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File: World Map starts.png (3.58 MB, 1920x1080)
3.58 MB
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The world of Sordengod has gone through many eras and many great civilizations have risen and fallen. Choose one to guide through the remainder of its life, whether it will grow to reach new heights, or waste away as others take what was once yours.
Choose One.
>A tribe of wood elves that just underwent a bloody rebellion near an expanding human empire (Late 2nd Era)
>The skaven survivors of a dwarven purge, escaped to an old abandoned dwarven stronghold (3rd Era)
>Some of the first humans to set foot in the world, crafted from clay (Beginning of the 2nd Era)
>A newly awakened Great Gem of the Crystalids, in the ruins of a high elven city (3rd Era)
>A newborn hivequeen, near the great mountains (Early 1st Era)
>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)
>>
It's a civ quest, the point of the quest is to explore the world through the lens of specific groups during different time periods within the world. Some of the options are in decline and while technically possible to save them it will be more about slowing it down as much as possible. The time period between each update will not be consistent, during times of peace it may be years,during times of war or when first establishing yourself it may be months or less.

Some extra details about each option:

The wood elves used to exist spread out in the great forest and worked as the "countryside" of high elven cities, but with humans intruding on their land this has become much more difficult. They can't keep up with the rapid population growth of the humans, you'll play as one small tribe. Where the younger elves have revolted against their elders because of their attitude towards the humans. You may be able to expand the tribe through absorbing other elven tribes or even humans, but the Empire of Sero will grow much faster than you can keep up with, and eventually look towards your lands.

After the cataclysm that ended the 2nd Era the skaven are one of the many new races that were created, they mostly live in the great mountains fighting with the dwarves for their grand strongholds, most of which have fallen into disrepair. While normally evil, you are not locked into that path. A large dwarven hold recently exterminated most of your clan and the survivors retreated. As with both 3rd era options, it is a time for new civilizations to rise. The option of exploring ruins for very powerful artifacts will be available.

Humans are created by the god of pottery and new civilizations, Ashtu, because the world has begun stagnating with only a few races thriving. You'll play as one group of humans of the many that are going to be created, it'll be really easy to expand and tech up. Becoming one of the great human empires will be very possible.

The crystalids are another of the 3rd Era races, they're beings of almost pure magical energy. While skaven have the option of searching for artifacts, the crystalids will almost always require it. Crystalids are not quite a hivemind, but there will be very little unrest. Creating new crystalids will be either very costly or difficult.

(1/2)
>>
>>5227542
The hivequeens are insectoid hiveminds, pretty self explanatory, you'll be able to create some templates but your total number of different insects will be relatively small. Since it's in the first era no civilizations will be very established and you will be able to carve out an existence, hives are very versatile and you can stay at the location of your birth or move. Depending on how long we stay focused on our hive, eventually dwarves and elves will come to dominate the land and you will find yourself outmatched.

The Bullywogs are honestly pretty weak, they mostly created such a great civilization because they were one of the first races in the swamplands, and because of their tadpoles. The tadpoles are juvenile Bullywogs and can swim out to sea if the tribe is attacked, joining another tribe. This eventually led to their many tribes dominating the swamplands. Their chieftains will meet every few years in a great gathering of the tribes, this will be the time when you can make decisions for the tribes. They are very much in decline with elves, insects, and myconids, and kobolds encroaching on their territory. The great dragon, Tyrandmor, was the nail in the coffin for their civilization after being ousted from its lair in the great mountains by the dwarves, it flew to the swamplands to create a new home. The meeting called after the dragon first lands will be when we start.

(2/2)
>>
>>5227536
>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)

THE FROGMEN WILL RISE AGAIN. WE WILL KILL THAT SHITTY DRAGON THAT COULDN'T EVEN KILL A BUNCH OF MANLETS AND RECLAIM THE SWAMP.

BULLYWOG! BULLYWOG! BULLYWOG! BULLYWOG!
>>
>A tribe of wood elves that just underwent a bloody rebellion near an expanding human empire (Late 2nd Era)

cold war era guerilla fighter wood elves
>>
>>5227536
>>A tribe of wood elves that just underwent a bloody rebellion near an expanding human empire (Late 2nd Era)
If this lasts for more than for more than 100 posts if be pleasantly surprised.
>>
>>5227536
>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)

elves are for fags
>>
>>5227536
>A newborn hivequeen, near the great mountains (Early 1st Era)
Let s build an ancient empire (same answer i would have give to all the other options. Nice options btw)
Let s see how much you keep going. Good luck qm
>>
>>5227536
>>Some of the first humans to set foot in the world, crafted from clay (Beginning of the 2nd Era)
>>
>>5227536
>>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)
>>
>>5227536
>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)
>>
>>5227536
>A newborn hivequeen, near the great mountains (Early 1st Era)
>>
>>5227536
>>A tribe of wood elves that just underwent a bloody rebellion near an expanding human empire (Late 2nd Era)
Elf Viet Cong
>>
>>5227536
>>A tribe of wood elves that just underwent a bloody rebellion near an expanding human empire (Late 2nd Era)
>>
>>5227536
Calling in 30 min
>>
>>5227638
this guy gets it
>>
Elves are so overused. I don't think I've ever seen a civ quest with frogmen before either. Also this quest seems to be setting up for playing more than one civ eventually so I'd like to start out in the 1st era rather than the late 2nd. Be more apart of early history that way
>>
>>5227536
>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)
Pepe Tribe, let's go!
>>
>>5227536
>>The great coalition of the Bullywog Tribes, at its zenith, after the great dragon Tyrandmor has moved to its swamplands (1st Era)
>>
>>5227665
Bullywog's have it. Writing.
>>
>>5227536
The coalition of Bullywogs consists of many disparate tribes. The great gathering is how the tribes decide on what they must work towards together; it is where every tribe brings forward its accomplishments and tells the others of how it fares. What is the culture between the tribes?

Is there still infighting between the tribes?
>Bullywog chieftains fight between each other often
>It isn’t unheard of, especially after someone new claims the title of chieftain
>No, whenever a chieftain marches on another, all neighboring tribes will help the defender and the aggressor will become an outcast
>Write-In

How are gatherings first formed?
>at set intervals, more consistent and will allow for more decisions to be made other civilizations can discover when the next gathering is happening.
>whenever a powerful chieftain or other important person calls for one, less consistent but much harder for party-crashers to visit, some chieftains may not always show up.
>Write-In

Very few Bullywogs are capable of learning arcane magic, this however doesn't mean they don't practice magic. What magic do the Bullywogs practice?
>Bullywog shamans and druids wander from tribe to tribe granting small boons and occasionally gathering for more powerful magic.
>Bullywog priests are semi organized and cast divine magic. They serve individual tribes, often with larger tribes having multiple priests. The priests all follow the head of faith, the Archbishop.
>Bullywogs practice almost no magic, however their individual might more than makes up for it.
>Write-In

Also for pure flavor
>Use forgotten realms Kuo-toa names Ex. Slupglubdeloop
>Use anything else
>>
>>5227732
>Bullywog chieftains fight between each other often
>whenever a powerful chieftain or other important person calls for one, less consistent but much harder for party-crashers to visit, some chieftains may not always show up.
>Bullywogs practice almost no magic, however their individual might more than makes up for it.

It would be fun to play as a war-mage or something and unite the disparate magic-less war chieftains against the threat of the dragon. We will bring magic and glory!
>>
>>5227732
>Bullywog chieftains fight between each other often
>Yearly moot between all tribes, additional gatherings by strong/important chieftains when there's good reason
> Tribal shamanism/druids
> Naming, abstain
>>
>>5227732
>Bullywog chieftains fight between each other often

>at set intervals, more consistent and will allow for more decisions to be made other civilizations can discover when the next gathering is happening.
>Bullywog shamans and druids wander from tribe to tribe granting small boons and occasionally gathering for more powerful magic.
>>
>>5227753
Support+
>>
>>5227732
>It isn't unheard of after someone new claims the title
How are we ever going to build up an empire and drive off a dragon, if we're constantly fucking one another over with infighting?
>Yearly moot between all tribes, additional gatherings by strong/important chieftains when there's good reason
>Shamans and Druids
>>
>>5228007
support
>>
>>5227732
>Bullywog chieftains fight between each other often
>whenever a powerful chieftain or other important person calls for one, less consistent but much harder for party-crashers to visit, some chieftains may not always show up.
>Bullywog shamans and druids wander from tribe to tribe granting small boons and occasionally gathering for more powerful magic.
>>
>>5228007
I'll swap to this to get the show on the road
>>
>>5228007
I think this is supposed to be a worldbuilding vote rather than a civ vote so I didn't want to autistically min max on it.
>>
>>5228027
I'm not insulting you btw I'm just giving my reasons to why people might vote for infighting.
>>
>>5227732
I'll call it in 15
>>
>>5228133
Votes Closed Writing
>>
>>5228155
Am just slow, will be done when I'm done
>>
File: Year 367.png (3.56 MB, 1920x1080)
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>>5228207
The gray is kobolds
Everything within the black border is controlled by bullywogs

Year 367
The yearly moot is upon us as the hundreds of chieftains from all reaches of the marshlands gather. The various chieftains begin to give their reports.

