
>>41481274
Fine, next turn. Tame the beasts this turn.
>>
So tame the beasts and teach the scouts gnomish?
>>
Rolled 10 (1d20)

>>41481765
yeah that works

here's another roll for teaching if you need it
>>
>>41481765
Yes to first thing. Don't care about second thing.
>>
>>41481765
The gnomes are prey, one doesn't attempt to learn the language of a rabbit before they eat it.
>>
>>41481850
Yeah I agree with this. What's the point? I could see learning Human Common, though. They are much stronger foes.
>>
>>41481850
>>41481877
it helps when interrogating them for information.
>>
>>41481850
>>41481877
That's the only other rolled vote that I have
>>
>>41481903
The gnomes know nothing worth a hunter's knowing, they have the knowledge of prey, we need it not.
>>
Rolled 5 (1d20)

>>41481994
Rolling for taming the horned beasts.
>>
>>41481197
I like this, tame the beasts and learn this turn.
Relocate to the skaven mine next. Lets try to keep a decent relationship with the rats, we're the alphas and that needs to be a point made but there's no reason we shouldn't take advantage of them in more ways than just slavery. Talk to there leaders, have them fight beside us (more in front of us) the rats are sneaky, beating them full gore into submission might cause an uprising, I just don't want to catch a dagger to the back anytime soon
>>
>>41482064
D20 for each action pralala already rolled a 20 for taming the calves I need the second action.
>>
>>41482094
Also I'm on the clover app and I can't roll nor name myself sorry. If anyone could roll for me that's be great haha
>>
Rolled 20 (1d20)

>>41482094
>Lets try to keep a decent relationship with the rats
nah, we're bandits, fuck diplo. raid and enslave the weak.
>beating them full gore into submission might cause an uprising
i believe we have at least equal numbers, plus we're bigger and stronger.

>>41482147
>If anyone could roll for me that's be great
>>
>>41482171
Alright so I'm just going have do some general teaching to the tribe. since there 's no other vote.

Writing
>>
>>41482171
Haha Thanks for the roll, but no I'm not talking about treating them well, still treat them like shit, but abuse them in more ways than just working them to death, have them die slaying our enemy's too
>>
>>41482264
we can still do that. they're terrified of us atm and some of them will die when we attack so we'll have the numbers and strength to make them fight for us.
>>
10 Pups left the mound, 9 hunters return with food a feast is had and the young hunters now craft weapons with the bones of their kill
>7 turns of food gained
Draugh begins teaching the pack the things he has learned. 3 gnolls learn the arts of architecture and engineering, The 4 scouts learn the languages of their foes and magic to hide themselves from foes, and 10 gnolls are taught the basics of agriculture.

Gruk han has made amazing progress with the Horned Beasts. They come when called stand at attention and sit when they are told.
The final step is the saddle. Which Gruk Han fashioned from the hide of their mother.

Gruk Han places the saddle upon the largest and climbs to the top at first the creature bucks and nearly smashes into one of the mounds, but Gruk regains control and brings the beast to heel. He trains 3 other gnolls to do the same. It's truly a fearsome sight.

>Morale: High
>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (10) Steel axe (3) steel shield (1)
>Population: 31 (3 turns till next increase)
>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,
>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion
>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader (Vote on name)
>Food: 13 turns worth
>Diplomacy: Gnomes unmet, Humans unmet, Skaven (terrified)
>Buildings: 3 gnoll mounds
>>
>>41482614
> Pop increase in 2 turns
>>
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Rolled 4 (1d20)

>>41482614
>Scout- Leader (Vote on name)
Garor Trailsniffer

Let's take over the Skaven's home and enslave them!

Try to intimidate them into joining without a fight. Kill anyone that fights back.
>>
Rolled 8 (1d20)

>>41482707
Rolling to support the attack on the Skavens. I also support the name for the Scout.
>>
Rolled 18 (1d20)

joining the game for some hours
>>41482707
support this whole opinion
rolling because I'm new to this, and I think mabye I'm supposed to?
>>
Rolled 1 (1d20)

>>41482707
Rolling for the attack, I say we kill a few just to show them we mean business regardless of what happens though. Ambivalent about the name.
>>
>>41482859
>>41482739
>>41482707
damn these rolls
>>
>>41482859
yes, it's a silly name. I could live with it but my proposition is now "Scurh Garor"
>>
New to /tg/, how do i play one of these games and what i need to know to play on /tg/ generically? Sorry for the bother.
>>
>>41483080
>>41482816
That guy saved you.

