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First time doing this, but I think I've got a handle on it. Let's roll.
>>
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>>35728
The unseen and haunted forrest.
>>
>>35771
I just really wanted to be spooky occult squid faces.
>also bump!
>>
>>35857
Fine by me. Let's see if others think it's a good idea.
>>
Loxo or war ents.

(War ents are if ISIS was a bunch of trees and loved nature a ton)
>>
>>35771
I like this. Supporting. But we will need to find a way to protect our people from snatched at night.
>>
>>36020
We could have a lower class of undead we rule over, it is the spooky forrest.
>>
>>36014

Seconding either of these.

You guys do realize there's already a mindflayer quest in circulation right now.
>>
>>36014
Enlighten me, loxo?
>>
>>36052

Humanoid elephants.

Perfect if you want to be warmonger hulks, or peaceful Not!Buddhists.

I also say we're either in the jungle (smaller Borneo elephant) or tundra mammoths.
>>
unseen forest.

Please remember to use different dice modifiers based upon stats.
>>
>>36133

Why do we keep voting unseen?

Like the one guy said, there's already a regular mindflayer civ going on right now!
>>
Alright, we have two votes for unseen forest and two for war ents, location undetermined. Probably forest.
>>
>>36169
It looks like Unseen as won.
>>
>>36169
war ents then.
>>
>>36169

Well, the second anon liked war ents or loxo.

It could be done in a coin flip.
>>
>>35771
>>36020
>>36133
3?
>>
>>35771
>>36020
>>36133

Alright, unseen and dark forest. It's set, give me a moment. Making up fluff and world now.
>>
>>36221
I probably would rather see a treant game. Though unseens have more potential differences they can do.

Maybe if we search for entwives? dunno.
>>
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>>36255

I had already made this excited for war ents...
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>>36255
I wanted to get a cult going, get all things to renown our people as gods.
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>>36269

Ya, and we can do that with giant tree abominations also.

OP, stop writing and let us discuss this.
>>
>>36268
We could make it an effort to find and enlist war elephants into our ranks?
>>
>>36269
>>36268
the OP decides. I just thought that there was a gridlock.

I will stay no matter what happens. (and will lose my name soon), if others care about something then I change to suit them for this pick.
>>
>>36333

OP, decided between ent ISIS and a second mindflayer quest.
>>
You are Qorixx, a leader among the Unseen, a particularly charismatic example of the species, an exemplar of your kind. You've spent the last twenty years finding others of your kind, banding together in hopes of a better life. You've managed to get 18 adults together, of mixed gender with a slight male majority, and five children.

You've tried settling in more peaceable places, but the inhabitants, upon discovering your true nature, have always driven you out. So here you stand, at the eave of Farald, the ancient, tainted wood. Gnarled trees rise high, casting gloomy shadows. A fitting place for 'your kind'.

There's mountains to the east. You passed through a plain to get to Farald, the dull long grass extending as far as the eye can see to the south.

What will your folk do?

A: Start building shelters.

B: Start exploring.

C: Other, make suggestions.

Roll a d20, highest one wins.

((I have little clue what Unseen are, so if there's already existing fluff on them, do tell.))
>>
>>36333
>>36358
The Unseen got the vote first.
>>
Rolled 3 (1d20)

>>36465
>A: Start building shelters.
Need a place to hide from the things that bump at night.
>>
Rolled 6 (1d20)

>>36465
shelters
>>
>>36465
dice+1d20
A
>>
>>36465
How do I roll a dice? ;-;
>I vote for shelters as well.
>>
>>36503
In the options field. Don't worry, happens to everyone.
>>
Rolled 20 (1d20)

>>36465
AAAAAAA
>>
Rolled 8 (1d20)

>>36465
A
>>36518
Thank you senapi
>>
>>36465
Unseen are much like the monsters in Lovecraft as just looking at their real face can cause insanity. So the Unseen have super good magic that can make them look like anything they want depending on the leave of skill.
>Also The Unseen are very good at getting things of weaker will. (Mostly everything) to do what they want.
>>
>>36527
Crit!

Your folk cut down some trees, making a small clearing in the woods, and soon some decent houses begin to emerge. One of your people has experience as a carpenter, so it goes a bit smoother then it might have otherwise.

As an pleasant surprise, your mages manage to put protective wards on your homes. While anything really nasty and powerful can get through, the lesser nasties ought to be kept out.

What do you do next?

A: Fortify your village.

B: Explore.

C: Research, magical or mundane.

D: Other.
>>
>>36612
>C. Magic research! Start learning to make golems/undead
>>
>>36643
Roll a d20.
>>
Rolled 18 (1d20)

>>36612
>B: Explore.
>>
Rolled 10 (1d20)

>>36612
>>36643
Rolling for this
>>
Rolled 18 (1d20)

>>36612
Explore
>>
>>36643
dice+1d20
>>
>>36643
I think I got it now.
>>
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Rolled 4 (1d20)

>>36731
>>
Rolled 11 (1d20)

>>36612
>B: Explore.
>>
Rolled 6 (1d20)

>>36758
Thank you anon, I'm am yet a humble new fag
>>36643
>Roll for this
>>
Rolled 19 (1d20)

>>36643
roll for this
>>
Rolled 9 (1d20)

I feel like we need cultists for our prgression. We must explore
>>
>>36658
>>36669
You decide to get a better feel for the forest. Your explorations take you the length and breadth of the forest... and into a few close encounters with some of it's monsters. You also find a relatively pure river coming down from the mountains on your explorations...

You don't think you explored the whole forest, though. It has many more secrets you must discover if you are to prosper. On another note, one of your villagers appears to be sick.

Your village itself is comprised of ten small houses.

What will you do?

A: Build up your village.

B: Explore.

C: Research, magical or mundane.

E: Other.
>>
>>36822
Alas, I had already started writing. Note to self, post that it's fixed before you start writing.

Also, each choice takes one week.
>>
Rolled 4 (1d20)

>>36871
>E. Go out to find people to convert to worshipping you.
>>
Rolled 7 (1d20)

>>36871
Quarantine sick individual.
Watch as the illness progresses and experiment with how to cure it.
Keep the 'doctors' isolated as well.
>>
Rolled 16 (1d20)

>>36871
C. Research better illusion magic
>>
Rolled 1 (1d20)

>>36891
Damn, reroll?
>>
Rolled 4 (1d20)

>>36871
If we have such a small population, losing just one person would be a huge setback.

C, lets try to get a magical healing spell going on in this shit.
>>
Rolled 3 (1d20)

>>36871
>>36903
Rollin for this
>>
>>36903
>>36913
>>36915
>>36933
At this rate, you'll kill her.
>>
Rolled 7 (1d20)

Re roll
>>
>>36943
We could send her away to convert people while seeking doctors outside of our village.
>making her use magic to disguise her self.
>>
Rolled 6 (1d20)

>>36871
B. Explore

Side note, can I join y'all?
>>
Rolled 12 (1d20)

>>36915
Re roll

Sorry must of missed
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>>36943
Looks like she's dead, Jim.
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Rolled 20 (1d20)

>>36943
If you're not being sarcastic, lets explore some more.
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>>36904
Choice fixed. Writing underway.
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>>36904
Tough luck.

Your intrepid explorers this time follow the river upstream, to the dark mountains. Your explorers manage to find a reliable way up, although some injuries are taken in doing so.

When choosing to explore, you can now choose to explore the mountains.

The sick woman's odd illness doesn't appear to be severe, and there's no signs of it getting worse or of it being contagious.

What will you do?

A: Build up the village.

B: Explore; Forest, Mountains.

C: Research; magical or mundane.

D: Other.
>>
Rolled 9 (1d10)

>>37104
>A: Build up the village.
>>
Rolled 18 (1d20)

>>37104
Keep her isolated.
Experiment with attempt to heal her.
>>
Rolled 8 (1d20)

>>37104
explore the forest
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Rolled 11 (1d20)

>>37104
>D. Start learning to make golems.
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>>37135
I probably shouldn't have mentioned the 'illness'. I'll tell you this, you're barking up the wrong tree.
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Rolled 17 (1d20)

>>37142

Oh that one sounds fun sense our melee sucks we need defences and manual labour.
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Rolled 4 (1d20)

>>37166
vampire confirmed. Rolling for A
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>>37166
Every illness is worth experimenting and researching.
Even common colds and flus.
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>>36903
>>37135

Prepare for a villager inspired by this guy.
>>
>>37135
Choice confirmed.
>>
>>37231
I didn't know we could vote twice! I thought it was one per person!
>>
One of your villagers, a male by the name of Skizzel, approaches you with a request He wishes to contain, experiment, and investigate the 'ill' female and how to heal her. Filled with concern, you say yes.

She is quarantined, and he begins his research. He confirms that it doesn't appear to be contagious, and that she's suffering from nausea and vomiting. He claims to have a theory, but that he'll need another week to determine if it's correct.

What do you do?

A: Build up the village.

B: Explore; Forest or Mountains.

C: Research, magical, mundane, Skizzel's request.

D: Other.
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Rolled 10 (1d20)

>>37272
>D.Other. Send out your elders and most charismatic to go use your diplomacy and magic to convert people to worship you.
We need to be rulers over some one.
>>
Rolled 11 (1d20)

>>37272
B. Explore forest
I think we should try to move camp to somewhere closer to the river, or another more guarded location in the forest
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>>37272
research illusion magic.
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Rolled 16 (1d20)

>>37302
Agree re roll
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Rolled 4 (1d20)

>>37272
>C. Research Illusion magic
>>37288
We haven't even meet anyone else, Anon. Calm down.
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>>37316
Roll for it.
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Rolled 10 (1d20)

>>37329
Alright, then I vote for >>37302
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Rolled 18 (1d20)

>>37272
Keep her under observation.
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Rolled 1 (1d20)

>>37330
>>37316
>>
>>37351
And a last minute high roll confirms the course.
>>
Skizzel is pleased at your acceptance, though he gives the ominous warning, "If my theory is correct, we're all going to feel very... stupid."

The week goes by quietly. Food is gathered, although your meager starting sources will run low soon. Wood is gathered, and another house constructed. An angry/insane ghost of the departed tries to force it's way into a house, but is defeated by the wards and then shooed off by your magic users.

Finally, Skizzel comes to you near the end of the week, looking embarassed. He straightens up, coughs, and puts on a serious look. "My lord Qorixx. We are a normally solitary people. We know little of ourselves, and how our own forms operate. We have had little chance, and our deficiency in knowledge is shameful. We don't even have the knowledge to determine when one of us is pregnant."

There's a pause as it sinks in. Then the two of you look sheepishly at each other, and then go to release the woman. Everyone involved makes a pact to forget this ever happened.

What will you do?

A: Build up the village.

B: Explore; Forest, Mountains, or search for a reliable source of food beyond odd berries.

C: Research, Magical, Mundane, Unseen Biology

D: Other
>>
To be honest, I didn't expect you guys to make that big a deal out of it. In hindsight, I should've expected that. Beginner's mistake.
>>
Rolled 13 (1d20)

>>37453
Research magic, after all we have yuuge bonuses to it as Unseen
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>>37453
>A: Build up the village.
We're going to have babbies soon.
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Rolled 20 (1d20)

>>37453
All my lols. Good stuff OP. Rolling for B: better food source.
>>
>>37480
Crit!
>>
Rolled 18 (1d20)

>>37479
Forgot roll
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Rolled 12 (1d20)

>>37467
When you claim we have sick people among us, it sorta jumps to the top of the priority list.
Granted I knew what you meant when you started hinting toward it, I just kept running with it.

>>37453
Research Tools
>>
You decide that, since you have confirmed population growth, you should find more reliable food. You recall something odd you saw in the plains as you came near Farald. Following a hunch, you revisit that area.

Your hunch was right.

Lumbering, shaggy beasts twice as tall as a man roam the tall grass, munching peacefully on it. It doesn't take too much effort to get a couple of the docile beasts to follow you back to the village.