The current situation has been looking up. Myconid attacks have all but stopped as the Myconids are rooted out by elven arcane magic. The elves have been almost entirely focused on their conquest of Myconid Lands. The Northerners killed a centipede, halting the insects' advance. Kobold attacks from the north have nearly completely stopped after Tyrandmor landed. Though the western Kobolds continue to be a threat.
What do the chieftains do?

You have 3 Action Points. When you pick an option, choose how many Action points you want to assign as it. This represents how many resources you are putting into an objective. Smaller and more centralized civilizations will have more action points as they can more efficiently command themselves.

Options
>send diplomats to try to find and speak to the dragon
>gather an army to march on the dragon
>go onto the offensive against the Myconids, we might not have arcana but we do have fire.
>While our other fronts are distracted we shall drive the western kobolds out and claim their lands as our own.
>Send settlers towards the insect lands while they are regrouping
>Have a great chieftain rise from within, uniting many tribes
>Many druids begin to gather for a great ritual after hearing of the dragon
>Write-In
>>
>>5228257
I'm going to go to bed. I'll be back in the morning.
>>
>>5228257
>send diplomats to try to find and speak to the dragon 2
>Have a great chieftain rise from within, uniting many tribes 1
>>
File: tegaki.png (22 KB, 400x400)
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>>5228257
>Have a great chieftain rise from within, uniting many tribes 1
>send diplomats to try to find and speak to the dragon 1
>Many druids begin to gather for a great ritual after hearing of the dragon 1
>>
>>5228257
>Have a great chieftain rise from within, uniting many tribes 1
>send diplomats to try to find and speak to the dragon 1
>Many druids begin to gather for a great ritual after hearing of the dragon 1
>>
>>5228257
>Many druids begin to gather for a great ritual after hearing of the dragon 2
>Have a great chieftain rise from within, uniting many tribes 1
>>
>>5228257
While the dragon might be the more overarching threat I say we take advantage of the chaos it caused while we can. We can deal with it after marshaling our resources, it’s the big bad, something we deal with at the end.

>While our other fronts are distracted we shall drive the western kobolds out and claim the land as our own 1
>Send settles toward the insect lands while they are regrouping 1
>go onto the offensive against the Myconida, we might not have arcana but we do have fire 1
>>
>>5228257
>Have a great chieftain rise from within, uniting many tribes
3 points
Time for big cheif.
>>
>>5228437
+1 changing to this

>>5228423
>>5228257
>>
>>5228437
+1
no guts, no glory
>>
>>5228257
Closing in 40 min.

>>5228437
is in the lead right now.
>>
>>5228464
>While our other fronts are distracted we shall drive the western kobolds out and claim their lands as our own.
>Send settlers towards the insect lands while they are regrouping
>go onto the offensive against the Myconids, we might not have arcana but we do have fire.

Votes are closed. Roll me 3d100 to see how it goes, each die roll is for a different decision. I'm going to take the best rolls from the first three posts.

Read below for DC info
DCs are sometimes going to be tiered, to allow for multiple different outcomes for each action. After this post I'm only going to post the numbers for each decision in order.
DCs for the 1st decision are 30 and 80
DC for the 2nd decision is 30
DCs for the 3rd decision are 40 and 90
>>
Rolled 85, 55, 61 = 201 (3d100)

>>5228516
>>
Rolled 53, 73, 52 = 178 (3d100)

>>5228516
>>
Rolled 95, 29, 90 = 214 (3d100)

>>5228516
>>
File: Year 368.png (3.61 MB, 1920x1080)
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>>5228516
The Bullywog advances have had success on all fronts.
The Western kobold territories have been completely seized by the invading chieftains. The location already had too many kobolds living there for its size; now all of those kobolds are refugees. A few are staying in the conquered territories, raiding the bullywogs that have begun to populate the area. Some have retreated into the elven lands and are asking the elves for shelter there. But most have begun the trek north to where Tyrandmor has landed.

Whenever the insects are pushed back they take time to regroup further within their hives. This has allowed for our people to begin settling the lands they have abandoned. Will we be able to hold these lands once they begin their attack once more?

After our warriors took the northern myconid territory, a large myconid approached a chieftain of the south with a bullywog shaman. The Myconids are trying to surrender, they want to join our coalition in exchange for protection from the elves. What will we do?
>Accept, setting the precedent that races may join the coalition.
>Use this as an opportunity to move our armies through their lands before striking with the element of surprise.
>Refuse, we will take our gains and look to continue attacking the myconids in the future.
This is a free action, you may pick any of these options without using any action points.[/spoilers]

Kobolds near the northern shore have begun small skirmishes with any bullywogs they see; this represents a return to normalcy. Whether it will stay this way is uncertain.

The yearly moot has been called once again, what do the chieftains decide?
3 Action Points
>begin building fortifications near the insectoid border
>attempt to root out the kobold bandits
>send a diplomat to speak to the dragon
>many druids begin to gather for a great ritual
>a great chieftain rises from within
>begin an offensive against the elves before they begin attacking
>gather a great army to march on the dragon
>Write-In
>>
>>5228559
ah shit I fucked up the spoiler my bad.

The text that's in the spoilers
This is a free action, you may pick any of these options without using any action points.

Kobolds near the northern shore have begun small skirmishes with any bullywogs they see; this represents a return to normalcy. Whether it will stay this way is uncertain.

The yearly moot has been called once again, what do the chieftains decide?
3 Action Points
>begin building fortifications near the insectoid border
>attempt to root out the kobold bandits
>send a diplomat to speak to the dragon
>many druids begin to gather for a great ritual
>a great chieftain rises from within
>begin an offensive against the elves before they begin attacking
>gather a great army to march on the dragon
>Write-In
>>
>>5228559
>Accept, setting the precedent that races may join the coalition.

>begin building fortifications near the insectoid border 1

>attempt to root out the kobold bandits
1

>a great chieftain rises from within
1
>>
>>5228559
I should be back tonight for a new post.
>>
>>5228563
+1
>>
>>5228563
>Support
>>
>>5228559
Thirding >>5228563. Mushroom bros are welcome to join our meme alliance.
>>
>>5228562
Supporting >>5228563
>>
>>5228559
>Accept, setting the precedent that races may join the coalition.
>fortify
>chieftain
>druids
>>
>>5228563
support
>>
>>5228559
It's not even close so I'm going to call it now.
>Accept, setting the precedent that races may join the coalition.

>begin building fortifications near the insectoid border
>attempt to root out the kobold bandits
>a great chieftain rises from within

Roll me 2d100
DC 40
DC 30
What chieftain rises to prominence in the coalition
>Hugo the River King, a chieftain has taken fallen elven weapons and begun to reverse engineer some of their technology
>Slip the Archdruid, usually druids stay away from political squabbling of the chieftains however Slip has united many of the central tribes
>Kermit the Lancer, a member of the isolated lake tribes Kermit was the one to slay the great centipede
>Write-In
>>
Rolled 35, 64 = 99 (2d100)

>>5229164
>Kermit the Lancer, a member of the isolated lake tribes Kermit was the one to slay the great centipede
>>
Rolled 57, 16 = 73 (2d100)

>>5229164
>Kermit the Lancer, a member of the isolated lake tribes Kermit was the one to slay the great centipede
>>
Rolled 91, 63 = 154 (2d100)

>>5229164
>Slip the Archdruid, usually druids stay away from political squabbling of the chieftains however Slip has united many of the central tribes
Never piss off a druid who can make the very nature and earth around you attack you, also if this is dnd druid esk controlling the weather is a powerful tool
>>
>>5229164
>Kermit the Lancer, a member of the isolated lake tribes Kermit was the one to slay the great centipede
>>
>>5229164
Calling in 10
>>
>>5229164
>Hugo the River King, a chieftain has taken fallen elven weapons and begun to reverse engineer some of their technology

While a great warrior is great and all, they are just one frog. Both Hugo and Slip have larger overarching effects, closing the tech gap and making us more united respectively. Those are both pretty important, if the tech is equal then fights between the elves and us or other can be decided on more straight forward merits like skill and organization and we wouldn't have to fight asymmetrically and being more centralized reduces infighting and increases our action economy.
>>
I voted for Kermit because his name is Kermit and he's a frog.
>>
>>5229164
>>Hugo the River King, a chieftain has taken fallen elven weapons and begun to reverse engineer some of their technology
>>
>>5229203
Calling it, I've been writing.
>>
File: Year 369.png (3.66 MB, 1920x1080)
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>>5229164
The Year 368 was used to cement our influence over the captured territories. The remaining Kobolds in the captured territory quickly fled when they realized we were hunting them down. Large numbers of trees have been felled in the north to create defenses for the next wave of insects. Many wooden forts have been constructed in strategic locations, watchtowers dot the landscape, and traps have been dug. An invading force would be hard pressed to take these lands.

It also led to the rise of a great chieftain, Kermit. Kermit the Lancer was born as part of the lake tribes. The lake tribes are very distant from the others in the coalition. They are the only ones that have to regularly defend themselves from insect incursions. They're tadpoles also live in the lake, unable to swim out to sea until the marshes flood during certain parts of the year. Kermit himself is a great warrior, he rose to fame when he single-handedly felling a great centipede, an insect said to be as long as 100 tadpoles. After this great feat he was able to quickly unite the tribes of the lake. Kermit is deeply defensive of the lake tribes and wants to hold this territory over all else. He will resent being sent to other parts of the coalition, though now with the defenses in place he is more willing to leave unless the lake tribes are under risk of an attack. However, having such a great warrior at each year's moot will no doubt strengthen faith in the coalition.