Plan of attack?
>>
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>>41483146
i like this guy's idea >>41482859

>go in and kill some of them
>demand they surrender and work for us
>if they refuse, slaughter more until they accept
>>
>>41483140
Just read, think, write and then roll. It's easy.
Dice in options field "dice+1d20" rolls a d20 "dice+1d20+6" rolls 1d20+6 and "dice+1d20+-6" would be 1d20 - 6
>>
>>41483248
This
>>
>>41483140
The game itself is run by a GM (in this case Mordok) who gives us a choice of race and location. After this the GM creates certain events and gives us some options on how to overcome them or simply let's us find a solution. The success of our plan is then measured by rolling a certain dice. To roll put dice+1d100 in the options field (you can use different dices e.g. 1d20, 6d6 or whatever)
>>
>>41483146
Bring everyone who could probably kill someone. Give the weapons to the gnolls who can use them, the oxes to the gnolls who can ride them.

Maybe bring the shaman to use Minor Illusion, so they don't see/smell us coming. Can he do that?
Also this >>41483256

>>41483140
Lurk a bit, if you want to be careful. Or just join :^)
>>
>>41483339
>>41483256
Ohhh i see, thanks for the help, sorry for the inconvenience.
>>
>>41483127
was going for something like we do irl for working dogs that describes them

i think this is not too uncommon for simpler races, and kinda like saying "bob the carpenter" instead of using a lastname.
>>
>>41483341
everyone is coming, we're doing a complete relocation, so using shaman illusion would be a nice move so we can sneak up on them and get the surprise
>>
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Hate to be that guy, but wouldn't the alphas be female? In hyenas the females are the large aggressive ones and I figured gnolls are basically hyenas also clan name?

I vote laughing skulls
>>
>>41483621
Well they're also humanoid so I'm assuming the hormone imbalances that cause increased aggressiveness in the females would be lessened in gnolls.
>>
>>41483472
Yeah, i dig that, but Trailsniffer sounds a bit weird. Maybe he should be named for a heroic thing he did? Garor Ratchaser?
>>41483621
"Laughing Skulls" Garor?
>>
>>41483621
>gnolls were described as hyena-men, a characterization that continues to the present

>>41483667
Ratchaser, I like that.

>Laughing Skulls
tribe/pack name. got my vote.
>>
>>41483759
I support Laughing Skulls as our tribe name.
>>
>>41483621
Laughing Skulls sounds good to me.
>>
>>41483621
>>41483759
Well I must say that it would be a nice twist on the usual "women stay at home and bear children" strategy of CIV games to have it differently with gnolls.
I guess we can't change it now, can we...?

>>41483759
Laughing Skulls as pack name. Top.
Another vote for Garor Ratchaser as name of the scout.
>>
>>41483581
The scouts were also taught illusion magic.
Garor Ratchaser
Laughing Skull tribe.

You guys are just going to walk straight into the cave?
>>
>>41484140
use illusion to sneak as far as possible undetected
>>
>>41484140
>You guys are just going to walk straight into the cave?

>You tell DM what you want to do.
>DM asks "You really want to do that?"
>Uh-oh...
>Still do it because that's what you character would do.

Pretty much. I mean we do this >>41484176
but in the end we just walk in there...
>>
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Rolled 17 (1d20)

>>41484140
send scouts in with illusions to scout out the rats first and see the rats full numbers / possible surprises

pic related
>>
>>41484254
hah

>>41484232
ye. rats are afraid of us anyway.
>>
Rolled 3 (1d20)

>>41484254
Mhhhhh. I don't know. It's only Minor Optical Illusion. I wouldn't want the scouts to just not come back, because they weren't hidden well enough.

I'd say we go in there. We are the fucking best. They are just rats.

Rolling for the optical illusion, be it for espionage or attack
>>
>>41484254
Okay.
Writing.
>>
>>41484434
eh rats are dumb, could distract them into forming a defense to see what they have
>>
>>41484523
we could but that also means we might have to kill more of them
>>
>>41484448
op is kill?
>>
>>41485271
was it something we said?
I guess he's still writing...?
>>
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>>41485431
guess we have to wait and see
>>
please work on your grammar OP
>>
i remember op mentioning he had kids in the other thread so maybe he has to deal with them
>>
A little shameless advertising here, but if this is done, or you guys are waiting for op to come back please check out the vampire civ at
>>41485189
>>
With the recent population boom it's become clear that the mounds will no longer be enough. A brazen plan is made to attack the ratmen in their own home.