The rest of the week is spent making an enclosure for the five creatures, one that will hold them. They ought to give good meat, milk, and hide. You aren't sure, but they might be able to serve as beasts of burden.

What will you do?

A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology, Beasts.

D: Other.
>>
Rolled 18 (1d20)

>>37558
C: Research Unseen Biology
If we were so surprised by a pregnancy then we need to know more about ourselves.
>>
Rolled 10 (1d20)

>>37558
>C.Research illusion magic and unseen biology.
Lesser action, even out the animal numbers to 4 but experimenting and studying one of them.
>>
>>37558
C. Research unseen biology
Would be cool to find some creatures to experiment on, maybe start breeding and engineering animals
>>
Rolled 6 (1d20)

>>37558
Research Tools
>>
Rolled 6 (1d20)

>>37590
my bad
>>
Rolled 6 (1d20)

>>37558
work on illusion magic
>>
>>37574
Choice fixed.
>>
You think on your embarrassing incident earlier, and decide you don't want it to happen again. You find Skizzel, an oddly difficult task. You make your request of him, that he look into your own biology.

He accepts with almost indecent haste, and you end up recruiting/pressganging some random villagers for 'test subjects'. Miraculously, none die. Three will need a couple month's rest before they're able to do anything.

You now have a basic understanding of Unseen biology, a foundation to build off of. This will give a slight resistance to disease an an equally slight bonus to healing and recovery.

What will you do next?


A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology, Beasts.

D: Other.
>>
Rolled 8 (1d20)

>>37750
C: Research Magical Illusions
>>
Rolled 16 (1d20)

>>37750
A
>>
Rolled 4 (1d20)

>>37750
Research Tools
>>
Rolled 13 (1d20)

>>37750
Build up the village.
Haunted forest description literally contains "They lurk," we really need to build up our defenses.
>>
Rolled 10 (1d20)

>>37769
C. magic!
>>
Rolled 2 (1d20)

>>37815
ReRoll for Illusion magic
>>
Rolled 2 (1d20)

illusion magic
>>
Rolled 11 (1d20)

>>37750
B. Explore forest
>>
>>37770
>>37783
>>37846
Choice confirmed.
>>
You do something you probably should have done when you first arrived, and begin setting up some defenses. You construct a palisade around your eleven house village, leaving plenty of space to build more, with one gap between the two to serve as an entrance and exit.

The next level of building up would add two more houses, a gate to the palisade, and a parapet to the palisade.

What next?

A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology, Beasts.

D: Other.
>>
Rolled 15 (1d20)

>>37992
Research Tools
>>
Rolled 19 (1d20)

>>37992
Research the beasts around the village. We should know what we're up against.
>>
Rolled 17 (1d20)

>>37992
Going for A again. We need that gate.
>>
Rolled 10 (1d20)

>>37992
>A: Build up the village.
>>
Rolled 14 (1d20)

>>38016
I agree with this but we need sub division studying the domestication of the large hairy things we are already breeding.
>>
>>38016
>>38053
Confirmed.
>>
You decide that it'd be best if you learned about the local fauna. A team stealthily searches the forest near the camp, recording what they find. You now have some knowledge about the habits, lairs, and food sources of the creatures, supernatural or otherwise, in a rough one mile area around your village.

You also decide it'd be best if you knew what exactly you have penned in your village. You discover you have four females and one male among them, and that the females produce a moderately unpleasant, but nutritious, milk. Your workers have begun calling them Tarrax. An experiment proves their worth as beasts of burden.

What now?

A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology.

D: Other.
>>
Rolled 6 (1d20)

>>38176
continue building up defenses.
>>
>>38176
>C. Research Tools!
Now need to start breeding and putting them to work.
>>
Rolled 1 (1d20)

>>38176
>A: Build up the village.
>>
>>38196
for got to roll there pal
>>
Rolled 10 (1d20)

>>38196
I forgot
>>
Rolled 6 (1d20)

>>38176
A tho
>>
>>38196
Confirmed.
>>
You decide to focus more on the Tarrax for the moment. Someone gets the bright idea to make some tools to help with them... but nobody seems quite sure what to make. Eventually, one manages to make some sort of harness, allowing them to pull carts and carry things on their humped backs. Nobody is particularly satisfied by this...

One of your villagers mysteriously disappeared from his home during the week, and nobody could find him.

What do you do next?

A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology.

D: Other.
>>
Should we make some kind of religion or start thinking about our cult?
>Some Lovecraft monsters as our lord?
>>
Rolled 5 (1d20)

>>38274
>A: Build up the village.
That's not a good sing.
>>
Rolled 5 (1d20)

>>38274
A
>>
>>38275
Since we're in an ungodly forest, I suggest something holy and not evil-ish to ward off nasties.
>>
Rolled 17 (1d20)

>>38282
Agreed Build up the village.
>>
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>>38296
>>
Rolled 14 (1d20)

>>38274
Mining
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Rolled 3 (1d20)

>>38274
AAAAAAAAAA
>>
>>38296
>>38323
The Dazzling light of Thanaroa?
>>
Rolled 3 (1d20)

>>38274

A

our people going missing is not a good sign
>>
>>38359
I don't think dazzling would fit us since we're Unseen and illusion is our strength. Maybe the dawn, dusk or twilight seekers of Thanaroa?
>>
>>38282
>>38293
>>38299
>>38351
>>38373
Confirmed.
>>
Rolled 20 (1d20)

>>38376
Rolling for Thanaroa's hammers.
>>
>>38376
We could build a beacon in the middle of town that shines a bright light for the dazzling part.

>>38396
Where we rolling for it?
>>
>>38408
No I just thought it would be funny
>>
You decide, after that disappearance, that you need fortification. After a few failed false starts, you get a gate open, and set two villagers to guard it at all times. No one gets in or out without them knowing it. You also set to work on some parapets, and have a couple more villagers patrolling them. The next level of building up adds two more houses for future growth and a town hall.

The enhanced defenses sooth the fear that was brought on by the missing villager, Genxi.

In other news, one of your Tarrax is pregnant.

What is next?

A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology.

D: Other.
>>
>>38435
>D. Establish a religion of Thanaroa
Maybe learn to make holy wards.
>>
Rolled 1 (1d20)

>>38435
Research golem magic
>>
Rolled 13 (1d20)

>>38435
D. Research golems
>>
Rolled 6 (1d20)

>>38447
Forgot my roll and nix the "a"
>>
Rolled 20 (1d20)

>>38435
C.Research the how to make golems!
>>
Rolled 9 (1d20)

>>38435

C; Research some more magic

Maybe some tracking magic?
>>
>>38461
Crit!
>>
>>38451
>>38461
Things almost went to shit real quick.
>>
>>38461
golems here we come. Also are crits still a thing?
>>
>>38486
What started as a grave mistake became the best thing ever!
>>
>>38486
im sorry? ;c
>>
Your three able mages come to you one day for a council. They look serious. "Lord Qorixx. I'll be blunt, we are vulnerable." An old one nods. "Correct. We need to be able to protect ourselve, especially since new life is growing within dear Eeleeia." You agree with them, and set plans for the research of golems.

To your luck, the local wood seems especially suited to making golems, responding both well and easily to it. Soon you have two dozen wood golems protecting your village, replacing the guards at the gate and parapets.

The people feel very secure and happy, and you can hear the distinct 'Skuvv' sound of Unseen fornication. Seems your mages have gotten lucky tonight...

What will you do now?

A: Build up the village.

B: Explore; Forest, Mountains, Plains.

C: Research, Magical, Mundane, Unseen Biology.

D: Other.
>>
Rolled 17 (1d20)

>>38541
B Explore, searching for better craft materials/anything cool
>>
Rolled 18 (1d20)

>>38541
Explore the plains. Sounds the least dangerous.
>>
Rolled 6 (1d20)

>>38541

>B: Explore
Forest

Any way we can try to find our guy or if not, any other species?
>>
>>38541
B: Explore Plains
Noice one, Mages.
>>
Rolled 17 (1d20)

>>38577
>>
>>38541

Forgot to ask, will you be putting up a map by any chance? I'm no good at making one or else I would have for you.
>>
>>38541
Can we do a lesser action of start our religion of Thanaroa?
>>
>>38570
Confirmed.
>>38596
My drawing skills are shit.

>>38607
I have no idea what that is.
>>
Town secure, you set off with a small party, including a trio of golems, to explore the trackless plain. It's a waving sea of dull tall grass...

You see some shapes in the distance, that might be a caravan of some sort.

Will you try and approach?
>>
>>38667
Let's hide first and see what race they are.
>>
Vote on what to do next. Approach, wait and see, or avoid?
>>
Rolled 10 (1d20)

>>38711

>wait and see

Any way we can hide ourselves with magic or we haven't learned that yet?
>>
>>38667
Wait and see
>>
Rolled 5 (1d20)

>>38667
Get the best mages to cast Illusion magic to make him look like a celestial and confront them!
>>
Rolled 9 (1d10)

>>38711
Wait and see
>>38723
We should have illusion magic. It's a natural-born talent of ours.
>>38727
I think that would require advance illusion magic.
>>
Rolled 8 (1d20)

>>38727
lol this
>>
Rolled 17 (1d20)

>>38741
Fudge.
>>
The votes point towards hiding and seeing what comes out, with a side of illusion to make a big impression. Writing now.
>>
You see it's a caravan of nomadic humans, travelling to some location or another. They seem fearful, casting gazes at the dark forest that is still within view.

An attempt at illusion magic to make a celestial fails horribly, resulting in him looking like a winged, dragonlike demon with a squid face that unnerves everyone who sees it. It's quickly undone, and you decide to just disguise yourself as humans, something you're old hat at.

What do you do next? Approach, or avoid? Vote!
>>
>>38809
>Approach
I knew that wouldn't work.
>>
Rolled 14 (1d20)

>>38809
Try it again!
>>38727
All we need to hope!
>>
Rolled 2 (1d20)

>>38809
Greet them kindly
>>
Rolled 13 (1d20)

>>38819
>>
Rolled 13 (1d20)

>>38809
Approach, acting like you're in need of supplies, try to muster as much shit out of them as you can.
>>
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>>38824
But this time become a untold horror!
>>
Approach confirmed.
>>
Your group, resembling humans now, make themselves known and approach.

Some guards level spears at you, wary of meeting others, especially so near Farald. You charm your way in, telling them that you're innocent villagers. The golems are just there for protection, you explain. It works very well since not a word of it was a lie.

The leader, an old man with a grey beard, a staff, and a brown-green robe still remains suspicious. "What do you folk want?" he asks with a heavy accent.

What DO you want? Vote!
>>
Rolled 12 (1d20)

>>38891
Just scouting the lands. Maybe finding others to trade with.
>>
Rolled 9 (1d20)

>>38891
We want to show them around our settlement. Lure them in, and when their gaurd is down ,strike, and take all their shit.
>>
Rolled 18 (1d20)

>>38891
"We want you! We can provide you with protection with our golems if you become a member of fair town [Town name]
>But of course they have to live outside the walls of out city only coming in to build things.
>>
Rolled 9 (1d20)

>>38891
Tell them we are clerics/holy men/etc and we want to spread our religion and help protect the land (maybe alliance?)
>>
>>38925
Confirmed.
>>
You make an offer. You offer to let them settle down with you, as your people aren't many.

Your charisma seems to have won most of them over, especially the caravan's youths, who seem to think the idea of not moving around constantly is nice. The elder leader seems unconvinced though.

"Who are you, to suggest this? Who are you, to try and change out way of life? How would we truly benefit? Protection? We have our own warriors."

You're going to have to sweeten the deal. What do you offer?
>>
Rolled 19 (1d20)

>>38975
Our golems are the strongest and we have plenty of resources around.
>>
>>38975
We can tell them about the river and help for another settlement with golems to guard them
>>
Rolled 16 (1d20)

>>38989
not that it matter with that 19 lol
>>
Rolled 15 (1d20)

>>38975
We offer them a few of our tarrax, if they decide to settle down.
I would also like to remind everyone that they are still under the belief we are human, and that they are bound to find out our lies sooner or later, just saying.
>>
>>38975
Change your self with illusion magic to scare the elders, to show you are NOT lying.