(1/2)
>>
File: Kermit the Lancer.jpg (185 KB, 1448x2048)
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>>5229253
Congrats you now have a hero, hero's are generally going to be individuals that are leading a faction within your civilizations. You can send them to specific actions that are taken and they will occasionally comment on things that happen each year.

Having a hero lead a large tribe makes our decisions at our yearly moot more efficient, +1 AP.

Scouts report large movements within the Kobold tribes; Kermit thinks this means an attack is imminent and that we should prepare a defending force.
The High Elven city of Insin Daran sent a Kobold emissary to the moot; they claim all the land south of the southern river is rightfully theirs and they will be taking it by force. It is unclear exactly what this territory is, but it has likely been kept intentionally vague. The army destroying the Myconids continues to march forward and another army has been spotted rallying near the river.
The Myconids expect reinforcements for their fight against the elves and their representatives within the moot make it clear that they will not survive without help.
The Insects usually would have begun attacking by now, but there is only the occasional scout.

What does the moot decide?
4 Action Points
>Send Reinforcements to the Myconids.
>Bring the attack to the Elven army before they reach our lands.
>Have Kermit expand his influence.
>Send diplomats to Insin Daran to discuss terms
>Further develop the northern defenses to become more permanent, using clay and stone.
>Expand the northern defenses along the border with the Kobolds.
>Call for a great gathering of Druids
>Write-In

(2/2)
>>
>>5229257
>Further develop the northern defenses to become more permanent, using clay and stone. 1
>Expand the northern defenses along the border with the Kobolds. 1
>Bring the attack to the Elven army before they reach our lands. 1
>Send Reinforcements to the Myconids. 1
>Send Kermit with the reinforcements to the Myconids


Ok, lets finish up shoring up our defenses for any attack possible attack from the kobolds. Right now I think we’ve got our core territory and we should stay focused on keeping it. I also think we should simultaneously reinforce the Myconids and attack the elves at the same time since it will divide their attention. If we do take any land from the elves I say we scorch earth it and then abandon it. Make it really hard for them logistically. We’re in no state to hold territory against the brunt of elven forces. I vote for sending chieftain to reinforce our allies since sending our leader will foster trust and we chose the martial leader so the idea should be to have him fight.
>>
>>5229257
>Send Reinforcements to the Myconids. 1
>Send Kermit with the reinforcements to the Myconids
>Bring the attack to the Elven army before they reach our lands. 1
>Further develop the northern defenses to become more permanent, using clay and stone. 1
>Write-In
>Send a diplomat to the insects. 1
Offer them a small gift and peace, if not that a truce at least. The reason is simple, times have change. The great dragon rallies kobolds upon kobolds, and he does not just that, he organizes and prepares them. And the Elves ? They build, craft and expand everywhere their eyes can see and in just a few years they have build an empire. Both of them will arrive for us, the ancients dwellers of the continent, for take our lands. The Myconids have already been crushed, if we keep fighting, they will take this opportunity. We are no allies or friends, but we should not give them such advantage.
- piece of wood signed by the Moot of the Bullywog Coalition -
>>
>>5229257
>Send Reinforcements to the Myconids.1
>Further develop the northern defenses to become more permanent, using clay and stone. 1
>Expand the northern defenses along the border with the Kobolds. 1
>Send a diplomat to the insects. 1
>>
>Send reinforcements to the Myconids
1
>Expand northern defenses along the border with the kobolds
1
>Further develop the defenses to become more permanent
1
>Muster an army, to deal with the potential Kobold attack; If the kobolds don't move on us, use this army to attack the elves (Write in)
1
If we play too aggressively, we could wind up fighting a two-front war against the Elves and the Kobolds, which is bad. Kermit anticipates an attack from the north, so that's where our priority should be, before we look to expanding. There's also the chance that if the elves meet too much resistance trying to take the Myconid land, they'll just turn back and give up.
>>
>>5229265
+1
>>
>>5229257
4 Action Points
>Further develop the northern defenses to become more permanent, using clay and stone.
> 2 Expand the northern defenses along the border with the Kobolds.
>Send Reinforcements to the Myconids.
>>
>>5229257
>Bring the attack to the Elven army before they reach our lands.
3 points
>Expand the northern defenses along the border with the Kobolds.
1 point
>>
Calling it in 30
The current votes are for
>Send Reinforcements to the Myconids. (with Kermit) 1
>Further develop the northern defenses to become more permanent, using clay and stone. 1
>Expand the northern defenses along the border with the Kobolds. 1

are pretty well agreed on
the last AP is between
>Send a diplomat to the insects. 1
>Bring the attack to the Elven army before they reach our lands. 1

I'm going to use >>5229454 as a tiebreaker for attacking the elves if there are no more votes coming in.
>>
>>5229593
I haven't cast a full vote yet, can I cast a partial vote for attacking the elves?
>>
>>5229604
Yeah that works, calling in 10
>>
>>5229593
>Send Reinforcements to the Myconids. (with Kermit) 1
>Further develop the northern defenses to become more permanent, using clay and stone. 1
>Expand the northern defenses along the border with the Kobolds. 1
>Bring the attack to the Elven army before they reach our lands. 1


Roll 4d100
DC 70, 95
DC 80
DC 60, 90
DC 60
>>
Rolled 62, 80, 87, 16 = 245 (4d100)

>>5229628
>>
Rolled 38, 58, 49, 72 = 217 (4d100)

>>5229628
Wow that DC sure ramped up. Let's hope for the best. Looks like if we want to consistently succeed we'll need to spend multiple action points on one action now.
>>
Rolled 49, 22, 22, 75 = 168 (4d100)

>>5229628
>>
Rolled 15, 11, 43, 38 = 107 (4d100)

>>5229628
Rollan....
>>
Rolled 58, 14, 59, 39 = 170 (4d100)

>>5229628
>>
We hit the DC for everything but reinforcing the Myconids. Let's hope sending Kermit gives us a little bonus so that we pass the DC required, we got pretty close.
>>
>>5229628
Don't think I'll have time to write an update right now, but I will start and finish it tonight.
>>
>>5229653
*start it now and finish it tonight
typing is hard
>>
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>>5229253
In the north along the border with the Insects, stone forts have been constructed. Even a centipede would have difficulty getting through our walls. Chieftains of the lake tribes have the construction of these stone forts down to a science, and at the next moot shared this knowledge with the rest of the clan.
Wooden Watchtowers and traps have been constructed along parts of the Kobold border, but due to the sheer size of it there are gaps within it and large portions are almost entirely unguarded. It would take knowledge of our fortifications to limit their effectiveness, but it is possible.
In the south, the Elves prove formidable foes. The reinforcements are pushed back, allowing the Elves to take more lands, even with Kermit leading them. Kermit would normally be against being sent so far from his home, but the fortifications being built assure him that it is still well defended. The Myconids are nearly completely useless. Whenever a Myconid force attempts to turn the tide against the elves, they use their arcane magic and cripple all of the Myconids in the attacking force. Our Shaman translators describe it as "all of their senses turning off at once and then setting them on fire."
Near the mustering Army, when our forces first spotted the Elven army they immediately realized, even with it not at full strength, that they stood no chance in open combat. Instead they've taken to attacking the smaller forces as they try to gather and quickly escape back into the river. This has prevented the Elven army from beginning its march, but it is unclear how much longer these tactics will work.
>>
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>>5230225
[Tech Unlocked: Stoneworking]
Can now immediately build stone projects, instead of first needing to build wooden ones. Anything currently made out of wood will be upgraded without requiring an Action Point when something is built from stone nearby.
The kobold tribes have recently fought a great battle between them but it is unclear who the winners are.
The insects remain quiet.
We've recently made contact with another Elven City, however this one does not appear to be hostile.

On the 2nd day of our great moot a shadow blots out the sky and a deafening roar is heard by all in attendance. Tyrandmor has come. He lands in the moot and says, "Kneel."

>Kneel
>Stand
>Fight
>>
>>5230227
>Stand

Not good
>>
>>5230227
>Kneel
>>
>>5230227
Actually let’s just kneel we’ll deal with the dragon after gaining more power
>Kneel
>>
>>5230227
>Kneel
>>
>>5230240
agreed we will wait for the most opprotune moment to let loose our war cries of "REEEEEEEE" and "HIPPITTY HOPPITTY GET OFF OUR PROPERTY
>>
>>5230225
I'm going to call it in 30.
>>
>>5230321
Vote's Closed
>>
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>>5230225
Some chieftains near the Dragon begin kneeling, and slowly everyone in attendance kneels before the great Dragon. He looks over the crowd slowly, and points towards 4 different Bullywogs, a Powerful Shaman, a young chieftain from the south, an experienced Druid, and an influential chieftain from the central tribes. As they get up and approach him he grabs them with his front talons and takes off, back to where he came from.