A forward team of scouts are sent to probe the ratmen' defenses.

Garor and his men enter the cave camouflaged by magic. They see no ratmen but they do smell something foul in the air of this cave. Garor uses hand signals to order his team farther into the cave. The smell thickens...

Garors and his men reach basin in the center of the cave, this is where the smell is coming from. Corpses of skaven, gnome and human alike, fermenting into a noxious frothy rot soup, off of which a toxic looking fleshy fungus seems to be growing. It starts to move and from the this fetid pool rises a large hairless rat creature it's eyes are a milky white color and it's skin is covered with green pustules. It wears a green robe covered with filth as it rises from the fetid pool.

The rat creature seems to peer right through Garor's camouflage.
"I..... I suspected you would soon come... My children were foolish to give you what you wanted."

The creature spits a foul substance into Garor's eyes. Garor howl's in pain and disgust. The other scouts quickly attack.

The creature strikes at them with it's claws, the cuts aren't deep but they're immensely painful.

The gnolls fight hard and bring the creature to it's knees, it lets out a foul noise. The muck from the basin moves and engulfs the gnolls, dragging them slowly into the fetid brew...

The creature now stands above garor looking down at him... He can smell it's pungent breath..
Garor let's instinct take over through his lack of site.... He grips his spear the one carved from the bones of his first kill. He drives into the creatures terrifying maw... He feels again the rush of his first kill the terror and the ecstasy of taking life... The creature goes limp. Garor rises and lets out a terrifying howl. He hears the scurrying of the ratmen as they flee in terror. 1/2
>>
>>41486269
AWOOOOOO~
>>
>>41486269
What sort of unnatural demon was this? Hunt down the Skavens and beat them until they tell us what they've done.
>>
Garor feels his way outside a long the walls, limping as the strength leaves his body. Finally he feels the sun again. The warmth feels good. He thought he might never feel it again. Consciousness leaves him as he feels the warmth of the blood pouring from his eyes...

Draugh looks upon the fallen scout and backs away quickly.
"Stay back he's been corrupted by powerful magic."

The men all stand back look upon their comrade. It serves as a reminder to never again underestimate their prey.

>Cave clear
>>
>>41486559
We should have stormed in there with everyone.
>>41484254
Damn you random Anon OP decided to solely listen to.

Now: Burn the corpses.
>>
>>41486559
feck

dont think it's a good idea to live in these caves. carry on north to the dwellings or go back and build up?
>>
>>41486713
I disagree. We need the space. If Draugh can see the evil in our fallen scout leader, he can do it in the caves.
I say we burn the corpses, give the caves a good sweep and settle down a while.
>>
>>41486700
Yeah sorry about that. I saw this
>>41484176
>>41484232
>>41484254
And I guess I got confused, reading back I see it now.
>>
>>41486790
how do we get the evil goo out?
>>
>>41486976
That's alright. we're a confusing bunch. I guess with more gnolls standing around behind Garor, we still couldn't have saved him. The scouts handled this quite well.
>>
>>41487104
Do we even know if he's dead? It seems he's just tainted. I think the only reasonable solution is to purge the bad blood. Time to bust out those blood ritual skills!
>>
>>41487160
I agree with this.
>>
>>41487160
could have shaman examine him, but he only knows blood seeing atm which i dont think is useful in this situation.

maybe he can try to save him by asking whatever we believe in?
>>
>>41487160
All we can do is see the memory of a killed creature using its Blood. We already know the memories of Garor. And that thing inside doesn't even have blood - just goo.
If our shaman says Garors body is corrupted, then there's nothing we can do now, but either bury him and hope for the best, or burn him to play safe.

>>41487099
Didn't Garor kill it? Can't we just kinda sweep it out with sticks and maybe leaves?
>>
>>41487408
yes, maybe that, if it's possible.
>>
>>41487417
>>41487408
I meant something more like blood removal. Something akin to leeching. It'd make a bit of sense for a tribe that knows magic in blood would believe in good and bad blood and the draining of bad blood.
>>
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>>41487417
he killed the corrupted skaven, but there was also some goo that caught the other scouts

>>41487408
to clarify
>shaman tries to learn new power to save Garor
if he's not already dead.

and i say we burn every thing and body
>>
>>41486790
>>41486713
Have the skavens carry the corpses outside and burn them. Then we can burn the skavens after and use the caves.