>"We are very intelligent, we can give the latest tools and weapons of war if you bring what we need to produce such things."
>>
Rolled 12 (1d20)

>>39011
shit forgot to roll sorry.
>>
>>39004
We slowly unravel ourselves to the point of them not noticing/caring.
>>
>>39023
No we need to slowly kidnap then experiment on them so we can perfect human suits.
>>
>>38982
Confirmed.
>>
You point out that golems are superior to normal guards, and that you have more golems then they have guards... you also mention that you've got plenty of resources back home.

The caravan is hooked, although the leader is not. However, he comes out seeming like a stubborn old codger. By this point, he can either choose to agree with you and keep some measure of authority and his family with him, or he can leave. He chooses the former.

You send a runner back to the village with news of this, followed shortly by the caravan. A tremendous victory!

Now, how do you accommodate them? Do you stay looking human at all times now?

(The next post will be the last for a bit, taking a break.))
>>
Rolled 13 (1d20)

>>39097
Half mix of unseen and human forms
>>
Rolled 9 (1d20)

>>39104
+1
>>
Rolled 20 (1d20)

>>39104
>>
>>39097>>39104
This but send out golems and one human unseen to build them some huts outside.
>>
>>39113
Crit, noice
>>
>>39104
>>39113
Are you sure you want to do that? Consider this an official warning from the QM.
>>
>>39113
>>39129
Can I specify more?
Send and advance guy to warn the town to make them all look human, then change once they nomadic people are all locked in the walls. Hopefully it goes well
>>
>>39129
Can we use illusion magic to "soften" the face of the unseen into something a little more presentable then? If not, let everyone else decide.
>>
>>39148
The crit confirms. You DID send a runner ahead... Now, accommodations?
>>
Rolled 17 (1d20)

>>39129
Okay let's just stay human for now, and have a one on one talk with the leader later to reveal our true form.
So, roll again? Ignore this if I can't roll again.
>>
>>39166
Crit has already decided.
>>
Rolled 2 (1d20)

>>39164
Give them a place near the gate of our home. Send a golem or two for protection.
>>
Rolled 14 (1d20)

>>39164
Hastily made hut and golem sentries
>>
Rolled 11 (1d20)

>>39201
i kek'd
>>
>>39113
>>39148
>>39201
Confirming, writing now.
>>
The journey is decent enough, and you even manages to snag another Tarrax along the way, a lone bull. The caravan folks grow wary as you approach the forest, but you manage to calm them down by saying that you know and are attempting to tame it. There's still some wariness, though...

Soon your lot are at the village. About forty nomads all in all, are unimpressed by the lone hut the villagers have set up by now, outside the palisade. It's a bit strange, seeing humans instead of Unseen about.

You invite them into the village to have a look-see at the village, planning to reveal your true forms to them. Honesty is the best policy, right? So despite the urgings of your mages and advisors, you drop the illusions. All at once.

The humans panic. Swords are drawn, and they look ready to fight their way out of the village.

What do you do?

(Breaktime for me. Be back in about an hour. Enjoy your cliffhanger.))
>>
Rolled 17 (1d20)

>>39247
>Use your charms
>"Calm down, everyone. We mean you no harm. If we did then we would have never brought you here. Please, put your swords away. We have to stick together. Something in this land is snatching people and we must work together."
>>
Rolled 2 (1d20)

>>39247
Enjoy your break OP
>>
>>39265
This
>>
>>39247
What time is it over where you live, OP? I really do need to sleep.
>>
File: Spoiler Image (140 KB, 736x663)
140 KB
140 KB JPG
Rolled 17 (1d20)

>>39247
"Be not afraid."
>>
Rolled 20 (1d20)

>>39265
Seconding
>>
>>39302
Noice roll
>>
>>39247

>at the same time

God thats bad, should have been just one while we explain what was going on. All at once is a shitstorm.

Welp, its time to do our jedi mind tricks on them.
>>
File: rwdfszx.gif (29 KB, 320x180)
29 KB
29 KB GIF
Back. Do we have some juicy ideas, some good discussion arguments, do we- >>39302
Oh. Simple drama ending crit. Fuck.
>>
>>39502
Add a little spice if you like. Also, is it a real gif or a single image saved as a gif?
>>
The scene is ready to explode into violence. Golems are readied, children wail in fear, magic is prepared...

Then an unseen kid walks up to the humans. His mother wails in fear and orders him to come back. He looks at the bemused humans and asks, "Why can't we be friends?"

You, seeing an opportunity, cut in. "Yes, why can't we? We didn't lie to you, we meant every word. We mean you no harm..." Your words are persuasive, and combined with the innocent kid, you win them over. Most of them over.

The leader screams, "They're lying, don't let them get to you!" He charges a golem, which responds in turn. It doesn't end well for him...

There's a silence. You bow your head, in apparent sorrow for his death. Weapons are slowly lowered. Magic dissipates... Thanks to a little kid, now being smothered by his mother, the standoff is over.

What do you do next?

A: Begin building housing for them.

B: Extend the palisade to cover said housing.

C: Search for more Tarrax in the plains, you'll need more food to feed them.

D: Other.
>>
That was either elegant, an asspull, or an anticlimax. Or a combination.
>>39512
Meant to be a real gif, might not be... grabbed it off the net quickly for this.
>>
Rolled 2 (1d20)

>>39528
>A: Begin building housing for them.
Meat seems to be second since you know they might get snatched at night.
>>39534
It was sort of bittersweet. At least the whole group is with us without problems.
>>
Rolled 9 (1d20)

>>39528
B extend the palisade.
>>
Rolled 2 (1d20)

>>39528
A
>>
>>39542
>>39556
>build houses for them
>they collapse on them
>>
Rolled 6 (1d20)

>>39542
Then let's build walls instead because I remember hunts don't' protect you from the boogeymen. Switch to this.>>39543
>>
Close to failing... this time, however, you might get a bonus for having a sudden surplus of happy laborers. Might.
>>
>>39568
Please have mercy. We barely got them. ;_;
>>
Rolled 17 (1d20)

>>39528

A
>>
>>39580
And it's unneeded anyway.
>>
You decide that housing the influx is important, and that the palisade can wait. The men get to construction swiftly, living in their tents until all the houses are built. The conditions are cramped, but by the end of the week none have to live in tents. Two disappear mysteriously over the week...

You estimate that there's about forty humans all told. Men, women, children. You find out that they even have a still! It doesn't make that good alcohol, but it's alcohol.

In the middle of the week, just after sundown, you're treated to a lightshow. Mysterious lights, of all colors of the rainbow, bob and weave in the forest, most following no discernable pattern. Many people end up watching it...

One white light seems to stand out to you, as you could swear it seems to be moving in a meaningful pattern... you just can't discern the meaning.

What will you do?

A: Extend the palisade

B: Build more houses so they aren't as packed in

C: Explore; Forest, Mountains, Plains

D: Get more Tarrax

E: Other
>>
Rolled 19 (1d20)

>>39605
>A: Extend the palisade
Oh, geez. Those mist people do like eating us.
>>
Rolled 15 (1d20)

>>39605
Investigate the disappearances.
>>
Rolled 3 (1d20)

>>39605
Man that palisade would have been nice. A
>>
You fucking fools. Did any of you read the actual traits of Unseen? They are physically the weakest, and literally rely on illusions and diplomacy.

Huge emphasis on the part that says we suffer diplomacy penalties if our true form is revealed to non-followers. I guess you could say the nomads are already followers, though. Either way, in the future I think it best to wait until you're certain you've got them charmed before revealing your true form.

I vote for researching illusion magic. It's our main asset, we need to know more about it.
>>
>>39609
Confirmed.
>>39631
I DID warn them. I planned to make them suffer for that, but... dat crit doe

Not enough of a cunt to still do it after that.Also, you want to vote, grab a d20.
>>
The disappearances spur you into action. THe men are growing less and less happy, thanks to both cramped living space and the disappearances. If you don't act, they might leave. So you act. The palisade is extended around the new human homes. Parapet, gate, golem guards, the whole ball of wax.

Your settlement has grown, and some of the mages have asked for permission to make some more golems. Meanwhile, some of the villagers, human and Unseen, think that there should be a town hall. Your food stores have grown strained, as six Tarrax aren't enough to feed this many people. One of them has been slaughtered for meat.

What will you do?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 8 (1d20)

>>39652
Go hunting.
>>
Rolled 9 (1d20)

>>39652
>D. Get more food
>>
>>39660
Also, grant the mages permission for the Golems.
>>
>>39654
>>39660
Locked in.
>>
You decide that the food issue is the most pressing matter. You send out some teams of human hunters into the woods. It... doesn't go very well. Four teams sent out. One returns with nothing at all, one member dead and two more injured. One returns with some small game. One returns with a large buck. One fails to return at all...

Some humans are roped into cutting trees down for golems. Three more are made during the week. In addition, two Unseen women appear to be pregnant. The previously pregnant woman, Eeleeia, is becoming obviously pregnant.

You decide to start rationing food, and in a show of good faith both Unseen and Humans have equal amounts of food per person.

What next?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 7 (1d20)

>>39699
Clear trees.
Start preparing ground for farms
>>
Rolled 3 (1d20)

>>39699
>>39702
I second this.
>>
Rolled 9 (1d20)

>>39702

Good idea, but what exactly do unseen eat anyways?
>>
Rolled 13 (1d20)

>>39699
>C: Research Human Biology
>>
>>39702
>>39705
>>39707
>these rolls
>what exactly do unseen eat anyways?
Shit, apparently.
>>
>>39707
yams
>>
>>39716
I lol'd, incorporating that.
>>
>>39712
Choice confirmed.
>>
>>39716

haha damn, reminds me of this.

https://youtu.be/FaLaPEnjeqY?t=9m29s
>>
You at first thing about trying to make some farms, but quickly run into an obstacle... What are you going to farm? A lack of anything to farm stymies you in that endeavour.

Instead, for now, you seek out Skizzel. You give him permission to 'discover' things about human physiology and pass his disappearance off as just another mystery...

You learn some things from this, the basics of human biology. Skizzel is merciful enough to quickly kill him before cutting him up. His body is buried anonymously in the forest.

You now have the same slight resistance to disease and slight bonus to healing applying to humans as well.

One of your Tarrax has given birth to a healthy calf. In other news, a rumor is spreading among the humans that Unseen only eat special food, labeled 'Yams' by them. Nobody has heard of these before, human or unseen.

What next?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 14 (1d20)

>>39736
C: Research breeding
Or get more Tarrax
>>
>>39733
Well kek'd.
>>39736
I guess you could say the yams are unseen.
C research illusion magic
>>
Rolled 1 (1d20)

>>39736
Explore Plains
>>
Rolled 17 (1d20)

>>39744
oops
>>
>>39749
Alright, choice locked. I'll be leaving for the night soon.
>>
Rather then try and deal with the growing shortage of food, you decide to hone and refine your knowledge of illusions. One of your mages suggests study of 'breeding', particularly the breeding of Xorrboz and Feeala. He was promptly whapped on the head and his idea vetoed.

Your knowledge is grown by their experiments and attempts, resulting in a permanent modifier when attempting illusions, increasing your chances of success.

In other news, a human woman has given birth and three humans have taken the still and started an inn near the gates of the village, naming it the 'Jolly Ghost Inn'.

What will you do next?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 8 (1d20)

>>39769
More hunting.
Gotta get enough food to keep us afloat till we can someone get our hands on some plants to start farming
>>
Rolled 10 (1d20)

>>39769
>D: Hunt for food and farmable seeds
I meant animal breeding.
>>
Rolled 17 (1d20)

>>39777
>>39774

This
>>
Rolled 10 (1d20)

>>39769
With our better illusion skills we make the tarrax go into "heat".
>>
Alright lads, I'm off for the night. Try and keep the thread alive until I get back.
>>
>>39794
Goodnight. This is a fun run.
>>
>>39794
Had a good time OP. Rest well.
>>
>>39794
goodnight.

threads stay alive 48 hours or something before auto dying.
>>
I'm up, lads! I'm a little groggy, but ready to go.
>>
>>41253
Sweet
>>
>>39777
>>39780
High roll AND trips.