The next day a small group of Kobolds approaches the moot. "Our great lord Tyrandmor has requested a temple built in his honor. He wants it done quickly so that it will be finished in 5 years. It must be sufficiently grand for a dragon's lair, to replace the one he has lost. If you do this to prove your loyalty, our gracious lord will begin to grant you boons beyond your wildest imaginations."
[Temple Construction 0/6]

Every AP assigned to constructing the temple increases the progress by one, if you gain 2 more action points the amount will increase to 2 AP per one progress

What does the moot decide?
4 Action Points
>Begin construction on the temple
>Continue to fight in the Myconid lands
>Attack the Elven Army before it attacks us
>Continue trying to delay the Elven Armies advance
>Send a diplomat to Insin Daran to discuss terms
>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids
>Finish the fortifications along the northern border
>Write-In
>>
>>5230387
I'm going to be pretty busy tomorrow, so there won't be an update in the morning. I'll see if I'm up to posting tomorrow night.
>>
>>5230387
Ok, here's the plan. We try to get some gains on the elves this year and the next then then we discuss peace to where hopefully we can get some kind of agreement that keeps our borders the same. I say we put off the temple for now until the elves are sorted out, we'll need to focus on it hard in the future but the elvish army is on the advance now and is a big existential threat.

>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2 (Send Kermit)
>Continue to fight in the Myconid lands 1
>Continue trying to delay the Elven Armies advance 1
>>
>>5230387
>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids. 3
>Finish the fortifications along the northern border 1
>>
>>5230387
Actually it's kind of pointless fighting the elves in Myconid lands while we still haven't found the source of the elves arcane weapons.

>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2 (Send Kermit)
>Continue trying to delay the Elven Armies advance 2
>>
>>5230387
>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2
>Continue trying to delay the Elven Armies advance 2
>>
>>5230387
>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2 (Send Kermit)
>Continue to fight in the Myconid lands 1
>Continue trying to delay the Elven Armies advance 1
>>
>>5230387
>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2 (Send Kermit)
>Continue to fight in the Myconid lands 1
>Continue trying to delay the Elven Armies advance 1

>>5230442
As I understand it, the point of continuing to fight in the Myconid lands is so that they don't get completely wiped out by the advancing Elves. Losing an allied race would suck both short-term and long-term, and likewise, our fungi friends will only be able to pull their weight once we do something about that weapon.
>>
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CONGRATULATIONS, Squire!!!

Another CivQM joins the pantheon of demi-godlike CivQM's who can steer a civ quest over 100 posts without flaking or going into cardiac arrest! Here's an expired coupon to Denny's. You've earned it. Keep up the great work, you're an inspiration and a compliment to us all.
>>
>>5230626
And I was just about to tell this guy to get fucked.
>>5227555
>>
>>5230392
Also I've had a change of plans, so there will be an update on an hour or two.
>>
>>5230387
>Begin construction on the temple

>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconid
Send Kermit
2 points

>Finish the fortifications along the northern border

Having a dragon on our side seems pretty good. Even if we are subordinates. Let's try to get ride of the elf's weed spray.
>>
>>5230387
I'm calling it in about an hour.
>>
>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2 (Send Kermit)
>Continue to fight in the Myconid lands 1
>Continue trying to delay the Elven Armies advance 1

Yeah i'll switch back to this my first plan
>>
>>5230387

>Try to find the source of the Elves and destroy the source of the Elves Arcane weapon against the Myconids 2 (Send Kermit)
>Continue to fight in the Myconid lands 1
>Continue trying to delay the Elven Armies advance 1

Roll 3d100
DC 30, 70
DC 70, 95 if the other roll fails it is DC 95
DC 80
>>
Rolled 45, 82, 88 = 215 (3d100)

>>5230799
>>
Rolled 50, 28, 98 = 176 (3d100)

>>5230799
>>
Rolled 36, 18, 41 = 95 (3d100)

>>5230799
>>
Rolled 68, 64, 6 = 138 (3d100)

>>5230799
Here's hoping I can blast the first roll out of the water, considering the other two DCs have already been met.
>>
We passed all the DC's I think, we're just going to get a lesser success for finding the source of the Elves Arcane weapons.
>>
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>>5230387
Druids are gathered in order to find the Elven weapon, they quickly find the great source of arcane magic near our border. Kermit, along with a small force of powerful warriors, quickly go to the location to find a great arcane crystal, covered in runes, with dozens of mages chanting around it and a small token force of guards. The battle is swift and decisive. Kermit considers attempting to capture the crystal completely intact for our own research but after one of the mages appears to use it to channel a powerful spell Kermit strikes the crystal with his spear, disrupting the magic. Our forces are victorious and they bring the ruined crystal back to our lands.
[Artifact Recovered: Ruined Elven Crystal]
Our forces in the south are now able to be aided by the Myconids and hold the Elven army to standstill. After realizing that their crystal has been destroyed or captured, the army begins to retreat.
Once again our forces slow down the rallying Elven Army, but as the generals in the army realize that this won't stop they begin to march the not fully prepared army towards our border.

The Kobolds have begun clearing the land where the great temple will eventually be built, but they have no knowledge of stoneworking and will not be able to make any significant progress.
[Temple Construction 0/6]
The Myconids, no longer fearing complete annihilation, have begun disseminating throughout the territory.
>Encourage this
>Try and keep them to their own lands
A powerful druid approaches the gathering at the moot and makes an announcement. "A new hivequeen has been born." It isn't completely clear if this hivequeen will try and establish herself near our territory, but most kobolds of the Lake Tribe seem to think she will, including Kermit. Kermit has stated that he will not leave home territory while such a great threat to it exists. This will require a roll, with potentially massive consequences if a hero disobeys the orders of the moot

What does the moot decide?
4 Action Points
>Begin construction on the temple
>Try and prevent the retreat of the Elves in the south
>One of the chieftains that has been delaying the large elven army has made quite the reputation for himself. [Unlock a New Hero, Poli the Swift]
>Meet the large Elven Army at our borders.
>Send a diplomat to Insin Daran.
>Study the Ruined Elven Crystal to learn how we can stop any future great works of magic.
>Send scouts to find as much information about the new hivequeen as possible.
>Write-In
>>
>>5230850
>Send out an army led by Kermit to capture the new Hivequeen: 1
>One of the chieftains that has been delaying the large elven army has made quite the reputation for himself. [Unlock a New Hero, Poli the Swift]: 1
>Meet the large Elven Army at our borders.: 2
>>
>>5230850
>Meet the large Elven Army at our borders. 3
>Try and prevent the retreat of the Elves in the south 1

Hopefully we can beat the elves here then next turn send a diplomat to get some kind of peace going on. Once were done dealing with the elves things will get a lot simpler for us.
>>
>>5230850
>Encourage this

They are mushroom people, yes? This may have some effect on our land, positive or negative I can't say, but preventing them from being wiped out and have additional population will eventually pay out when we need the numbers in the future or a different way of thinking.

>One of the chieftains that has been delaying the large elven army has made quite the reputation for himself. [Unlock a New Hero, Poli the Swift] 1
>Meet the large Elven Army at our borders. 2
>Begin construction on the temple 1

I don't think we can continue to fight on multiple fronts if we ever have any intention of conducting offensive operations or regaining captured territory. We cannot fail to make the deadline for the temple, but we still need to at least make major progress on one front while increasing our capabilities gradually. Making small steps towards building the temple will give us wiggle room later in case we cannot afford to dump an entire turns worth of AP at the last minute on the temple due to an emergency or bad rolls happening.
>>
>>5230850
>Encourage this
>>
>>5230877
Support
>>
>>5230877
support
>>
>>5230850
Supporting most of >>5230877, with a few points of my own.
>Encourage the myconids to disperse.
>Begin construction on the temple - 1 point
With any luck, we can also show the kobolds some stone-working, to make the process take less labor overall from us in the future.
>Unlock a new hero, Poli the Swift- 1
More heroes hopefully means more action points to work with, which should allow us to work more efficiently in the future while also providing a fail-safe, in-case Kermit decides he doesn't want to follow orders. . Kermit can return to protect the north and investigate the new queen if he feels he needs to, but we're stretching thin as it is.
>Meet the large elven army at our border - 1
Self explanatory. We are at war.
>Try and prevent the retreat of the Elves in the south- 1
If we can cut these elves off and run them down, we can prevent the main army from reinforcing itself. We know our own terrain, and I don't think the elves are going to want to drag this conflict out any more than they have to.
>>
Changing vote to this

I'm fine with using 2 action points to meet the large elven army, but I really think we should cut off their retreat in the south. We need all the victories and leverage we can have when we negotiate with the elves. We have to make them want to cut their losses despite being a larger and more powerful nation. Also I don't know if I read it wrong but I assumed temple construction was automatically successful without any rolls.

>Meet the large Elven Army at our borders.: 2
>One of the chieftains that has been delaying the large elven army has made quite the reputation for himself. [Unlock a New Hero, Poli the Swift] 1
>Try and prevent the retreat of the Elves in the south- 1
>>
>>5230892
The reason why I want to commit 2 points to meeting the army is that I think we need to commit to certain actions that are important, more consequential, and that are more risky. When I read "meet the large elven army at our border" I hear 'commit to decisive battle'. I understand your point and the opportunity that is being presented, I just think we cannot afford to halfass either of those things, we should pick one or the other and commit more points to it. Either trade space for time by allowing the enemy army to take some of our land while we pursue and destroy the retreating army or let a smaller army get away while we destroy the main army and prevent our land from being taken.