Don't use all of the skavens, we need some as slaves.
>>
altough, what use would garor be if he's blind?
>>
>>41487558
that's a good idea. we'll have to catch some more of them first tho.

>>41487514
yeah that's an idea, but we'd have to learn it first.
>>
>>41487571
Agriculture, cooking, cleaning, leather processing etc.
>>
Quote this post with votes and rolls when you have a consensus. 2 Actions d20s.
>>
Rolled 19 (1d20)

>>41487639
1. Capture some skavens and use them as biohazard crew to clean the caves. Judge them afterwards.

2. Try and save Garor. He's a champion who has slain an epic enemy. Also our tribe is small and he can still be useful.
>>
>>41487558
Make the skaven with the most influence do it, none that have skills or knowledge of tech.
>>
Rolled 16, 6 = 22 (2d20)

>>41487639
Attempt to drain the blood of the tainted scouts and question the slaves we currently have.

On an unrelated note, should we start training more shamans?
>>
Rolled 7, 16 = 23 (2d20)

>shaman asks blood god for power to save Garor
>enter caves and force a handful of rats to burn the bodies and goo
>>
>>41487778
One of the youngins can be an apprentice to the Shaman. Or Garor maybe.
>>
Rolled 1, 15 = 16 (2d20)

>>41487715
1. >>41487715

2. Blood ritual to save Garor
>>
>>41487818
>>41487639
>>
>>41487517
>he killed the corrupted skaven, but there was also some goo that caught the other scouts
Oh shit. I just got it. well, fuck.
Yeah, we can't go in that cave now.

>>41487571
This >>41487627 and he's still an hero. So I guess he could teach?

>>41487818
I guess I'll go with this. I'm not sure if the skaven will survive this. Might be better to question them, but I'd like consensus.
>>
Rolled 5 (1d20)

>>41487709
forgot second dice
>>
Also
>>41487639
>Quote this post with votes and rolls when you have a consensus
>when you have consensus
IMMEDIATELY followed by these posts
>>41487709
>>41487715
>>41487778
>>41487818
>>41487853
>>41487920
>>41487929
I guess I can see how an OP might get confused. Holy shit.
>>
>>41487987
kek, not my proudest moments
>>
>>41487987
sounded to me like we had mostly consensus....
>>
>>41488208
>mostly consensus
lel
You know what's mostly consensus?
A Gang Rape

Anyway, it turned out allright. Mordok just has to figure out what rolls to use now.
>>
Going to the store. Updating when I get back.
>>
>>41488364
going to sleep (3:30am where I am). will read in the morning
>>
>>41488364
nevermind this won't take long
Writing
>>
>>41488341
and civ usually go by popular vote. everyone vote for the shit they want. and so far it's
>shaman try save garor
>skavens clean caves
>>
The gnolls round up as many if the skaven as they can. They tell you that the creature in the cavern was Daryut. He was their shaman, the magic he used to transform himself was a combination of dark magic that he found in a tome buried in the cave and, his own plague magic.

The skaven are put to work cleaning up the mess, 2 tomes are found they will need further work to be deciphered.
>2 Mysterious tomes
>6 Skaven captives

Dargh is troubled, he prepares a sacrifice to petition the spirits. He begins to meditate.
>2 skaven slaves used for ritual.
> Draugh will return next turn.

>Morale: Normal
>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (10) Steel axe (3) steel shield (1) Mysterious tomes (2)
>Population: 28 (1 turn until next increase) Skaven slaves (8)
>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,
>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion
>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader Garor Ratchaser (Dead)
>Food: 12 turns worth
>Diplomacy: Gnomes unmet, Humans unmet, Skaven (enslaved)
>Buildings: 3 gnoll mounds, Cave
>>
Rolled 15 (1d20)

>>41489243
We have enough food for a while, so we should focus on training our soldiers to fight better, and to work on our ambushing skills.
>>
Rolled 10 (1d20)

>>41489243
ah, not as bad as i thought. we can still use these caves.

>>41489476
yes, teach illusion to everyone and train to fight better.
>>
>>41489243
Create mining tools and put the skaven to work, we should have them breed for more slaves, but limit the amount and be cruel so they wont think of revolting.
>>
>>41489664
we dont have any resources to make tools
>>
>>41489553
bah, magic. We'd be better served to only teach some so they can support raids, and not waste the time of everyone else. Also Dargh is in meditation.