[spoiler I know {/spoiler]
>>
>>41289
QM, what time is it over where you live? You Yuro or Asian?
Maybe Middle Eastern?
>>
>>41289
Fail. Still sleepy, you know.
>>
File: tegaki.png (7 KB, 400x400)
7 KB
7 KB PNG
You decide that food is the most pressing matter.

Sending your explorers out, you decide to first find some more Tarrax, over the course of the week finding ten more! Expanding the enclosure is a simple job, and doesn't take long. Although you planned on finding something you could farm, an event ends that plan in it's tracks.

Near the end of the week, at night, everyone is awoken by an ungodly, bloodcurdling howl. Those who look over the palisade see red... eyes? Five of them, in the darkness, in the woods... and all of them higher up then your palisade. Another ululating howl freezes your blood...

It stays there the entire night, just... standing there. Watching. Howling. Preventing anyone from sleeping. Needless to say, nobody gets any rest that night. Or the next night... Whatever it is features in your people's nightmares for a long time.

What do you do next?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Also, crappy map.
>>
Rolled 6 (1d20)

>>41373
A: Build up settlement;town hall
Time to organize
>>
>>41373
B: Explore. Mainly looking for possible wild seeds for food and more animals to bring back home.
>>
>>41433
Welcome new poster. Please roll a 1d20 if you want to vote.
>>
Rolled 6 (1d20)

>>41433
Forgot to roll.
>>
>>41392
>>41443
Tie. Vote for which one you want, first vote wins.
>>
Rolled 6 (1d20)

>>41454
Still voting for the town hall. Seems like we need group together this time.
>>
Rolled 12 (1d20)

>>41454
Guess I'll still roll for my suggestion.

>>41472
And why have a town hall if we all starve to death?
>>
>>41480
Ding ding
>>
Once you all can get some rest, you decide to try and find something to far,. Another reliable source of food is needed... One of the humans broaches the idea of trading for some. This is generally agreed to be a good idea. So your folk chop up some wood...

However, it's a five week round trip to the small town they suggested. Are you willing to lose ten villagers for five weeks?
>>
Rolled 3 (1d20)

>>41502
Mix the party. Some humans because culture differences and they would help smooth things over that way. Some Unseen disguised as humans trough illusion magic for the diplomacy and charisma effect and a some golems for carrying and protection.
>>
Rolled 4 (1d20)

>>41502
Give them some beer, a night of passion, a good farewell and wish them luck. We're starving andt we could give them our best weapons.
>>41517
And this.
>>
>>41526
Done deal.
>>
You decide to pamper your intrepid traders before they leave. Beer, 'encouraging' ladies to love them... Then when they day comes, two are drunk, five are hungover, and one has a nagging wife that doesn't want him to leave.

The beginning of their trip is less then stellar... They'll be back in five posts.

What will you do next?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 2 (1d20)

>>41578
Can we split up and instead of focusing entirely on one thing, we gain little benefit from 2 things?

Prepare the construction of the town hall with some of our folks but send some to hunt in the area as well?
>>
Rolled 19 (1d20)

>>41578
>D: Establish the religion of Thanaroa
Need some faith for weary times.
>>
>>41609
>Thanaroa
Alright, I'll bite. Since te dice seem to like you. What is that?
>>
>>41616
You know like Lovecraft's Cthulhu but she's good and loving. I thought we should get some holy stuff to ward off the nasties. Plus to give the people some hope and faith.
If it's ridiculous then I'll switch to the town hall.
>>
>>41654
I hesitate to call it ridiculous, but I'm not sure how to incorporate that at the moment. Maybe later, mmkay?
>>
>>41681
Okay then
>>
Any other votes/posts? You're going with a 2 otherwise...
>>
Rolled 7 (1d20)

>>41707
I'll roll again.
>>
>>41713
For the other anon's idea.
>>
>>41605
>>41713
No, simple as that.
>>
Rolled 5 (1d20)

>>41748
Alright.

I'll continue to vote for hunting then. Food is important for survival.
>>
>>41773
Confirmed, at least I didn't kill the thread.
>>
You decide that, in the meantime, you should work on hunting. There's some honest trepidation about going out into the woods... Although you don't lose anybody this time, your hunters have little success. Some small game, here and there. Supplements.

Your people are growing unhappy due to lack of food and cramped living spaces.

What will you do next?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 18 (1d20)

>>41822
Research Farming
>>
Rolled 17 (1d20)

>>41822
>A: Build up settlement; more houses
>>
>>41838
Confirmed. Welcome to the quest, son.
>>
Rolled 16 (1d20)

>>41838
Also voting this.
>>
You decide that, with your inability to really hunt, you should try and get ready to farm. Trees are chopped to make way for fields, extending your clearing quite a ways and giving you a good stockpile of wood. Fields are plowed, stumps are removed. Your preparations go well.

A human, tired of living with two other men, starts building a house for himself.

The villagers are still unhappy, but their discontent is stymied by the fact that you're doing something to solve it.

What will you do, lord Qorixx?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 5 (1d20)

>>41961
Clear the trees a good ways away from the settlement to improve line of sight.
Place torches/bonfires outside the walls as light at night.
>>
Rolled 13 (1d20)

>>41961
Continue the farm. Get that shit done!
>>
>>42008
There's plenty line of sight.

>>42015
The farms are pretty much done, there's only a few final touches to be done when they get back in four weeks. Could add farmhouses...
>>
Rolled 17 (1d20)

>>42036
Oh, alright, screw what I said then.

Research specialized golems that are more effective at different tasks. More accurately:

Work Golem
-Farm, labour, woodcutting, construction, hunting
Warrior Golem
-Both defensive, offensive, ranged and melee.
>>
>>42069
Choice fixed
>>
Your mages come to you with an idea, to make golems for farming work. This strikes you as a great idea, and they get to work using the stockpile of wood to make golems. They'll be at it until the traders return.

A human brings up something odd to you... the village has no name. None whatsoever. Vote on a name, highest vote count wins.

What will you do?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 9 (1d20)

>>42112
>Zizi
A: Build up settlement; more houses
>>
Rolled 13 (1d20)

>>42112
Explore Forest
>>
Rolled 3 (1d20)

>>42112
Build more houses!

"The Village"
>>
Rolled 1 (1d20)

>>42112
Build houses
>>41930
greetings
>>
>>42151
Confirmed
>>
>>42173
>>42112
are there critical failures?
>>
One day, you became aware of a legend that the humans have been telling, of en evil sorcerer that was slain long ago by a righteous hero... and has recently returned to life.

The legend speaks of the dread sorcerer Malkus, who laid a curse on the people who once lived here, as well as the land itself, millennia ago. Legend has forgotten the hero's name, but it records that he fought with a shining, curved sword.

Then, apparently a scant thirty years ago, he returned to life, and masqueraded as a simple healer among one of the nomad tribes. Eventually he was found out and cast out, and has dwelled in this forest ever since... and with an army of mutated monstrosities at his beck and call.

You decide that this legend, if true, is alarming and of direct interest. You send out parties to try and find this sorcerer's abode, but none of them succeed... you DO, however, find a few old roads and trails. They might lead somewhere...

The debate about what to name the village remains low key, and no decision has been made yet.

What will you do?

A: Build up settlement; more houses or town hall

B:Explore; Forest, Forest Paths, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 20 (1d20)

>>42273
>A: Build up settlement; more houses
I say low key
>>
>>42282
Crit!
>>
You decide that further investigation can wait. You order your villagers to begin cutting down wood, and building houses. The worker golems that the mages were working on assist with this, allowing both to go much faster. Within the week, there's enough housing for everyone to live comfortably, even if there's no current room for growth. Your palisades are extended around the new development as well, and a few extra buildings come up without your oversight.

A smithy comes up, a human working it, as does a stable outside of the palisade. The nomads had horses with them, now stabled all in one place.

One of your Tarrax has given birth.

What will you do now?

A: Build up settlement.

B:Explore; Forest, Forest Paths, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 4 (1d20)

>>42366
Explore the paths with warrior golems and Unseen in human form
>>
Rolled 19 (1d20)

>>42366
Mining
>>
Rolled 11 (1d20)

>>42366
C: Research Tarrax biology/breeding
>>
Rolled 17 (1d20)

>>42366
>>42408
Also voting for this.
>>
>>42394
Confirmed.
>>
You decide to try your hand at mining, since you apparently have nothing better to do in the last week before the traders get home. You have the smith create some pickaxes and shovels for your miners and send them up into the mountains.

A mine is created, although you haven't gotten any ore out of it yet.

Roll to see how well the traders fared.
>>
Rolled 18 (1d20)

>>42473
>>
Rolled 8 (1d20)

>>42473
Rolls
>>42491
Nice
>>
Rolled 1 (1d20)

>>42473
>>
Results: 27 out of 60

The traders return battered, missing a man, and distinctly poorer then when they left... but they were successful. You can now farm potatoes, congratulations.

The week is spent planting and plowing, watering, and erecting the odd barn. You now have a more stable food source.

A: Build up settlement.

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 1 (1d20)

>>42656
Keep mining
>>
>>42693
You seem to like mining, care to say why?
>>
Rolled 17 (1d20)

>>42656
C: Research Mysticism
>>
Rolled 14 (1d20)

>>42656
Explore the the forest paths
>>
Rolled 7 (1d20)

>Roll for study golems and illusion magic.
>>42656
Can we a the current satus of our settlement? Like how many male and female unseen/humans we have, howong our food will last us or our current buildings?
>Our name SHALL BE Stalingrad
>>
>>42768
I can give you a status report, it'll be included in the next post.

>>42723
Confirmed.
>>
You decide to have your mages learn mystical secrets. They discover one or two little charms and hexes, giving a general success modifier. Their things might help out from time to time...

With the introduction of farms, some people think you should build a granary.

The Jolly Ghost is damaged in a drunken brawl, and the innkeeper requests help in repairing it.

What will you do next?

A: Build up settlement.

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 3 (1d20)

>>42868
>A: Build up settlement.
Let's build what is needed.
>>
Rolled 2 (1d20)

>>42868
Build a granary, distillery and a new inn
and maybe a townhall
>>
Rolled 12 (1d20)

>>42868
A.build up settlement.
We need to start talking humans as guards!
Lesser action:Start using our furry things as beasts of burden and repair the bar.
>>
>>42881
>>42899
Well fuc. Hope next Anon's roll is better.
>>
Rolled 15 (1d20)

>>42868
Mining
All of the mining.
>>
>>42910
Why are you mining for?
>>
>>42868
A: Build a granary and townhall

If sturdy and suitable, maybe use rocks for foundation for better durability of townhall and granary?
>>
>>42921
Why not? Are you suggesting ores and gems aren't worth the effort?
>>
Rolled 5 (1d20)

>>42922
Forgot to roll.

Also, rocks from the mine.
>>
>>42934
No I wanted to know if it was to make iron tools/tools of war or to make golems out of hard stuff
>>
>>42947
Both
And gem golems
>>
Rolled 19 (1d20)

>>42956
Who do you propose dig these mines?
>Unseen are the weakest race.
>Our golems are wood
>Humans might do it
>>42907
>Also reroll
>>
File: tegaki.png (7 KB, 400x400)
7 KB
7 KB PNG
>>42798
weygwqsbahujkwrjhbekndmsla,I forgot

22 Unseen, three pregnant. Nine adult males, seven adult females. Two male children, three female children.

17 Tarrax

42 humans, 15 adult males, 20 adult females, four male children, three female children.

62 houses, one inn, one smithy, palisade.