>>5230897
My reading of the temple situation is that they are just helping us clear the ground since we are busy. They aren't gonna do our work for us, we are subordinates to the dragon, of course he expects us to do most of our own labour, notice the temple progress tracker didn't actually go up.

The reason why I want to commit a point to building the temple is so that we only need a turn or two using 4 or 2 AP points per turn respectively in the coming turns. This allows us the freedom of action to deal with new situations popping up, to deal with the costs of failed rolls, to take advantage of opportunities like new heros becoming available or research opportunities. We can knock out the temple in one turn after this one, or only use 2 AP per turn on it if we need to spend on something else or any other combination.

>>5230850
QM, how much time passes per turn, a year or something? I ask because the dragon wants the temple done in 5 years.
>>
>>5230897
>support
>>5230937
Also question anon do you plan on being subservient to the dragon when he kidnapped 2 chieftains and experienced and potent magic users we have and let him walk over us
Or is this something like making it look like we are loyal while we clean house and then prepare for combat with the dragon and kobolds
>>
>>5230937
>I just think we cannot afford to halfass either of those things
Fair enough- and to tell you the truth, I was kind of waffling between making my own comment, and full support for yours. The main reason I wanted to try to do both was to set up for a potential pincer attack, if conflict drags out. Strategy vs Tactics, and all that.
>>
>>5230945
I'm perfectly fine with either, I thought I'd play it by ear. Of course I prefer to be independent, but whether we can be depends on how viable that actually is.

Basically if we intend to be subordinate to the dragon in good faith either indefinitely or just for a time depends on the costs and benefits. We should have certain red lines, it is one thing for the dragon to kidnap some leaders and important people when his subordinates have intermittent wars with us in order for it to demonstrate strength, it is another thing entirely for it to act like a parasite and not offer us protection yet expect tribute and to be able to kill random people for pleasure or something like that.

I'd prefer to build the temple just to show him we are making progress on it, once we are done with the elves we can immediately focus on the insects and/or kobolds+dragon, don't fight on too many fronts and all that. Alternatively we could deal with the elves and then accept the burden of taxes, worshipping the dragon, the shame of being subordinate for a time but use that time to undergo a period of research, reorganization, and training for our civilization in order to be more ready for our confrontation with the dragon or any other threats. This could vary depending on how long-term we wanna play it or what burdens we are willing to bear to avoid confrontation among other things.

Being the servant of the dragon without any intent to rebel later down the line would be fine assuming our would-be boss isn't a dick from now on and actually offers some benefits to us like protection. Though, I'd prefer not to go down this route regardless but it could hypothetically be the best path forward depending on how things play out, we'll see. At the very least I don't want the dragon to start burning swathes of our civilization to ash after 5 turns.
>>
I’m posting from work so excuse the ID
>>5230892
You get AP from having a more centralized empire, Kermit gave you one because he United a large portion of your empire. Heroes aren’t tied to AP in any meaningful way.
>>5230897
Yeah, constructing the temple won’t have any rolls. Unless there’s a threat nearby, which is pretty unlikely and I’d make sure was clear.
>>5230937
1 turn = 1 year, this is technically subject to change but don’t expect it to anytime soon. I’ve been naming the map files after the current year.
>>
>>5231045
Can we send Poli the Swift to cut off the Elves retreat and meet with the large elven army this turn?
>>
>>5231074
Until you take the action to create Poli, he doesn’t actually exist and can’t be sent with any actions. He spends the year proving himself worthy of “hero” status.
>>
>>5230850
Closing votes in 25, right now the votes are in favor of >>5230877
with >>5230897 in second a vote behind
>>
>>5231397
Closed
>>
>>5230850
>Encourage this
>One of the chieftains that has been delaying the large elven army has made quite the reputation for himself. [Unlock a New Hero, Poli the Swift] 1
>Meet the large Elven Army at our borders. 2
>Begin construction on the temple 1

Rolld 1d100
DC 70, 90
>>
Rolled 82 (1d100)

>>5231427
>>
Rolled 86 (1d100)

>>5231427
We’ve had really nice rolls this entire quest
>>
Rolled 62 (1d100)

>>5231427
>>
Rolled 34 (1d100)

>>5231427
>>
Rolled 77 (1d100)

>>5231427
Rollan...
>>
>>5231427
Morning all, writing now
>>
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>>5230850
>Encourage this
>One of the chieftains that has been delaying the large elven army has made quite the reputation for himself. [Unlock a New Hero, Poli the Swift] 1
>Meet the large Elven Army at our borders. 2
>Begin construction on the temple 1

Year 372
Myconids have begun dispersing throughout our empire. While there is still a large majority Myconid area in the south, now throughout the lower half of our empire many chieftains can find a small cluster of Myconids living on their lands.
Poli the Swift, a Bullywog chieftain of a small tribe, has been leading the attempts to slow down the large army. During the battle at our border this year, he launched a surprise attack with his men helping turn the tide of battle. He is a warrior but not in the traditional sense. He is not an expert at leading an army, but he is fast. More suited to specialized missions and
[New Hero: Poli the Swift]
The large army has been met by one of the greatest armies our coalition has produced, but even that is not enough to turn them away. We have fought them to a standstill on our borders. It does not appear like they plan to give up anytime soon.
Construction of the temple has begun as stone from all over the tribes is being brought to the location.
[Temple Construction 1/6]
(1/2)
>>
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>>5231908
Insectoid Scouts have begun appearing; this is almost always the precursor to an attack. Their chitin is purple, the different color marking them as being from a different hivequeen. Kermit continues to refuse to leave his territory, but he has said that he thinks that he and his tribe can handle an attack on their own. It is likely you will be attacked, Kermit and the fortifications will contribute to the defense even if you do not assign any AP to it. A roll will be required and assigning AP to defend from the insects will increase your odds.
Groups of kobolds have been seen that are as large as Elves, with black scales covering them.
The Elven army in the south has begun marching towards the larger army in the north. Druids have noticed large concentrations of arcane energy near our border with the Elves.
As the Elves become a greater and greater focus for us, we begin to see their inner workings more clearly. Two more Elven City-States are now on the map and are available for diplomacy and trade.
Seren Sidh - A much more peaceful counterpart to Insin Daran, they have a multitude of races within their borders. This is also where the western kobolds retreated, who didn't give them the best impression of us.
Rodyn Guhl - The center of magic within the southern Elves in the world. Their great school accepts all with any arcane talent, with their graduates being the greatest in the world.

What does the moot decide?
4 Action Points
>Meet the great Elven Army.
>Cut off the reinforcements before they can arrive at the larger army.
>Attempt to disrupt whatever magic the Elves are preparing.
>Send diplomats to Insin Daran
>Continue Construction on the temple.
>Myconids have begun offering to grow fungal farms within our borders. This would undoubtedly increase our food production but may lead to a reliance on the Myconids.
>Send a defensive force to the north
>Write-In
(2/2)
>>
>>5231911
>Cut off the reinforcements before they can arrive at the larger army. 2
>Continue Construction on the temple. 2
>>
>>5231929
forgot to add poli to the cutting off reinforcements
>>
>>5231911
As much as I'd like to begin work on a diplomatic venture to get one of the other city states to intervene on our behalf the well is already poisoned with one of them. We have to avoid being stomped by the dragon and his enhanced kobolds and the elves are still an aggressive and massive threat, I think we'll have to leave Kermit to his own devices to preserve our economy of action. We did build those strong stone defences and that sector is lead by one of our heros, that should be worth something.

>Cut off the reinforcements before they can arrive at the larger army. 3

We need to focus on getting a win here to open talks to deescalate this conflict, at the very least we'll prevent them from massing into a horrifyingly overpowering army, we'll need to trade some territory for the focused effort. They should slow down after they take some of our land because they'll have to garrison it unless they are intent on just committing genocide so they don't need to worry about partisans.

>Continue Construction on the temple. 1

We should continue this, the deadline is in 3 years and with 5 progress needed we need a minimum of 2 turns to finish it, spending 1 now leaves us with more AP to commit spread over the remaining 2 turns after this one assuming we spend 2 AP on each turn after this for the temple.
>>
>>5231911
>Cut off the reinforcements before they can arrive at the larger army. 1 (With Poli)
>Meet the great Elven Army. 3

It’s kind of all or nothing here. We’re going to need to really focus on the temple the next two turns to finish it but I think we need to use all the AP to fight the elves here.
>>
>>5231911
Oh yeah, add Poli to the effort to cut off the smaller army.

I guess as alternate plans we could go all AP in on decisive battle with the army to try and just end this conflict and then sue for peace regardless of the win or loss. Or we could partially commit to disrupting logistics for either army with a minor AP point spend and then spend most of our points on either getting a great magical graduate by sending candidates over to Rodyn Guhl through Seren Sidh territory or by diplomancing Seren Sidh to get them to intervene on our behalf with Insin Daran.