Do any of our clan know how to fight with steel swords? If not, clearly that is something we should change. Give our best 10 fighters each a sword. The axes are for the pack leader, the Raid Leader and Draugh if he so choses.
>>
>>41489730
hmm good points.

maybe scout the dwelling to the north?
>>
Back sorry guys.
Is there a consensus?
>>
>>41490489
Teaching more of the gnolls the illusion magic, and training with swords/general training.
>>
>>41490592
>>41489476
>>41489553
Writing
>>
>>41490592
>>41490634
can we do that when draugh is unconscious?
>>
>>41490656
I think one of the people with illusion magic survived?
>>
>>41490675
you mean the scout leader? he's pretty fucked ATM and being examined by draugh using magic (hence why he's unavailable).

OP?
>>
>>41490634
Oh that's right. All the scouts died.
The gnolls haven't ventured too deep into the caves yet though.
>>
Rolled 15 (1d20)

>>41490813
I'm down for exploring more of the caves
>>
Rolled 14 (1d20)

>>41490813
alright... what a clusterfuck thread lol

>explore mines with the help of the skaven
>>
Rolled 6 (1d20)

>>41490813
Yay cave exploring!
>>
>>41490873
>>41490887
Cool loot time. Writing.
>>
The gnolls get anxious to explore their new home. They spend the day digging around through the caves. They find of secret caches that the ratmen have hidden away or personal stashes of what they've hidden for themselves. Tools for woodcutting and mining, weapons, gems and strange metals. Most impressive was a large axe roughly the size of a man, too big for a ratman to use but perfect for a gnoll.
>4 woodcutting axes, 4 pickaxes, 4 hand saws
>4 steel shields 6 steel swords
>2 units mithril, 3 units of silver, 10 units of Iron
>2-handed axe exceptional quality (properties unknown)

The gnolls train in the use of these new weapons. It doesn't take long for them to adapt new fighting styles to suit them.
>Advanced weapon training gained.
>Morale: Normal
>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (16) Steel axe (1) 2-handed axe exceptional quality (3) steel shield (5) Mysterious tomes (2) woodcutting axes (4) pickaxes (4) hand saws (4) ores: 2 units of mithril, 3 units of silver, 10 units of Iron
>Population: 28 (1 turn until next increase) Skaven slaves (8)
>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,
>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion
>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader Garor Ratchaser (Dead)
>Food: 11 turns worth
>Diplomacy: Gnomes unmet, Humans unmet, Skaven (enslaved)
>Buildings: 3 gnoll mounds, Cave
>>
>>41491634
what about our shaman?
>>
>>41491634
Give the two handed axe to Gruk Han. Set an ambush at the most traveled road between the humans and gnomes so that we can get some wood.
>>
Rolled 18 (1d20)

>>41491707
Forgot to roll
>>
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i think we should scout the dwelling north of us, and to the east.

get the skaven to start mining ore and making better weapons for us.
>>
>>41491858
and armor
>>
>>41491858
>>41491938

Second
>>
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>>41491858
Lets research a better range weapon too.
>>
>>41492001
Crossbows maybe, they dont need much training just point and shoot
>>
>>41492044
We have naturally shit ranged combat though.
>>
>>41492044
i say basic bow and arrow. easier to make and more reliable in rough weather.
>>
>>41492079
That's why we need to find some sort of explosive. No accuracy needed there. Just throw.
>>
7 pups are born the tribe celebrates the new births.


In the night Draugh stirs from meditation, he claims to have met an ancient gnoll spirit that calls himself Yeonghuu who can resurrect Garor for the price of 3 of our newborn pups. He fears that Yeonghuu will be offended should we turn down his offer

He lives this decision with Gruk Han fearing to discuss with tribe.

>Sacrifice?
>Do nothing?
>>
>>41492224

>Leaves*
>>
>>41492224
>Sacrifice?
Gnoll god will reward us with more pups, maybe it will give us more stronger pups.
d100
>>
>>41492224
H*ck yea do it.
>>
>>41492224
do it. we shant anger Yeonghuu
>>
>>41492224
I'm back. Of course we should sacrifice the pups for Garor. He is worth more than all of the pups combined.
>>
>>41492224
We can always breed more pups, but there is only one Garor.
>>
>>41492301
>>41492314
>>41492316
Cool Writing
>>
hey m8, remember me? im glad you got into CMing
>>
The pups are gathered in the night, pulled from their mothers tit, only the strongest are chosen as a gift for our new patron. The wind stirs on the plain as Garors body is placed upon the makeshift altar.