Your food will last you seven weeks, with current rationing.
>>
>>42999
do we have a name for our village yet?
and how many turns until the children are adults?
>>
Rolled 10 (1d20)

>>42999
E.Study human biology
>We need as mean meat bag as we can get!

>>43023
I voted for Stalingrad :c
>>
>>42982
Confirmed. Also, forgot the mines.

>>43023
No there's no name, no two anons have voted for the same name. They're of varying ages, so it'll be half random when they do.
>>
Rolled 7 (1d20)

>>43039
I second stalingrad
>>
>>42982
Humans would be best till we get stone golems.

Also
>reroll
Let's not do this.
>>
>>43039
>>43051
That doesn't really sound like Unseen names. QM, can give use a couple of names?
>>
You set your workers to work. A town hall is constructed near the center of town, with quarters included for you, Lord Qorixx. A granary is constructed, in which meat and milk is stored.

Some of the younger human males are feeling restless and bored with only laboring. They start take up a few weapons... sensing a potential problem, you nip it in the bud by sanctioning and regulating them as the local guards. Armed with spear and bow, and their leader with a sword, they will defend the town in an emergency.

Four guards added.

What will thou doest?

A: Build up settlement.

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
>>43095
How about blood somthing? We need to build a massive dark red tower as our town hall.
>>
>>43095
I agree with you, and would rather not have our spooky squidface village be named fucking Stalingrad. If enough anons vote for it, though...
>>
Rolled 17 (1d20)

>>43127
Mining
>>
Rolled 14 (1d20)

>>43127
B:Explore; Forest
Give the younglings something to do.
>>
Rolled 3 (1d20)

>>43163
2nded
>>
Rolled 19 (1d20)

>>43127

I vote for the lesser action of studying human biology.
>>
>>43266
Confirmed. That's a full action, though.
>>
>>43287
But the guy voted for mining like 4 times :c
>Dunwitch as city name?
>>
You decide you want a better understanding of human biology, the functionality of the spleen having piqued your curiosity. You 'convince' a couple of 'volunteers' into Skizzel's care.

His studies bear little fruit, giving a slight increase to the modifiers already in existence.

A human, by the name of Moran, has begun petitioning you to mine some more.

What will you do?

A: Build up settlement.

B:Explore; Forest Paths, Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Human Biology

D: Other
>>
Rolled 14 (1d20)

>>43341
Mine
>>
Rolled 7 (1d20)

>>43341
>Mining
To just get it out of the way
>>
Rolled 6 (1d20)

>>43341
C: Research on more advanced Golems.

Also, is it possible to permanently assign Moran along with 2-3 humans to constantly work the mines? But at a possible yield every round?
>>
Rolled 9 (1d20)

>>43341
Research yams
>>
Rolled 10 (1d20)

>>43341
Build a town hall and get all citizens to vote for a name for our glorious town
>>
>>43358
Confirmed.
>>
You indulge Moran and send a team up to the mines, whereupon they work and they work. The mines are expanded, but they aren't very fruitful... and they produce an odd ore that the smith is unable to identify.

The discussion over the town's name heats up. Some want a human-style name. Others want a more Unseen brand of name.

A child has become unnaturally sluggish.

What will you do?

A: Build up settlement.

B:Explore; Forest, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Mysterious Ore

D: Other
>>
Rolled 17 (1d20)

>>43553
Research on the kid.
>>
Rolled 10 (1d20)

>>43553
>A: Build up settlement; Town hall
I suggest a mixed of human and Unseen for the name.
>>
Rolled 8 (1d20)

>>43576
reroll
>>
Rolled 20 (1d20)

>>43553
>>43576
I roll for a lesser action of make more golems of stone from the mines.
>>
>>43632
Fuck I just to quietly help my comrades. Just building golems with a small team ;_;
>>
>>43632
Confirmed, and I rule that's not a lesser action.
>>
Hey, who here is lurking or posting?
>>
You ignore the kid's sluggishness, thinking it's just something minor.

You order Moran back to the mines, with instructions to take stone back. Your mages work on what they bring back... it doesn't react as well to their magic. They manage to construct eight ones during the week.

By the end of the week, the kid's eyes have begun to glow light blue....

What do you do next?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Mysterious Ores

D: Other
>>
Rolled 3 (1d20)

>>43738
Research the kid
>>
Rolled 14 (1d20)

>>43758
>>
Rolled 2 (1d20)

>>43738
C: Research spirits
Maybe he's possessed?
>>
Rolled 3 (1d20)

>>43758
Roll for this!
>Also another status please QM?
>>
>>43780
Confirmed.
>>
Upon the blue glowing, Skizzel takes action without your knowledge. You do find otu from the child's mother, and you both approve and assure that he'll just try and help.

Then you visit him to make sure that he's just going to try and help.

As the week passes, Skizzel grows more and more frustrated, until he gives up, saying that nothing appears to be wrong with him. And yet, there he is... the boy slips into a coma near the end of the week.

What will you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Mysterious Ores

D: Other
>>
Rolled 14 (1d20)

>>43993
>C: Research Dream weaving
See what he's dreaming
>>
Rolled 8 (1d20)

>>43993
Vivisection
>>
>>44030
Confirmed

>>44044
mad scientist pls go

nice GET though
>>
Your mages take over, and decide to try and pry into his mind. They find out that... he's not dreaming. At all. They do notice something magical hanging off his mind, however... a parasite of some kind.

Then they naturally try and remove it, the ethereal pest lunges at them! Roll to see how well they respond to this assault on their minds!
>>
Rolled 14 (1d20)

>>44183
Of course, it's a monster.
>>
Rolled 8 (1d20)

>>44183
>>
Rolled 3 (1d20)

>>44183
>>
Rolled 18 (1d20)

>>44183
>>
Rolled 11 (1d20)

First five rolls decide how it goes. I'll add the last one.
>>
54 out of 100

Your mages, although taken by surprise, manage to hold their ground. They outnumber the parasite, and slowly destroy the vile thing.

The boy's eyes cease glowing blue...

What will you do now?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Mysterious Ores

D: Other
>>
Rolled 6 (1d20)

>>44356
>C: Research spirit wards
How do we fend off ethereal parasites?
>>
Rolled 1 (1d20)

>>44356
Thank jesus. Rolling for golem power armor.
>>
Rolled 6 (1d20)

>>44356
research the mysterious ores
>>
>>44474
>>44382
Tie! Vote, now!
>>
Rolled 8 (1d20)

>>44356
E.Start researching the mysterious ore
>>
>>44490
Confirmed!
>>
Things calm down. Your mages rest. The boy wakes up two days later, still sluggish and lethargic, but he appears to be recovering. You decide to find out exactly what's up with this ore, and try and find out what's up with it.

You find that, when refined, the ore is coal-black, but that equipment and tools made from it are inferior with armor. The smith thinks and alloy might make it good... You have the niggling feeling that there's some secret about the ore...

What do you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Black Ores

D: Other
>>
Rolled 11 (1d20)

>>44601
>A: Build up settlement.
>>
Rolled 17 (1d20)

>>44601
Expand the mines
We'll find something eventually.
>>
Rolled 7 (1d20)

>>44601
research ore
>>
Rolled 5 (1d20)

>>44616
Let's Let's do this, see what else our mine gives us, maybe ore than can be made for golems.
>>
Rolled 5 (1d20)

>>44601
D.Expand mines and send some stone golems to help.

>The Awesome light of Thanaroa. (Awesome as it insping sense.)

Tribute To Thanaroa, the god of progress and knowledge!
>Thanaroa followers will be willing to give up way more for the sake of new inventions, medical advancements or even for new magics/sciences.

I tried to think of some lore for our religion it's just a start point.
>>
>>44616
Confirmed.
>>
You decide, in light of this, to get some more ore. You send Moran and his boyz up the mountain to go dig and mine. They make some good progress, more then doubling your stores. The mine goes deeper into the mountain. The miners report, on their way back to the village, that they have the unnerving feeling of being followed.

What will you do next?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Black Ores

D: Mine

E:Other

Also, taking a break.
>>
Rolled 19 (1d20)

>>44834
C: Research detect life/dead
>>
Rolled 3 (1d20)

>>44834
E.Send some people and unseen to start a mining town right near the mine itself.
>>
Rolled 19 (1d20)

>>44874
This seems like a good idea.
>>
Rolled 10 (1d20)

>>44874
this
>>
Rolled 9 (1d20)

>>44874
>>
OP, did you go to sleep?
>>
http://img.4plebs.org/boards/f/image/1396/81/1396815890701.swf
>What do you think of this a reference to our haunted forrest?
>>45280
No he's just taking a break.
>>
>>45292
Very nice.
>>
Rejoice, lads, for your QM has RETURNED!

>>45292
and also not bad. I imagined it darker and mroe gothic, though.
>>
>>44874
>>44884
The choice is clear.
>>
Given the harsh, strange forest you're living in, it might be prudent to get your mages to start figuring out how to tell if there are living things around. And then you realize it might be wise to figure out if there's some dead around, as well...

This, however, is a relatively advanced concept, and your mages don't get far... they petition you for a central place of research, a library or somesuch.

What will you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains

C: Research; Magical, Mundane, Unseen Biology, Black Ores

D: Mine

E:Other
>>
Rolled 14 (1d20)

>>45566
More mining
>>
Rolled 17 (1d20)

>>45566
Research black ore.
>>
Rolled 11 (1d20)

>>45566
A. having a research library where we can record everything will make knowledge easier to spread.
>>
Rolled 4 (1d20)

>>45566
>A: Build up settlement.
Build a library
>>
Rolled 7 (1d20)

>>45566
Build a study and research hall for our mages
>>
>>45587
Choice made! Go go fightan' writefag!
>>
You decide to put your research into magic on hold for a moment, to look into the black ore. You find that when mixed with copper, the resulting alloy is actually decent. You can make both tools and arms and armor out of this stuff.

What will you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 1 (1d20)

>>45726
>A: Build up settlement.
Library
>>
Rolled 2 (1d20)

>>45726
So what resources do we have?

Mining
>>
Rolled 13 (1d20)

>>45726
C. more golems! for guards/farms/mines/general assistance for the smithy and construction purposes.
>>
Rolled 11 (1d20)

>>45726
C.Go back to learning magic of deateing living and dead things.
We need to send some humans and our elder unseen out to find some knowledge of tradable goods.
>The elder unseen using magic of course.
>>
>>45752
17 Tarrax

22 wooden warrior golems

24 wooden worker golems

8 stone warrior golems

4 human warriors

9 units of black ore
>>
Rolled 3 (1d20)

>>45726
build alloy golems and put them in the mines
>>
>>45773
We will need a research lab or library since that's advanced magic.
>>
Rolled 2 (1d20)

>>45726
Build library
>>
Rolled 11 (1d20)

>>45777
Lesser action: Build stone golems!
>>
Beginning writing
>>
>>45784
That's what the searching party is for, to go out to find books on mathematics science architecture and philosophy to fill our library with.
Also a "Unseen only" section if you know what I mean ;^)
>>
Realizing that you can't get any further with your detection magiks at the moment, you decide to use some stone that you removed from the mine to make some more stone golems. You manage to produce two from what you have, congrats!

An unnatural chill fell over the village halfway through the week.

What will you do next?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 3 (1d20)

>>45914
A. expand the palisade wall and begin to incorporate stone into it to strengthen it, maybe including some farm land within the walls safety?
>>
Rolled 19 (1d20)

>>45914
>A: Build up settlement.
Better homes for warmth
And a library
>>
Rolled 19 (1d20)

>>45914
Build a study hall type building for our mages.
>>
>>45944
>>45947
should we include some humans to begin learning some of our magics? or should we encourage them to develop their own or just leave them alone, and monopolize it amongst our own only?
>>
>>45944
>>45947
Do both! We have 24 wooden workers and 2 stone workers!
>make the 2 construction stone golems the Forman.
>>
>>45944
>>45947
We've got a tie. Cast your votes!
>>
>>45960
I suggest the Unseen specialize in other worldly magic like illusions, spirits, and such. While the human study arcane and magic we're not good with.
>>
>>45977
Study hall
>>
>>45977
study hall/library. maybe learn fire magic to solve the other problem.
>>
>>45995
Commencing post
>>
>>45985
Agreed!
>The unseen will build a 2 winged study hall where on East side the unseen study illusion, persuasion and manipulation.
>While on the West our human counter parts will study arcane, pyromancy and necromancy.
>>
File: 1454990042549.png (492 KB, 1000x488)
492 KB
492 KB PNG
>>46037
Just an idea!
>>
You decide it's time to up your ante magically. You order your laborers to begin building a library. The building is large, the second largest building in town, after the town hall and ahead of the inn.