Or any number of other combinations.
>>
>>5231911
Actually, yeah, I changed my mind, switching to >>5231950

This fits better with my intent I think. Though, if we lose here we'll be forced to either abandon the temple project in order to not die to the escalating elf threat or do weak delaying actions against the elves while we spend a massive 5 AP over two turns to meet the deadline, neither of which is pleasant pill to swallow.
>>
Actually should we use 1 AP to stopping the magic here? I don’t know if it will be used this turn but it could end up pretty bad
>>
>>5231950
Support+
>>
>>5231950
+1
fuck it
>>
>>5231950
Sure
>>
>>5231911
>Attempt to disrupt whatever magic the Elves are preparing. 1
If we're going to be in this for the long haul, we can't neglect any sort of magical fuckery, given that the Myconids were basically helpless without us bolstering them up. The Elves having a powerful anti-frog magic for any length of time will fuck us over big time, even if we want to pour as much resources as possible into winning a decisive victory. We still have that crystal they used against the myconids- if we understand how it works, we can gain an advantage.
>Cut off the reinforcements before they can reinforce the larger army. 1.
Send Poli the swift here. He's been good at running interference thus far, and as long as we give him the proper resources, it should go alright.
>Meet the great Elven Army. 2.
Kermit and his people feel secure defending themselves for a turn, so we can let them for a little while. We can't afford to let this elf situation go on much longer.
>>
>>5231911
>Cut off the reinforcements before they can arrive at the larger army. 2
>Send a defensive force to the north 1
>Continue Construction on the temple. 1
>>
>>5231950
+1
>>
??5231911
>Cut off the reinforcements before they can arrive at the larger army. 1 (with Poli)
>Meet the great Elven Army. 2
>Begin researching Blood Magic with the intent of casting Astral Corruption to increase the cost to the Elves for hitting us with Arcane in the future.
>>
I'm pretty nervous about this turn. If we lose we're pretty much completely fucked.
>>
>>5232409
unlesss we finish the temple and convince the dragon to incinerate them
>>
>>5231950
>Support
>>
Rolled 92, 17 = 109 (2d100)

Getting the bad rolls out in preparation
>>
>>5232943
Actually... QM could this count to our rolls? :)
>>
>>5233033
nah, I respect the attempt tho.
Votes Closed
>>5231950
Has it, gimme a sec to figure out DCs.
>>
>>5231911
>Cut off the reinforcements before they can arrive at the larger army. 1 (With Poli)
>Meet the great Elven Army. 3

>The new hivequeen begins her attack

Roll 3d100
DC 60, 95
DC 60, 90
DC 70

There's going to be a part 2 for this year
>>
Rolled 59, 59, 5 = 123 (3d100)

>>5233359
>>
Rolled 17, 30, 27 = 74 (3d100)

>>5233359
>>
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>>5233369
>>5233395
mfw we don't meet any of the DCs and there is only one set of rolls left to save us.
>>
Rolled 65, 44, 28 = 137 (3d100)

>>5233359
Just to warn you all in advance, my luck is shit.
>>
>>5233398
Fuck. Well, at least we delayed the reinforcements, not that it matters since we failed to even stalemate the enemy main army by 1 and failed to stop the insect attack. Now we have to decide whether we abandon the temple or not to engage in revanchism or something. Maybe we could demand the dragon intervene if he wants his temple, after all, if we get annexed he has less worshippers and tax payers.
>>
Frog bros....
>>
>>5233402
>if we get annexed
desu this was never on the table, the elves don't really like swampland, and the coalition controls a lot of territory
>>
>>5233369
>>5233395
>>5233396

Those are some shit rolls, writing
>>
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>>5233359
In the north, a great army of purple marches. Scouts spot 2 centipedes within it. Smaller forts and outposts are quickly taken with very little resistance as the centipedes destroy the walls with coordinated attacks. They begin to approach the largest fortification we built, where Kermit and his largest force of defenders are located. As the siege begins, our arrows are nearly useless as the centipedes shield their infantry. They've reached the walls. The centipedes begin their alternating strikes to bring down the northern wall. Kermit realizes it is going to fall
What does he do?
>Order the retreat, regroup and survive to fight another day.
>Ready his lance, and throw himself towards the centipedes.

Lieutenant Elmon's army have been fighting for years. What was supposed to be a quick campaign against the Myconids has turned into almost a decade of fighting against the damned frogs, and now after being forced to retreat and regroup with the main force they are being harassed at every point. Food is being burnt in the countryside before they can reach it, Sentries are disappearing, whether deserting or being killed it isn't clear, and night raids keep his men up for days. He knows that this force joining the already massive army of frogs could change the battle in the north, retreating isn't an option. During one of their night raids Elmon steps out and yells, "Face me, coward!"
Poli considers his options, killing the Lieutenant will almost definitely result in the elven forces retreating, a loss while alone could result in his death although the army still likely won't reach the larger one in the north, and bringing a large group and losing could result in our remaining forces unable to stop this army from reinforcing the other.
>Face him with honor.
>Bring a group of skilled warriors.
>Ignore the challenge.

Our warriors have been holding off the Elven army for over a year now. As time passes more and more tribes from further away begin to join our defending force, creating an even larger force than before. Initially the first few battles seem to go our way, as the Elves seem to be willing to take small losses. As our armies advance, the Elves begin to group together as one and charge, throwing themselves onto our men and using their superior equipment and tactics against us. Our great army, the largest ever seen is being pushed back. Then rising from the rear of the Elven army, an Elven Magus. He is almost overflowing with arcane might and as he begins to inscribe runes in the as our chieftains are forced to make a decision.
>Retreat now and cut our losses, before the Magus unleashes his magic.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire.
>>
>>5233472
>>Ready his lance, and throw himself towards the centipedes.

>Face him with honor.

>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire.
>>
>>5233472
>Ready his lance, and throw himself towards the centipedes.

Having Kermit around to save the day should be worth something, no point having him around if we aren't gonna use him. Lets see if he can one up his previous feat. I'm willing to cede any plains outside our swamp that we took from the myconids or kobolds if need be, but I don't want to start losing any part of our swamp because that is the beginning of the end for us.

>Bring a group of skilled warriors.

Poli is a guerilla fighter, he ain't gonna fight fair. Kermit might, but not Poli.

>Retreat now and cut our losses, before the Magus unleashes his magic.

We've lost this one, it is time to cut and run.
>>
>>5233472
>Ready his lance, and throw himself towards the centipedes.
>Face him with honor.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire
>>
>>5233472
>Ready his lance, and throw himself towards the centipedes.
>Bring a group of skilled warriors.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire

Actually changing vote to this
>>
>>5233472
>Order the retreat, regroup and survive to fight another day.
>Bring a group of skilled warriors.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire.
>>
>>5233472
>Ready his lance, and throw himself towards the centipedes.
>Bring a group of skilled warriors.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire
>>
>>5233472
>Ready his lance, and throw himself towards the centipedes.
>Bring a group of skilled warriors.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire
>>
>>5233472
Calling in 15
>>
>>5233472
>Ready his lance, and throw himself towards the centipedes.
>Bring a group of skilled warriors.
>Hold our position, we have the numbers, now we just need the time for them to come into play as the Elves tire

Roll 3d100
DC 80
DC 80
DC 100, 80 with 1 hero, 70 with both
>>
Rolled 95, 18, 71 = 184 (3d100)

>>5233779
lmao we're so fucked
>>
Rolled 89, 6, 46 = 141 (3d100)

>>5233779
>>
>>5233780
wait, oh shit. if we can roll an 80 or above for the middle roll we win. please frogs gods. please.
>>
Rolled 39, 18, 18 = 75 (3d100)

>>5233779
allah
>>
Rolled 77, 77, 34 = 188 (3d100)

>>5233779
Alright, here's hoping for something good.
>>
Welp atleast kermit succeeded. Maybe he'll be able to come down south and kick some elf ass after this turn :(
>>
QM I have question. Do we get less worse failures if we're closer to the DC? Or is it just all or nothing when it comes to passing DC?
>>
>>5233820
I'm only doing pass/fail
>>
>>5233779
I'm writing now
>>
le sigh...

I knew we were fucked but everyone voted to hold position and attempt to hold back the coming tide like lemmings.

It seems our efforts in at least delaying that other arming further are also totally for nought now.

Kermit being a god though apparently with new feats to his name surely to come up.
>>
>>5233779
Kermit readies his lance, and vaults himself towards one of the centipedes. His strike lands true, landing a crippling blow against one of the monsters. The insect's momentum is completely halted and Kermit begins to fight both centipedes in earnest. The garrison of the fort begins to fire down at the now unprotected infantry. Kermit's lance strikes true once more, fatally wounding one of the centipedes. With no hope of breaching the our walls the infantry began retreating as arrows flew into their backs. The last centipede realizes that retreat is not an option here and chooses to shield as many of its retreating comrades as possible, while Kermit prepares and delivers a killing blow. As the insects retreat, Kermit gathers as many men as he can and marches for the Elven border.

Poli takes a large group of warriors and begins the fight against the Lieutenant, but it is not to be. After nearly killing the Lieutenant, the Elven forces rally behind their leader and attack Poli and his warriors. Caught out in an open battle, heavy losses are taken and by the end of the year the two Elven armies are now one.