Daugh is swift as he cuts the throats of the newborns, there's a yelp as the life leaves it's frail body.

The blood pours into the mouth Garor and his eyes open they are white and without pupils but he looks around just the same.

Draugh looks to Garor. "Praise be to Yeonghuu our hero has risen.

>Garor revived
>>
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>>41493007
>Alpha female gets blessing
>>
>>41492519
Hey. You ran that insect thread a while back. Go ahead and jump in if you want. I'm planning to do this for a few more hours.
>>
>>41493064
yea, may jump in if i have time, i will be browsing though, continue m8
>>
Rolled 10, 5 = 15 (2d20)

>>41493007
So that puts us at 5 pups now. I say begin two of them to begin apprenticeship with Draugh. Get some more shamans.

Second action, This. >>41491707
>>
Rolled 17, 16 = 33 (2d20)

>>41493125
Damn dude, I was thinking the exact same thing with the shaman apprentices. Also rolling back up for you
>>
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Rolled 2, 2 = 4 (2d20)

>>41493007
AWOOOO~

>>41493101
>>41493064
this one? (pic)

>>41493125
>>41493142
yes
>>
>>41493185
Nice rolls bud
>>
>>41493185
no, it was i think on friday and saturday (either last week or the week before im not really sure to be honest) and it had to do with "Queenmother" and all of that (i dont think you were in it as i dont recognize your name)
>>
>>41493007
I say we use our great beast and building knowledge, have them drag some stone to the cave entrance, make a "gate"
Just so we have more defenses
Also second on the setting up an ambush to take down a trading caravan between the gnomes and humans, take slaves, take the goods
(in the fella from earlier who couldn't put a name in or roll so a rollbwould be appreciated)
>>
Rolled 16 (1d20)

>>41493258
This
>>
Garor speaks with Daugh about his trek through the void, a new school of magic has been unlocked

>Necromancy unlocked

Also you guys can choose any of these schools for Draugh to research when he's not being actively used

>Necromancy
>Blood Magic
>Illusion Magic
>Geomancy

>>41493142
I'll start writing on this while you guys are voting.
>>
>>41493466
Personally, I'm a big fan of necromancy, because if we get zombies they can work 24 hour mining shifts.
>>
>>41493227
lol thx

>>41493250
alright. yeah i was not in that. pic was from a civ about a month ago.


>>41493466
>scout east and the dwelling to the north
>train 2 pups into shamans
>>
>>41493639
I think he meant vote for the school of magic
>>
>>41493466
Geomancy, we can make golems to use like zombies except better
>>
>>41493466
Necromancy I like the thought of zombies too, mining and as meat shield for our rat meatsheilds for us
(roll)
(thankyou)
>>
>>41493466
BLLOOOOODDD FORRR THEEE BLOOOOD GODDD
>>
Rolled 13 (1d20)

>>41493727
im this guy, i just logged onto my computer
>>
>>41493466
Necro and blood
I don't want this to be an undead civ
>>
>>41493466
>Necromancy
>Blood Magic
Can we concentrate on two, I don't want to focus only on necromancy.
>>
Rolled 151889331638814 (1d1000000000000000)

>>41493759
>>
>>41493698
oh.

>>41493802
same.

some limitation on necro would be nice too, like it only works our own fallen followers. just so it doesnt turn into undeads everywhere.
>>
>>41493876
agreed
i thought he was just giving us the option of one
both would be fantastic
>>
>>41493523
Sure, necromancy sounds good. We can always have him learn other stuff later.

Hmm, That skaven shaman became what he was by combining necromancy and skaven plague magic, so what if we eventually combine blood magic and necromancy? Vampire gnolls!

Give the 2 handed axe to Garor, undead(?) gnoll with a big axe is badass. Gruk can take a steel axe and a shield. Or dual wield axes.