It is filled with both what books you brought here, what books the nomads have, and some books about what you have learned and researched. Such things include a bestiary of what nasties you've encountered here, and your knowledge on black ore.

One of the Unseen children has entered adulthood.
>>
>>46037
Perhaps that could be the model for the 'upgraded' library, once you have more mages and books available. Two wings, mage quarters in the middle.
>>
Rolled 1 (1d20)

>>46083
Now research the fuck out of the detect life spell and shit.
>>
Rolled 1 (1d20)

>>46083
Research golem power armor.
>>
Rolled 15 (1d20)

>>46083
>>46118
golem stronk!
>>
Rolled 19 (1d20)

>>46083
Mining
>>
Rolled 6 (1d20)

>>46083
D.study the biology of the unseen/human/Tarrax
>>
>>46137
gg
>>
Rolled 5 (1d20)

>>46083
A. Build a school
>>
>>46137
What would you do if there were no nearby mountains?
>>
Moran bugged you again, he seems to be obsessed with mining and the black ore. You send him off to do his own thing, and soon Tarrax return, laden with ore.

The discussion about what the village should be named flared up again. People want a name!

What will you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
>>46212
Dig straight down.
>>
Rolled 2 (1d20)

>>46238
Go prospecting around the mountain, cause our mine doesn't seem to offer us much.
>>
Rolled 8 (1d20)

>>46238
>A: Build up settlement: better library
I vote for Dunwitchz. Mix a bit of human and Unseen
>>
Rolled 8 (1d20)

>>46238
Research golem power armor.
>>
Rolled 11 (1d20)

>>46238
C. research detect life/undead, hopefully we can at least know for sure if something is watching us.
>>
Rolled 8 (1d20)

>>46238
I suggest Waekefield and to explore more of the forest.
>>
Rolled 9 (1d20)

Silent hill for the name of our town?
>>
>>46287
Choice locked, no decided name.
>>
You decide to get your mages to work in their shiny new library. You manage to get them equipped with Detect Life, but Detect Dead for now escapes your mages.

In other news, they're hunting for prospective apprentices, and the debate grows in strength without any clear decision.

What next?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 11 (1d20)

>>46494
>B:Explore; Plains
Been some time since we explored there.
>>
Rolled 14 (1d20)

>>46494
Explore the forest
Going with Waekefield again.
>>
Rolled 7 (1d20)

>>46494
Mine
Surely will find some new ores/gems this time!
SURELY!
>>
Rolled 12 (1d20)

>>46494
Research golem power armor.
>>
Rolled 16 (1d20)

>>46494
>>46523
A. golem stronk.
>>
>>46538
shit, meant C.
>>
>>46538
Build up settlement or golemrelated?
>>
You decide that, since your golems are your best defense, you should get your mages on trying to improve them. They get an idea, and request permission to use some of the wooden golems in their experiments?

Allow this or no? Majority vote wins.
>>
>>46653
yes
>>
>>46653
Allow it
>>
>>46653
allow it
>>
>>46653
Sure
>>
>>46653
yes
>>
You grant them permission... roll to see how well it goes.
>>
Rolled 15 (1d20)

>>46744
>>
Rolled 8 (1d20)

>>46744
incoming crit boys
>>
Rolled 20 (1d20)

>>46744
lets see if the dice gods want it
>>
Rolled 12 (1d20)

>>46744
dice gods help us!
>>
Rolled 11 (1d20)

>>46744
Please based god
>>
>>46751
>>46752
I was kinda right
>>
>>46752
oh shit. they do
>>
66 out of 100. They come to you a week later with 'crossbow golems', golems with crossbows in place of one of their forearms. They aren't terribly accurate or fast firing, but you now have ranged troops! Watch out world.

In other news, Eeleeia is heavily pregnant and occasionally needs aid, and another youth has joined the Guard.

What do you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 15 (1d20)

>>46823
Mine
As far as I'm aware we still don't have iron.
>>
Rolled 20 (1d20)

>>46823
C: Research Unseen Biology
Ways to aid the babbies
>>46833
I think that iron would be in the mountains.
>>
>>46843
That's where we've been mining, and so far all we got is stone and the black ore.
At least that's the impression I got.
>>
Rolled 7 (1d20)

>>46823
>>46833
lets keep mining, and researching minerology as well.
>>
>>46843
Crit!

>>46853
Those mountains do appear to have no iron in them.

>>46833
And the black ore can be made into a workable alloy.
>>
>>46882
Can we have a current status over our town?
>population, animals, buildings and so on
>>
You decide to have Skizzel look into unseen biology. It's almost shameful, you have more knowledge about humans then you do on your own kind!

It's a resounding success, and you understand your own bodies much better, getting a significant positive modifer to resisting disease and healing, as well as an increased fertility rate. You won't be able to research this further until you have more advanced facilities.

One of the human women has given birth. Strange, dark wolves have been spotted staring at villagers from the tree line.

What shall you do next?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane.

D: Mine.

E:Other.
>>
Rolled 2 (1d20)

>>46917
C: Research spell runes
Trap and/or ward those wolves
>>
Rolled 14 (1d20)

>>46917
Investigate dark wolves
>>
Rolled 2 (1d20)

Explore forest
Look for new mining locations
>>
Rolled 5 (1d20)

>>46947
>E.Go out and try to take such beast with magic.
Or trap and experiment on.
>>
Rolled 11 (1d20)

>>46917
B) explore Plains
>>
Rolled 15 (1d20)

>>46972
Reroll?
>>
>>46995
Only another anon can reroll for you, and that counts as his move.

>>46947
Target locked.
>>
You decide to investigate these wolves. What if they attack...? Unfortunately, they almost never show up when you're actually looking for them... And when you actually do find them, intentionally or otherwise, they dissipate into shadow before you can get close enough to... do anything, really. When they dissipate, they leave the person who approached them with a horrible sense of unease... a sense that bears out, as for the next several days they have abysmal luck. One man loses an arm to this luck.

Happiness has decreased, thanks to this.

What do you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 1 (1d20)

>>47042
C: Research: Spell runes
Like charms, hexes, and traps
>>
Rolled 10 (1d20)

>>47042
Explore the forest for mining locations
>>
Rolled 10 (1d20)

>>47070

This is a good idea
>>
Rolled 5 (1d20)

>>47070
E.send out a bounty to anyone who brings you the head of any wolf's

>Lesser action: Throw a festival for fertility to bump up our happiness and population.
>>
Rolled 10 (1d20)

>>47070
This
>>
>>47089
>>47095
>>47105
>>47089
How does this happen?
>>
>>47109
Based gods fucking with us. In this one instance can we have both OP?
>>
>>47109

Easy...Do all of them
>>
>>47126
Agree! We have the people and other supplies to do all of them!
>>
>>47089
>>47105
Tie. Vote, first vote for either one is the tiebreaker.
>>
>>47070
this
>>
>>47151
>C: Research: spell runes
This
>>
>>47151
runic magic research, we could use this to strengthen our golems.
>>
>>47164
oh shit sorry name wasnt supposed to be QM hehehe...
>>
>>47164
You broke the tie, but... I'm suspicious of you.
>>
You decide some runes are right up your alley. Think of the applications! You order your mages to get to work, and they soon have some basic runes up. 'Force' 'Heat' 'Cold' 'Strength' 'Light' 'Darkness'.

In other news, Eeleeia is entering the final stages of pregnancy and one of the other pregnant women is showing. The mages are complaining about being overworked.
>>
>>47183
Hehehe.. i guess you cant un-see that
>>
>>47206
>forgetting

What will you do?

A: Build up settlement.

B:Explore; Forest, Forest Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 3 (1d20)

>>47216

E: other

We need to increase our happiness. Maybe do a light show or some "magic" tricks?
An orgy usually helps.
>>
>>47224
can always send the complainers out into the forest
>>
Rolled 13 (1d20)

>>47216
Strength rune on pregnant women belly
>>
Rolled 7 (1d20)

>>47216
>E:Have a small party for the mages
But beef up security in case nasties come.
>>
>>47234
Are you sure about that? I don't know if we know what happens to babies when exposed to magic. Besides, the mages are tired. Give them a rest.
>>
>>47234
I actually subtract this idea. I fear the outcome.
>>
Rolled 9 (1d20)

>>47216
Explore forest
>>
>>47257
Pity, I liked it.
>>
>>47302
do it anyway then? ;o
>>
>>47269
Confirmed,

>>47234
for side action
>>
You decide to explore the forest... you decide to have them see where some of the roads and paths lead. Your explorers find a road or two out of the forest... and some ruins. They resemble no architectural style you've ever seen...

One of your mages, pitying Eeleeia, paints the resilence rune, or 'Strength' on her belly. She sighs happily, thanking him. She finds that she can actually walk without help now, that she can carry her swollen belly around much easier.

What will you do?

A: Build up settlement.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 17 (1d20)

>>47363
C: Research Human Biology
They need help too.
>>
Rolled 7 (1d20)

>>47363
Good shit OP. Scout ruins.
>>
Rolled 4 (1d20)

>>47363
Explore ruins
>>
Rolled 1 (1d20)

>>47363

Lets find out whats inside the ruins. Maybe some nice treasure awaits us
>>
>>47400

Awe shit, a very poor roll...at least I got dubz :(
>>
>>47400
>>47411
double dubs checkd
>>
>>47378
Veto. You're not going to learn anything more right now about human biology.
>>
Rolled 13 (1d20)

>>47435
Fudge. Then I vote for building a hospital or exploring the ruins.
>>
>>47446
Pick one
>>
>>47468
I guess ruins since everyone wants it.
>>
You decide to send out an expedition to the ruins. You find some interesting items... Curved, steel swords that are coated in rust. Odd looking ornaments. Books and scrolls that have long since rotted away. The buildings are made of stone, and have endured for gods know how long.

The practice of painting the 'Strength' rune on pregnant women's bellies proliferates through both human and unseen. Some begin to attribute the effects to a god watching over them.

What will you do?

A: Build up settlement.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 1 (1d20)

>>47518
Explore forest for mining locations.
>>
Rolled 8 (1d20)

>>47518
C. lets research more runic magic, this is pretty good stuff.
>>
Rolled 1 (1d20)

We need to throw a festival! To raise spirits and bring our food up!
>Let's call it the horror hunt!
>It's like Halloween where everyone dresses as monsters to march out into the haunted woods with torches, pitch forks and such. With the intent to beat, kill or burn any monsters they find!
>>
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>>47559
Shit, why do this dice Gods, why?
>>
Rolled 8 (1d20)

>>47559
Rolling for this
>>
Rolled 6 (1d20)

>>47559
I like this one.
>>
>>47580
But wait, what happens if big monsters come out? Might be a disaster. Like those bad luck wolves. Kind of like the idea, though. Maybe good luck charms?
>>
>>47554
>>47580
Tie, you ought to know what to do.
>>
>>47609
I was thinking the same thing. Maybe we should go runic magic.
>>
>>47619
more runes, use them for traps like landmines, and explosions for even MORE mining!
>>
>>47609
The golems will be a part of the hunt!
>>
>>47619
Runes for now. Maybe get this "Halloween" later on.
>>
>>47627
>>47632
Runes confirmed
>>
>>47649
woo, more runes! think of the possibilities!
>>
You decide a two week break is enough for the mages, and set them to experimenting with runes. They, at the end of the week, tell you that four more have been added to your arsenal. Gained the 'Earth', 'Sky', 'Order', and 'Chaos' runes.