The Magus unleashes a roaring tide of fire, it burns any of our forces that come too close but the Elves are completely unaffected. Our forces know that Kermit is on the way and just have to hold out for our champion. But it isn't enough. It begins with a few of our soldiers on the outskirts but by the end it is a rout. Kermit arrives as the Elven army chases down our fleeing army. He tries to rally them but it isn't enough, not with the fire making it incredibly difficult to fight the Elves. Kermit wants to try and kill the Magus but knows that the force he has managed to salvage from our fleeing forces likely wouldn't be able to defeat the army and decides against it.
>>
File: Year 373 (peace treaty).png (3.64 MB, 1920x1080)
3.64 MB
3.64 MB PNG
>>5233898
Year 373
Construction on the temple has been halted as we attempt to deal with the Elven threat.
[Temple Construction 1/6]
Kobolds have begun crossing our northern border and settling there. This would normally mean war, but the chieftains of the north are uncertain as we technically have the same liege.
>Allow the Chieftains to fight the kobolds.
>They cannot risk angering Tyrandmor.
The insects are quiet, likely regrouping before beginning a new attack. The death of 2 centipedes is massive and they are unlikely to attack for a time.
Insin Daran now has a force even larger than before, with the Magus' Fire supporting it, they march through our southern lands burning any and all opposition before it even reaches their troops.
Insin Daran has sent an envoy, and they offer peace. "All of the land south of the river shall be ours to do with as we see fit."
Do you accept?
>We are forced to. You can vote for this and still send a diplomat to the Elves, it just means that if you fail the roll you'll accept this peace deal rather than continue the war.
>Not yet.

What does the great moot decide?
4 Action Points
>Send a diplomat to Insin Daran. A roll will be required to get a better peace deal, more AP will help due to more resources given to the diplomats
>Continue construction on the temple.
>Send a force to fight the Elven Army.
>Send a group of Bullywogs to speak to Tyrandmor and discuss the kobolds crossing the border.
>Study the Elven Artifact to glean some way to stop future Arcana.
>Begin Building Defenses north of the river; the Elves will not likely stop here.
>Send Diplomats to another faction to gain an ally against Insin Daran. Who?
>Write-In
>>
>>5233900
>They cannot risk angering Tyrandmor.
>We are forced to

>Send a diplomat to Insin Daran. 2
>Continue construction on the temple. 2

welp
>>
>>5233904
actually

>Allow the Chieftains to fight the kobolds.

If we allow them to settle past our fortifications it'll turn out bad later for us
>>
>>5233900
>Allow the Chieftains to fight the kobolds.
>We are forced to.
>Send army to defeat the insects with Kermit and Polis 2
>Continue construction on the temple. 2

fuck it we lost the south the elves too haughty and powerful too give us an easier peace deal without lucky roll. we focus on north. attack insects while weak
>>
>>5233900
>They cannot risk angering Tyrandmor.
>We are forced to.
>Send a diplomat to Insin Daran 2
>Continue construction on the temple. 2

We've lost, sue for peace, deal with any social fallout of a lost war, research the magical artefact, send some students to the one magical elf city so we can get our own mages, suck up to the dragon for a proper security guarantee, build up, engage in revanchism, ???, profit!
>>
>>5233911
I don't know if completely abandoning negotiations is the right idea here, but maybe we should consider attacking the insects. A lot of the problems is that we were dealing with stuff on multiple fronts and that Kermit was tied up with the insects. We could try stamping out the insect threat using both our heroes while they don't have their centipedes and their queen is young.
>>
>>5233931
Actually I've convinced myself lol.

>>5233911
+1 to this
>>
>>5233900

>Send a messenger to see what the Koblolds are up to before deciding whether to attack or not.

> Retreat from the elves, but don't negotiate with them. If they enter the swamps, ambush them.

> Continue construction of the temple 2
> Train ambush specialists, under Kermit 1
> Have the druids prepare a fever to strike the warm-bloods if they enter the swamp 1
>>
>>5233911
+1
>>
>>5233900
>They cannot risk angering Tyrandmor.
>We are forced to.
> Send a diplomat to Insin Daran.2
>Continue construction on the temple.2
>>
U there qm
>>
>>5235287
yup
>>
>>5233900
I'm calling in an hour
>>5233911
Is in the lead
>>
>>5235629
Votes are closed, writing
>>
>>5233900
>Allow the Chieftains to fight the kobolds.
>We are forced to.
>Send army to defeat the insects with Kermit and Polis 2
>Continue construction on the temple. 2

Roll 1d100
DC 80
>>
Rolled 90 (1d100)

>>5235695
>>
Rolled 2 (1d100)

>>5235695
Rollan...
>>5235698
Well, shit. Finally, the dice are back on our side.
>>
Rolled 21 (1d100)

>>5235695
>>
>>5235717
I say, tempting fate. Fuck me, that's almost a Nat 1.
>>
>>5235717
>>5235729
Lol close
>>
>>5235695
Writing, sorry for the delay
>>
File: Year 374 (new map).png (3.64 MB, 1920x1080)
3.64 MB
3.64 MB PNG
>>5233900
Year 374
Skirmishes with kobolds near our borders is something that has been a constant for the history of our coalition. Recently with Tyrandmor landing this has changed, but now the kobolds have begun moving into our territory and the feud begins anew.
We accept the terms of the Elves, even if we continued to fight the combined army is much too great for our forces to fight. Bullywogs will continue to live there for a time, but that is unlikely to be permanent.
Construction continues on the temple, with the foundations and half the main structure done. Tyrandmor expects it to be completed by next year.
[Temple Construction 3/6]
We gather a large army and easily push through after they have been defeated. We've taken all of the land that is not connected to the great underground tunnels of the mountains, nearly completely removing the insects from the surface. Our army is halted from attacks from behind as insectoid troops emerge from behind us constantly.

It is a time of relative peace in our area, Insin Daran has been securing its control over the conquered lands.
The kobold numbers have been declining as more and more of the larger variants have been seen.
Seren Sidh has sent an envoy requesting that we stop taking the insects' lands, as they have a trade arrangement with them. Most who spoke with the diplomat don't think that this was a threat.

What does the moot decide?
4 Action Points
>Continue Construction on the temple.
>Begin entering the insect's tunnels in an attempt to take more land from them.
>Research our Elven artifact.
>Send any Bullywogs with arcane talent to Rodyn Guhl's University.
>Gather Druids to perform a large ritual. (What?)
>Send an envoy somewhere. (Where?)
>Begin building a road network to help us transport building materials.

I readjusted the map and added mountains to show more land.
>>
>>5235826
>Continue Construction on the temple. 3
>Begin building a road network to help us transport building materials. 1

next year though I suggest we pool our druids together and see if we can finds allies in the spirits of the marshes and woods to push the elves from our land
>>
>>5235826
Supporting >>5235830. QM has said that actions which increase the centralization of our empire also increase our AP, and having a network of roads to transport supplies (and people) sounds like a good first step in that direction.
>>
>>5235826
>Continue Construction on the temple.
3 Points
>Begin entering the insect's tunnels in an attempt to take more land from them. Send Poli and Kermit
Gaining access to the mountains mean forts, stone, metal.
>>
>>5235826
>>Continue Construction on the temple. 3
>>Begin building a road network to help us transport building materials. 1

We have costant wars, we should wait for a while, especially after losing a considerable portion of our lands.
Beyond that we could centralize but I feel like the Lake Tribe, is too far removed from the home territory to have a capital being made there.
Some peace would be good, simply attacking again the elves would be suicidal.
In regard to the insects it might be better to take what we can. We risk to overextend ourselves there, and costant wars will make us weak.
>>
>>5235830
+1
>>
I wonder how the Myconids are doing? They're probably going to have to go on a mass migration with all the bullywogs and get out of elf territory soon.
>>
>>5235826 #
>Continue Construction on the temple. 3
>Begin building a road network to help us transport building materials. 1

Gotta finish it and expand our infrastructure. Long term goals
>>
>>5235826
>Continue Construction on the temple. 3
>Begin building a road network to help us transport building materials. 1

Gotta finish the temple and with the road network it makes all our projects easier. We need defences in our south and possibly along the insect borders again.

After the temple is done we should do all the other stuff on this list, we have too many projects lying about that could benefit us.
>>
>>5235826
>>5235830 +1
>>
>>5235826
>Continue Construction on the temple. 3
>Begin building a road network to help us transport building materials. 1

Temple and roads clearly has it, I'm gonna start writing now. I'll post either tonight or tomorrow.
>>
Rolled 19, 9, 86 = 114 (3d100)

>>5233779
Welp, time to save the day
>>
>>5236671
Nevermind, I'm retarded and didn't bother refreshing.
>>
File: Spoiler Image (4.21 MB, 4000x3000)
4.21 MB
4.21 MB JPG
>>5236671
>>5236677
As an apology and a tribute to Tyrandmor, here's a picture of my dragon nomming on some insects. Just like he'll be able to do with those dirty elves once we've finished his great temple.
>>
File: Slaad.jpg (160 KB, 803x1000)
160 KB
160 KB JPG
>>5235826
>Continue Construction on the temple. 3
Now that the war with the Elves has ended, we begin to construct Tyrandmor's grand temple. Its mere foundations tower above the trees of the swamp. As its construction continues, Tyrandmor is spotted flying above, watching his new lair be built. As the construction continues it becomes even grander, rivaling even the high Elven cities to the west. Tyrandmor begins moving in immediately after construction is finished and a large group of his new subrace of kobolds, drakes, follow him.