>>41493802
Okay, we don't have to become vampires. Maybe just the shaman. Not even a real vampire even. More like some kind of blood-lich
>>
>>41493899
Or plague/poisen/abomination!!!! magick for necro
>>
>>41493927
What about blood berserker the more blood they drink the more permanent strength they will gain(blood drinking demon gnolls)
>>
>>41493965
eh, rather stick with blood

>>41494008
THAT i like
>>
>>41493466
>>41493523
I'm switching to blood.
>>41494008
What about that, but for weapons?
>>
>>41493466
Back. I vote Blood.
>>
Seeing new value in Draughs magic since Garor has risen the tribe has volunteered to of the female pups to apprentice under Draugh as shamans.
>Vote for names

Emboldened by their victory over the ratmen, Gruk Han brandishes his new axe as he plans a raid on the supply caravans that have been spotted on the other side of the river. The gnolls study these caravans from afar for a few days in preparation.

A plan is developed, and put into action.

At night time the gnolls wait in ambush hanging on to the sides of the horned beasts as cover. When the caravans come by the see only the beasts grazing near the river. That's when the plan is brought to action.

The riders spring up from the sides of the beasts and move them to a full charge at the carts. The humans are sent flying to the side on impact. The gnolls on their war-beasts make quick work of the ones that weren't knocked unconscious in the initial charge. the unconscious men are placed in the back of these wagons and dragged back to the cave with the rest of the haul.

>Gained
>Lumber 20 units
>Wagons 2
>Steel Swords 5
>Chain mail armor 3
>Human slaves 7 (4 warriors 3 workers)
>13 pieces of gold
>>
Rolled 19 (1d20)

>>41494008
Voting for this then
Blood magick
>>41494094
Yes
>>
Rolled 11 (1d20)

>>41494138
Do with a human as we did with the gnome.
>>
>>41494138
Use the captives for blood magick study
>>
Rolled 11 (1d20)

>>41494231
This
>>
>>41494138
>Thurrg
>Dermar

>>41494231
agreed.

we should send spies to the dwelling in the north.
garor and gruk get chain mail.

>>41494303
not too many. we can use them as emergency food stocks and forced labour
>>
Rolled 19 (1d20)

>>41494138
Sacrifice the warriors, but keep the workers. The sacrifices can be used to help our studies in blood magic as well as to please the gods. The workers will be full on slaves for us.
>>
>>41494357
I support the name suggestions for the two new shamans.
>>
>>41494362
This
>>
>>41494362
Second
>>
Rolled 18 (1d20)

>>41494362
>>
Rolled 1 (1d20)

>>41494362
>>
>>41494605
welp....
>>
>Advanced weapon training gained.
>Morale: Normal
>Resources: Bone spears and light leather armor, Salt rocks(3), Tamed Riding Aurochs (4) Steel swords (22) Steel axe (3) 2-handed axe exceptional quality (1) steel shield (5) Mysterious tomes (2) woodcutting axes (4) pickaxes (4) hand saws (4) Chain mail (3) Wooden Carts(2) ores: 2 units of mithril, 3 units of silver, 10 units of Iron
>Population: 32 Gnolls(5 pups mature in 4 turns) Skaven slaves (8) Human slaves (7)
>Tech: Pack Hunting tactics, Tracking, Bone-Carving, Tanning, Crude Ranged weapons, Primitive taming,Mining, Metallurgy, Agriculture, Written Language, Engineering, Languages: Man Common, Beast Common, Gnomish, Dwarvish,
>Magic: Blood Seeing - Shaman can use the blood of a recently slain creature to gather information, Ore sense, Minor Illusion, (Necromancy-No spells unlocked) (Geomancy, unlocked no spells)
>Heros: Gruk Han - Packleader, Draugh the Proud - Shaman, Scout- Leader Garor Ratchaser,
>Food: 9 turns worth
>Diplomacy: Gnomes unmet, Humans unmet, Skaven (enslaved)
>Buildings: 3 gnoll mounds, Cave
>>
>>41494362
Writing
>>
>>41494855
Can we breed the Skavens? They make good slaves and potentially meat shields in battle.
>>
>>41494940
Yes we totally should do this

We're gonna be the best slavers ever
>>
The human warriors are sacrificed as tribute to Yeonghuu, pleased by your offering; Your warriors are granted the boon of his ancient gnoll clan.

>Boon of the Blood-Drinkers, warriors who drink the blood of a recently slain enemy temporarily gain the accumulated combat experience of that foe greatly increasing combat ability for the following 3 turns.

Yeonghuu's gift spurs on Draegh's interest in blood magic, he and his new apprentices make surprisig headway in their research.