A small fire started in the village. It was caught in time and put out... bystanders recall hearing shrill laughter just before the fire started.

What will you do?

A: Build up settlement.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Runes, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 18 (1d20)

>>47669
A. begin to integrate stone into our archetecture, as well as strength and light runes on some structures and stuff.
>>
>>47682
+1
>>
>>47682
This.
>>
Rolled 14 (1d20)

>>47669

C research Runes

Try putting it on more things or even a combinations of ruins to see the affects?
>>
Rolled 11 (1d20)

>>47689
Forgot to roll
>>
>>47682
Confirmed
>>
You decide that the time is ripe to fortify your village further. You send Moran to the mines, with the objective of obtaining more of the local, dark stone. You begin remaking the palisade to have a stone base, engraving runes of Strength into it.

Your mages think they could use the Light rune to make lanterns, but it would be extremely complex and impractical, for now at least for now.

Skizzel informs you that Eeleeia. is approaching her due date.

What will you do?

A: Build up settlement.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
>>47766
Hey QM can discribe our town (Dunwitch? Maybe) and what our defenses and guard status currently?
>>
Rolled 11 (1d20)

>>47766
>A: Build a clinic
>>
Rolled 13 (1d20)

>>47766
>>47780
This so much
>>
Rolled 13 (1d20)

>>47766
>D.Build a black Smith.
We need better weapons and armor.
>>
Rolled 18 (1d20)

>>47766
B. explore the forest, study the plants and see if we can find any medicinal or poisonous ones.
>>
>>47796
Tell villagers to start foraging to collect all plants, small animals and other things of interest!
>Cleaning up the Forrest will make logging easier.
>>
>>47796
>Medicinal
>>
Can I join in? If so how do you roll?
>>
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Rolled 16 (1d20)

>>47817
Yes and you type up the dice to use. Like dice+1d20 and such in options.
>>
>>47817
You can join and welcome to spooky squid face civ in the haunted Forrest!
>In the options bar put dice+1d20
>1 being how many times you roll!
>20 being how many faces the dice has!
>>
>>47824
Awesome.
Can we place strength tunes on the Terrax?
>>
Rolled 10 (1d20)

>>47840
>>
>>47795
We already have one.

>>47817
Put in dice+1d20 in the 'options field, newfriend. Just jump in.

>>47769
Lacks a name. The town is surrounded by a palisade with a stone base, and has about sixty houses. Eighteen lumbering, shaggy beasts called Tarrax are kept in an enclosure outside the palisade. Other amenities the town offers include an inn, the 'Jolly Ghost', a town hall, a smith, a granary, a library, and farms outside the palisade that produces potatoes. We hae four human guards, 24 wooden golems, with melee and ranged varieties, and 10 stone golems.
>>
>>47796
Oh yes, route confirmed
>>
You decide to send Skizzel out into the woods to see what herbs and plants of interest can be found. He brings a press-ganged assistant and a golem with him. He finds some poisonous nightshade in the woods, but precious little else...

Nothing of note happens. Quiet week. The crops out to be coming in soon.
>>
4ehjwkld forgot again

What will you do?

A: Build up settlement.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 10 (1d20)

>>47899
>A: Build clinic
>>
Rolled 6 (1d20)

>>47893
Put a lot of guards around the farm. We don't want anyone to steal or burn the crops.
>>
Rolled 10 (1d20)

>>47899

Do we know enough to track undead by anychance? if we do lets do that.
>>
Rolled 4 (1d20)

>>47903
this
>>
>>47911
Crops are potatoes, half of their allure was that rarely happened.
>>
Rolled 1 (1d20)

>>47899
We have little, to no illusory magic, our main aspect. Research that shit.
>>
Rolled 2 (1d20)

>>47899
Mine the forest.
Just pick a spot that looks good and start digging.
>>
Rolled 4 (1d20)

>>47899
B. Explore. Tell villagers to start foraging more to clean up the forest to make it easier to cut down trees and to see their surroundings while we send a groups of armored scouts to the plains.
>>
>>47922
Okay QM I'm trusting you.
>>
>>47925
We have researched that.
>>
>>47930
We have a mine in the mountains. A mine in the forest might not yield anything.
>>
>>47930
What happens if we awaken a great evil?
>>
>>47937
we're still not very good at it though, lol. Or maybe we are and I just missed something.
>>
>>47903
Confirmed.
>>
>>47953
We have a lot of buffs with the runes and charms.
>>
>>47941
Mine in the mountain already isn't giving us much of anything. Might as well start a new one somewhere else.
>>
You speak to Skizzel about the possibility of building a house of healing for him to work out of, dedicating to healing. He's enthused by the prospect, and construction begins on it. The unseen he pressganged earlier has become his full time apprentice.

The house is completed just in time, as the day after it's completed Eeleeia is ready to give birth. It's a long process made shorter by the rune on her gravid belly, and late in the evening she gives birth to twins, two healthy baby boys.

In other news, the mages have selected an apprentice from among the Unseen youths and are training her in the library.

What will you do?

A: Build up settlement.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 16 (1d20)

>>47985
Mine the forest.
>>
Rolled 4 (1d20)

>>47985
Can we invade the small village we traded with before?
>>
Rolled 10 (1d20)

>>47985
Explore the plains
>>
Rolled 16 (1d20)

>>47985
>B:Explore;Plains
>>47991
Anon, we're not getting anything new mining in the forest.
>>
Rolled 14 (1d20)

>>47985
Research offensive magic.. like pyro or cyromancy?
>>47991
why you trying to summon cthulhu on us?
>>
>>48001
Damn, I'm never lucky
>>
>>48013
Its not like the mountain is exactly providing much, so we need to expand our horizons.
>>
Rolled 6 (1d20)

>>47985
B look at the ruins more, maybe we can learn something useful with a second look, like stonework/architecture/or find a mauscript or scroll or something.
>>
>>48026
If you're about "expanding our horizons" then suggest research of mineralogy.
>>
>>48013
I choose this.
>>47991
>>48026
Knowledge straight from the QM. The area is just rather poor in minerals.
>>
You send out a group to explore the plains. There's little to find within view of the forest, and it would be all too easy to get lost if you left view of it.

You discover a road passing, parallel to the forest. Your explorers discover a herd of Tarrax and manage to wrangle a half dozen away.

A group of people, upon hearing of the road, think that they should build a road themselves, connecting their village to the plainsroad. The village still lacks a name.

What will you do?

A: Build road.

B:Explore; Forest, Ruins, Plains, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.

Taking a break.
>>
Rolled 1 (1d20)

>>48068
A build road, assuming we have our village sufficiently guarded and armed and protected with our walls and the area well eplored, others will be able to find us, assuming they even venture into the woods.
>>
Rolled 10 (1d20)

>>48068
Research offensive magic.
>>
>>48076
my god, these rolls.
>>
Rolled 6 (1d20)

>>48068

E. Name town Loddadixx
>>
Rolled 12 (1d20)

>>48068
>A.Build a road
Also I vote for the name Dunwitch
>>
Rolled 5 (1d20)

>>48076

This
>>
Rolled 9 (1d20)

>>48068
E:Create a day of spooky celebration
To calm the nerves of everyone
Have a good one, QM.
>>48086
>>48089
How about Lodwtich?
>>
>>48068

For town name how about Culcheth?
>>
Rolled 17 (1d20)

>>48068
C research offensive magic
>>
Rolled 7 (1d20)

>>48093
>>48100
I'm fine with either but I'd lodwitch over the other.
We need to throw a festival!
>Let's call it the horror hunt!
>It's like Halloween where everyone dresses as monster march out into the haunted woods and beat, kill or burn any monsters or game bring back what we can and feast!
>>
>>48068
dice+1d20
research/make defensive wards
>>
>>48108

Sounds good, but what about accidental team killing?
>>
Rolled 6 (1d20)

>>48120
>>
>>48108
How about pseudo-monsters, we dress up like monsters, instead for the kids? Less chance of accidental killing.
>>
>>48108
this is good, but we need to be careful and make sure our defenses in the village are secure
>>
>>48132
We dress up like monsters and let the kids "kick the shit out of us"?
>>
>>48058
>>
>>48146
Give them fluffy pillows or soft bundles of hay.
Also, better then letting them into the forest to be eaten.
>>
>>48123
>>48146
We can tell the difference between a golem, a human in a costume and a unseen just walking around and we go out of town to kill game and other things of the night.
>>48144
The stone golems will stay behind with some worker golems
>>
Hunting monsters is a bad idea. Remember the Unseen are brutally weak.
>>
I'm guessing we have dedicated light sources in the village right? not just cooking/resting fires but torches and braziers?
>>
>>48156
I don't think we're really going to go out and hunt the monsters outside. Just wear costumes. Think of it as training for the younglings when they grow older.
>>
Rolled 5 (1d20)

Fuck i've never done this before. How do you roll guys? You type something in options right?
>>
>>48156
>>48166
The unseen won't be fighting but I think there should be a great hunt.
>>
>>48152
Sounds good too me.
>>
>>48168
Oh it worked, figured it out then.
>>
Rolled 17 (1d20)

>>48068
Take the nightshade we found before and research a poison to apply to our golem crossbows
>>
>>48172
after this deal with the wolves is dealt with I say we should start getting minions
>>
Rolled 18 (1d20)

>>48068
Try to set up trading routes.

We really have almost no resources of any value so we're kinda fucked right now. We need to find something we can trade to bring wealth to the village. The unseen can use their charisma to set up favorable trade deals with other settlements.
>>
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>>48189
What better way to destroying the black monster then a good 'ol lynchin?
>>
>>48197
Do we know other races? I don't remember meeting any other.
>>
>>48202
we dont, unless we want to trade with some wolves
>>48197
>>
>>48202
the only place we know is that other human village which is kinda far, month round trip. we could set up diplomatic relations with them though
>>
>>48202
We found a road so that's sure to lead to other settlements. I have an idea. We can probably keep researching runes and have our mages mass produce them so we can sell them as consumer goods. The runes seem pretty useful so lets keep researching them.
>>
While QM is on break, let's vote for the name of our fair home.The people demand it. I suggest Lodwitch.
>>
>>48240
friendlyville
>>
>>48249
totallysafeandnothauntedberg?
>>
>>48240
We just need to get it out of the way.
So I vote for Lodwitch too.
>>
>>48240
>>48259

Whats a Lodwitch?
>>
>>48272
A mix between an Unseen word and human word. Thought it was a good compromise to make everyone happy.
>>
>>48240
I vote for lodwitch too
>>
>>48240>>48284

I vote for Lodwitch aswell.
>You guys want to build a trading post?
>>
>>48295
this is a good idea, on the edge of the woods, stone/wood structure with a handfull of golems to guard it and a few people to man it.
>>
>>48295
Only with humans, though. An anon from a past run...graciously reminded us that Unseen suffer diplomacy plenties if our true forms are shown to non-members.
>>
>>48298
>>48301
So a small stone/wood building at the edge if the forrest with golems to guards it, humans to run it and one unseen to manage?
>>
>>48295

Whats are main export anyways? Wood and stone? We can sell some of the animals as soon as we learn some animal husbandry
>>
>>48313
I say we should sell useful runes, trinkets, and a place to sleep.
>>
>>48311
that sounds good.
>>48313
this is a pressing issue, we dont really have anything of value except meat/hide/taters/runic items?
>>
>>48325
This. Rune enhanced armaments?
>>
>>48339
can we even make good enough shit to sell?
>>
>>48349
We got the basics down so that means we should research advance rune magic. But for that to work, we will need books, a workshop, and a research lab.
>>
>>48349
I would say yes.
>>
>>48359
seems like we need to do a bit more work in order to produce worthy armor/weapons/general items.
>>
some ideas, roll if you like: magic wards against the wolves/spirits, have the mining be dedicated so we dont have to roll for it, search for a nearby river, probably in the mountains, set up diplomatic relations with the nearby village, start building traps so we can domesticate stuff like rabbits and birds, if possible research psionics
>>
You think that Legend that the GM put up has any truth to it? We found the sword that was referenced to the tale.
>>
>>48384

>have the mining be dedicated so we dont have to roll for it,

but the GM already said the location is shit. We first need to find a better spot and not waste resources mining there.