Choose one

>Blood Boiling - Causes an enemies blood to heat causing crippling fever and eventual death
>Sanguine Serum - The shaman's blood can be used to cure poisons, diseases and moderate wounds.
>Blood runes - The weapon these runes are etched into extend the wielders endurance and energy whenever it takes a life (Materials required: Blood of an enemy)
>>
Rolled 20 (1d20)

>>41495359
Blood rune, pleasssseeeeee
>>
>>41495359
Blood runes will be best initially because they don't require everyone to know blood magic (our shamans can just enchant all our weapons.)
>>
>>41494940
They'll breed on their own if you let them, most of them are content with not being ruled by a horrible plague-beast.
>>
>>41495359
Sanguine Serum
>>
>>41495394
Seconded
>>
>>41495359
Blood runes. We don't kill with magic, we use magic to help us kill!!
>>
>>41495359
Blood runes, maybe if the serum wasn't just that shaman's blood it would be better
>>
hey op, how much longer are you planning to run this session?
>>
>>41495481
These will branch into different trees bloodboil will grant you more offensive spells, Sanguine serum will grant you access to better blood based healing and blood-runes will give you more combat buffs.
>>
>>41495524
Another hour or so probably.
>>
>>41495564
Could we take another branch later or are we stuck on one branch?
>>
>>41495632
You can go back and research them at any time.
>>
I like the idea of scarification runes, also give our rezed hero the nickname "First Risen"
>>
Blood Runes it is. I still need actions and rolls for this turn.
>>
>>41495858
Scout the gnomes to see how they are reacting to our ambush on their caravan.
>>
Rolled 10 (1d20)

>>41495858
We need to interrogate the humans to find out where they come from. It's time to put the blessing and our blood runes to use.
>>
>>41495858
This>>41495875
And try our newly learned magick rune on our weapons or train our knolls on their running speed
>>
>>41495858
didnt we get any landscape info from blood seeing the human?

either way we should scout east and dwelling north of us
>>
>>41495921
The humans were used for sacrifice and furthering the blood magic. You'll have to use the ones you have if you want more info, or you could just interrogate them now since you have 2 Gnolls that can speak the language.
>>
Rolled 4, 18 = 22 (2d20)

>>41495961
oh my bad.

then do
>interrogate humans
>scout east and north
>>
>>41495961
Interrogate the ones we still have alive.
>>
Rolled 1, 11 = 12 (2d20)

>>41495995
Seconding this
>>
>>41495995
This
>>
Rolled 15 (1d20)

>>41495995
This
>>
>>41495995
>>41496013
This will be my last update for the night.
Writing.
>>
The human prisoners are interrogated, not wanting to share the same fate as the other prisoners they tell you what they know.

Human Village
>Name: Kings Promise
>Population: 400
>Military: around 45 trained soldiers 75 militia
>Leaders: Marshal Finnigan (Fought against elves in a previous human war)
>Defenses: Crossbowman at least 20

You send scouts to the north in the great grass ocean and east, they will return in 3 turns unless they find something.
>>
>>41496203
What's the relationship between the gnomes and humans like?
>>
I'm out. I might run this again during the week check civ tread general for updates.
>>
>>41496203
Pfft. 40 human soldiers? That's nothing to a pack of strong, blood magic-wielding Gnolls.
>>
>>41496227
Their alliance is shaky they hold more loyalty to the dwarves in the mountain than to the humans.
>>
>>41496240
>+75 militia and good commander
nah we gotta stick with raiding easy targets for now

>>41496244
any other villages in the area?
>>
>>41496275
This is why we need more rats underlings
>>
>>41496244
>>41496275
Well we can continue raiding. However the humans will continue to outnumber us. We might need to see if we can get the gnomes to fight the humans, and then pick up the scraps.
>>
>>41496275
Scattered along the plains I'll make a better map for next session.
>>
>>41496312
Also that. We should integrate them as a permanent part of our civilization, just as a lesser race to Gnolls. After all, we are both beastmen.
>>
>>41496319
sounds good. thanks OP!
>>
>>41496329
I agree, start forming a caste of slightly higher up shaven, very carrot and stick. Keep their numbers under control
>>
>>41496329
Yes but don't give them high position they are really corrupt
They should be our grunts heavy labour
>>
>>41496418
>>41496473
Yup. Just remember to do this next thread. Night guys. Thanks OP.



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