I'm more worried about the thing that keeps on taking our villagers.
>>
>>48384
>>48384
I say we should get more domesticatable animals like sheep, goats, and horses. Or research better architecture. We're growing reasonably quickly.
>>
>>48403
>legend
well, we have golems+guards, like i said we could try making magical wards or possibly start training everyone with daily exercise/basic combat
>>
>>48426
messed up the greentext, >>48391 but yeah the legend was probably true, but when did we find the sword?
>>
>>48430

We found it here (>>47518) when we checked out the ruins.
>>
>>48454
>>48430
lets start replicating the swords and enchanting them with runes of fire or strength and such.
>>
>>48454
really? i just thought they were some old swords, i mean the legend said 1 sword
>>
>>48470

I don't know if its "the" legendary sword, but its very similar. Either way, we need more pictures in this thread.
>>
just thought of something, we should plant and harvest nuts for food and to make cooking oils
>>
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We won't run into stag kings, right?
>>
>>48665
well, i was planning on finding more animals to domesticate and possibly charm/mutate some
>>
Alright, I'm back. Good discussion!

>>48391
Anon, >>48470
is right. They were old swords, although probably made by the same people the hero was from.

>>48665
I have no clue what that is, but I want it in my thread.

>>48403
Mining anon, it's poor, not absolute shit. You are getting ore out of the mines, but not loads of it.

Looks like Lodwitch wins the name for the village!
>>
>>48101
>>48187
Tie, time to break it.
>>
Rolled 11 (1d20)

>>48794
offensive magic
>>
>>48798
Offensive magic it is. One moment.
>>
You put plans to connect your village to the world on hold for the moment, deciding you want to have your mages better equipped for action. You have them try and research offensive magic. You get told that they're reaching the limits of what they can do without further books and outside sources... but they think they can do that.

Spring seems to be coming... you'll get a crop soon. The seasons have little power here, though... Also, a cold seems to be spreading among the humans.

What will you do now?

A: Build road

B:Explore; Forest, Ruins, Mountains, Plains.

C: Research; Magical, Mundane, Unseen Biology.

D: Mine.

E:Other.
>>
Rolled 9 (1d20)

>>48823
>C: Research better medicine
I fear disease is going to be a problem soon.
>>
>>48827
this
>>
Rolled 5 (1d20)

>>48847
oops
>>
Rolled 11 (1d20)

>>48823
>>48827 this but also to try to find more animals to domesticate like rabbits and birds
>>
Rolled 16 (1d20)

>>48823
>>48827
No you fools. We need to connect our village to the outside world as soon as fucking possible.
BUILD THAT ROAD DAMMIT
>>
Rolled 12 (1d20)

>>48827
Let's go for some medicine
>>
>>48859
And spread our illness? We're not Skavens!
>>
>>48859
Backing this. We need more knowledge.
>>
>>48859
Confirmed.

>>48867
It's a cold, for pete's sake.
>>
You decide that, in light of the events of the past week, you should begin building that road. It's take three week's worth of effort to connect to the 'main' road.

One week to clear the path of trees, one week to quarry the stone to pave it, and one week to actually pave it.

You spend the week clearing a path through the woods, chopping down trees and upturning stumps.

There's a few monster attacks during this process. You lose one of the human guards and four wood golems, but the work continues and by the end of the week there's a straight shot.

What do you do next? Do you continue, or do something else? (specify)
>>
Rolled 12 (1d20)

>>48889
Continue
>>
Rolled 3 (1d20)

>>48889
Continue, we're getting this fucking done even if half the village dies trying!
>>
Rolled 16 (1d20)

>>48889
Place some warding runes.
>>
Rolled 9 (1d20)

>>48889
Continue. Emphasis on some sort of magical protection against the monster attacks.
>>
Rolled 18 (1d20)

>>48889
Build more golems
>>
>>48900
Actually this is pretty smart we shou-
>>48907
Goddammit.
>>
Rolled 18 (1d20)

>>48910

Haha, let me try

>>48900
voting for this
>>
>>48910
Can we make the golem infused with warding runes?
>>
>>48907
>>48914
IT'S A TIE! TIEBREAKER, GOGOGO
>>
>>48927
Runes
>>
Rolled 20 (1d20)

>>48927
runes
>>
>>48930
RUUUUUNNNESSSS WIIIINNN
>>
>>48934
crit outta nowhere
>>
>>48934

Oh shit, where was that roll the first time?
>>
what kinda monsters are we fighting?
>>
You decide to make the road to be safer rather then continuing work on it. You consult with your mages on the possibility of warding runes... They pointedly ask what runes they know of to use for warding

Known runes: Force Heat Cold Strength Light Darkness Earth Sky Order Chaos
>>
>>48943
generic monsters. They just represent a random threat I suppose. Probably not anything too dangerous.
>>
Rolled 12 (1d20)

>>48945
Combo force and order
>>
>>48943
Misfortune wolves, parasitic brain ghosts, shadow fiends, and so on.
>>
Rolled 8 (1d20)

>>48945
Order runes I guess? I'm not sure what those actually do but it sounds like it'll make the road orderly. And monsters aren't very orderly, I think.

>>48948
Going with this
>>
Rolled 11 (1d20)

>>48951
order and light, force too if they can
>>
>>48948
>>48951
Oh god we have no idea what we're doing.
>>
Rolled 16 (1d20)

>>48951
>>48948
A great addition to this would be Light, as some of these monsters have a clear connection to the darkness.
>>
>>48957
This'll be fun.
>>
>>48961
looks like a combo of force, light, and order it is.
>>
>>48965>>48955
>>48965
Choices made... now how do you want to use these runes? Where do you put them?
>>
>>48980
on golems set to patrol the road.
>>
>>48980
we're talking about the road, so order along the middle and force+light along the edges
>>
Rolled 18 (1d20)

>>48980
Fuck it, just randomly place them on the side of the road. What could go wrong?
>>
>>48991
:o oh shit
>>
Rolled 17 (1d20)

>>48980
I would set up wooden posts at regular intervals along the road with the rune combo (not only will it help protect the people, but the light rune may also illuminate the path)
>>
Rolled 5 (1d20)

>>48986
Order on one fist, force on the other and light on the chest.
>>
Rolled 8 (1d20)

>>48988
countering this shit>>48991
>>
Rolled 10 (1d20)

>>48980
Put them on the golems
>>
>>48991
Fuck, I take that back that seems like it'll end horribly. Lets do this instead >>49002
>>
>>49013
on the golems we should put force, strength and earth
>>
>>48991
Confirmed. Oh, this IS going to be good...
>>
>>49021
>>49013
You guys are right. Next turn lets reinforce our golems with runes. We probably should have done that as soon as we researched runes
>>
Rolled 14 (1d20)

>>49023
Please be gentle OP.
>rolling for lube
>>
You decide that the runes of Force, Order, and Light will do. As for how you're going to use them... well, so long as they're there, it ought to work, right? Right. What could possibly go wrong?

And so stones are carved with them and placed haphazardly along the road to be. Perfect.

What will you do next? Quarry stone? Do something else?
>>
>>49035

>>49014 look at this
>>
Rolled 17 (1d20)

>>49035
Rune up our golems
>force on fist
>strength on body
>order on head
>heat on feet
>>
>>49043
Too bad. I gave you some rope, and you hung yourself with it.

>>49034
I make no promises, lad.
>>
Rolled 1 (1d20)

>>49047
this. Except replace the heat on feet with more strength runes cause heat on feet sounds like they'll just melt.
>>
>>49054
flaming kicks of justice nig
>dont give op ideas
>>
Rolled 13 (1d20)

>>49035
>Organize those runes in a orderly fashion
>>
>>49047
>>49054
Fuck we're fucked. Heat runes on wood golems sound like it'll end terribly. Everybody for the love of god try a reroll for my suggestion.
>>
>>49050
>>49014
see, this is what happens
>>
>>49054
Oh, thanks. Even more ideas. It's about time something fucked your shit up...
>>
>>49050
>>49063
Sorry guys it like I made the road a deathtrap. Maybe we order some workers to remove the runes next turn.
>>
>>49069
shush dont gibe op ideas
>>
Rolled 14 (1d20)

>>49069
rolling for OPs sanity
>>
>>49035
Strength and light runes on golems is a safe option, I think. They definitely need to be more physically resistant and you can't have enough light with darkness-based monsters.
>>
Rolled 15 (1d20)

>>49054
rerolling for salvation
>>
>>49075
... heh

>>49047
Confirmed, let's do this thang.
>>
>>49080
fuck
>>
You decide that golems need even more magic on them. You order that the golems, both wood and stone, be enruned. Force on the fists, for supernatural might. Strength on the bodies, for supernatural endurance. Order on the heads, because it just seems classy. Heat on the feet... you have a vague idea about flaming kicks and super speed, but more magic is good, right? Nothing could go wrong.

It promptly does, as the golems go berserk. The wooden ones burst into flame, starting at the feet, and go on a rampage. The stone ones are more sedate, staying put and slowly heating up.

The wood golems crash into houses, setting them alight, and attack civilians. Each flaming punch shatters bone, and they shrug off desperate attacks at fending them off. How do you respond, lord Qorixx?
>>
Rolled 11 (1d20)

>>49101
It worked.. just not the way I wanted it too. But it worked. Rolling for illusion magic to lead them away from village into forest.
>>
Rolled 12 (1d20)

>>49101
>>49106
Use some unseen illusion magic to create illusionary running townspeople for them to chase away
>>
Rolled 8 (1d20)

>>49101
Order the stone golems to attack the wood golems and use illusory magic to create the illusion of additional stone golems attacking.
>>
>>49108
Confirmed.
>>
You get the bright idea to try and use some illusion magic, your species forte! You and whoever else kept their heads make some perfect illusions, looking to all involved like there's a mass exodus of humans and unseen. Unfortunately for you, they don't follow your assumption that they're targeting people.

They seem to be quite content making attacks of opportunity, flailing around, and burning everything they can get their hands on... Considering you live in a village made almost entirely of wood... in a forest...

What do you do next, lord Qorixx?
>>
Rolled 19 (1d20)

>>49138
fuck, Order the stone golems to crush them, evacuate the village if the situation keeps going south.
>>
Rolled 8 (1d20)

>>49138
Sacrifice everyone and make a new thread/
>>
Thread is dying, folks. Anywhere we can archive it or some shiz?
>>
>>49148
not really. I don't think there is a qst archive yet. The thread will be archived on 4chan for 2 days though.
>>
>>49153
Hmm hmm. Anyone care enough to put a pastebin up?
>>
>>49158
found this
http://suptg.thisisnotatrueending.com/qstarchive.html
>>
>>49172
I'm on it, let me figure out how to do this.
>>
I'm feeling my newness. Where exactly is the thread number?
>>
>>49186
35728
>>
>>49199


Huh, how could you tell?
>>
>>49209
You see at the top of every post how it says the date and then "No. (number)" That's it. The thread number is just the post number of the original post in the thread.
>>
>>49217
Ah, thanks. I'll remember that. Might continue this, sometime else, but for now we're done.
>>
>>49223
Thanks QM. Decent thread. Nice to read while I was on break at work. Location/race combo was just kind of boring I think.
>>
>>49223
Alright. Thanks for the adventure! Was great.
>>
This is still up...? Ah well!

>>49248
>>49487
Thank you, thank you.
>>
>>51432
Are you back Mr.QM?
>>
>>51448
thread's dead, Abandon thread
>>
>>52403
Really?
>>
>>51432
>>49223
>>49209
>>49186
>>49175
>>49158
>>49153
>>49148
It's Wednesday!



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