>Begin building a road network to help us transport building materials. 1
Building the monument takes a lot of stone, in order to transport it more efficiently we have begun building roads to make it easier to transport.
+1 AP

Year 375
Halflings on the behalf of Insin Daran have begun moving into the conquered territories.
The insects have been mostly quiet, likely still preparing to invade.
At the moot, Tyrandmor lands at our meeting and shows what he is hiding in his claws. It is the influential chief that was taken by Tyrandmor, now twisted with great glaws, thick skin, and sacs of poison around his neck. Tyrandmor speaks, "Behold, my gift to you all, a Slaad. He possesses incredible arcane power and would make a fine representative for your coalition at Rodyn Guhl's University." Do the tribes accept the gift.
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad
>Reject him, and have him go back with the dragon to his temple.

What does the moot decide?
5 Action Points

>Begin entering the insect's tunnels in an attempt to take more land from them.
>Research our Elven artifact.
>Send any Bullywogs with arcane talent to Rodyn Guhl's University.
>Send Soulaj to Rodyn Guhl's University
>Gather Druids to perform a large ritual. (What?)
>Send an envoy somewhere. (Where?)
>Expand the already existing road network
>Write-In
>>
>>5236926
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad
>Send Soulaj to Rodyn Guhl's University 1
>Expand the already existing road network 2
>Convene the druids to research our Elven artifact. 2
>>
>>5236926
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad

>Begin entering the insect's tunnels in an attempt to take more land from them.
Send Kermit, Poli and Soulaj. 3 Points

>Research our Elven artifact. 1 Point

>Expand the already existing road network. 1 Point
>>
>>5236926
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad
We have literally no reason to refuse.
>Expand the existing road network 2
Better roads means more AP. Let's get this going.
>Send Soulaj to Rodyn Guhl's University 1
>Send any Bullywogs with arcane talent to Rodyn Guhl's University. 1
We were fucked over by mages more so than anything else in the war with the other elven faction. The better our defenses against it become, the more likely we'll be able to push back against Isin Daran when the time comes to retake the land we lost to the south of the river.
>Send an envoy to Seren Sidh 1
I kind of want to see if these people would be willing to set up a trade agreement with us, considering that they don't really seem to care much about the Insect tribes otherwise. Having an ally, or at least a trading partner would also be beneficial to shoring up our northern border- especially so, given that we'll have to pass through their territory to send anyone to Rodyn Guhl.
>>
>>5236926
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad
>Send any Bullywogs with arcane talent to Rodyn Guhl's University. 3
>Send Soulaj to Rodyn Guhl's University 1
>Research our Elven artifact. 1

We don't need to be Rome overnight, lets focus on getting stronger qualitatively before building our new lines of defense or going on offense.
>>
>>5236926
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad
>Research our Elven artifact.2
>Send any Bullywogs with arcane talent to Rodyn Guhl's University.2
>Send Soulaj to Rodyn Guhl's University 1
>>
>>5236933
+1

We do have to do some peaceful actions at some point but we're kind of built for war. Polis and Kermit are both heroes specced for war and when it's peacetime we're not going to be able to use them at all. I say we eliminate the insects then have a period of peace. We can't keep fighting wars on mulitiple fronts and with the insects gone it's just going to be the elves (until we betray Tyramadoor).
>>
>>5236926
>Research our Elven artifact. 3

>Gather Druids to perform a large ritual. (teach Soulaaj druid shit) 2

fuck sending people to elf magic school we got our own magic bitches
>>
>>5236981
+1, I was going to pick the exact same choices.
>>
>>5236926
Calling in 30
>>5236981 and >>5236933 are tied right now, if no one votes in the next 30 I'm using >>5237025
as a tie breaker.
>>
File: Year 376.png (3.65 MB, 1920x1080)
3.65 MB
3.65 MB PNG
>>5236926
>Allow him to rejoin our coalition as a hero, Soulaj the Slaad
We welcome Soulaj with open arms back into the fold. His presence and the incredible power that the Elves wield has convinced most of our chieftains to focus on furthering our knowledge of Arcane magic.

>Send any Bullywogs with arcane talent to Rodyn Guhl's University. 3
>Send Soulaj to Rodyn Guhl's University 1
We begin asking any Bullywogs who know simple Arcane spells to go to the school. Soulaj, a few druids, and some hedge mages create a very simple spell to test our people's aptitude for Arcane magic. Then they are tutored in the very basics, so that they are not sent in completely blind. We send a few hundred candidates, although most will not stay in the University for long.

>Research our Elven artifact. 1
Druids and the few hedge mages that did not go to Rodyn Guhl research the artifact we took from the Elves. We first must understand the very basics of how the power flows when using a large crystal like this.
[New Project: Research Fundamentals of the Elven Artifact 1/5]
This can be sped up by using more AP, using a hero, or assigning wizards.

Year 376
Rumbling has been heard underground near our border with the insects. We will likely be attacked soon.
Reports of a strange addition to the temple being built have been coming in. The drakes appear to be building large metal pipes that lead into the water.
A massive number of starving kobolds have been seen crossing through the lake tribes territory, destroying farms and eating all available food.
The halflings have begun large productions in parts of our lost territory. The trees are being quickly chopped down, but they are also finding a lot of metal within the ground and large scale mining operations have begun.
With the Halflings beginning to use the lands, the Myconids that live there are forced to relocate. They’ve taken to spreading out thinly within our territory, as any attempts to control a larger territory leads to conflict with our local Bullywogs.

What does the moot decide?
5 Action Points

>Research our Elven artifact.
>Take the Offensive to the insects.
>Prepare a defensive army to thwart the insect's invasion attempt.
>Drive the kobolds out of our lands.
>Have Poli raid the halflings supply lines.
>Attempt to secure a trade agreement with someone. (Who?)
>Gather Druids to perform a large ritual. (What?)
>Write-In
>>
>>5238148
>Take the Offensive to the insects. 4

>Drive the kobolds out of our lands. 1

Hey, hey! Our agreement was to be the vassals of the dragon, not to welcome in lizard-filth! Get outta here, you fucks better not be bumping lizard-shit into our water to turn us into scalies!

Anyways, rant over, lets preempt the bugs, trap them in their holes and use the mountain corridors and tunnels as chokepoints before we go for an all out assault, we should really commit to this to finish off the bugs and finally eliminate an enemy and gain new land. I don't wanna take a defensive battle because we haven't rebuilt our defenses.
>>
>>5238148
>Take the Offensive to the insects Send Kermit with them 3
>Research our Elven artifact. 1
>Have Poli raid the halflings supply lines. 1

Let's take the offensive to the insect, it'd be nice to have more territory. I don't trust what the halfling are doing so let's preemptively slow down what they're doing a bit. We also should slowly keep up with researching the elven artifact, we're not fighting the elves any time soon so no need to worry about it for a while so we can take our time.
>>
>>5238159
+1

bring our hero on offensive too
>>
>>5238148
Yeah, that too, bring our heros. >>5238181
>>
I know I'm one of the most warlike anons here, but I really think devoting 4 actions points to one action is too much. We need to do other stuff besides war. I really think we should continue to plug away at the elven artifact
>>
>>5238169
REMOVE BUGS
>>
>>5238148
>Take the Offensive to the insects. Send Kermit with them. 3
>Research our Elven artifact. 1
>Send Poli to help round up the kobolds. Give them the option to join peacefully, or else be driven off. 1
I know this is a far stretch, but Tyrandmor basically used these people up and replaced them with Slaads and Drakes. We might not be able to take all of them on, but they can at least help us keep an idea of what he's up to. Plus, we'll still need bodies to keep firing up the war machine, especially so if the dragon tries to fuck us over in the future. Call me a sucker, but I love an underdog story, and enabling them to get revenge on the person that threw them away could be a kino story arc.
>>
>>5238169
Support
>>
QM are the halflings considered apart of the elves? Or are they their own separate entity?
>>
>>5238428
You can consider them part of the elves militarily. Economically and diplomatically, consider them separate.
Basically the elves don’t have enough people to work all the land they conquer, so they get other races to do it for them.
>>
>>5238463
they short elf
>>
>>5238463
so... what you're saying is they are definitely combatants and can be skinned and crucified for being elf spies/sympathizers?
>>
>>5238285
Does this count as a +1. What does this mean?
>>
Can we push the kobolds into either halflings or insects? Use them to soften them up 2, poli

2 for us killing insects with kermit
1 research elven artifact
>>
We can start a kobold relocation project next turn
>>
Actually if we win against the insects we should put the kobolds in the tunnels
>>
Wow. I just caught up with this thread, and I've got to say, while it has a lot of potential, these DCs are absolute dog shit.
>>
>>5238669
We did pick the weakest choice at the start. QM did say bullywogs were pretty weak. It's rough in these swamp. Also vote since the vote is tied.
>>
>>5238148
>Research our Elven artifact. 1
>Prepare a defensive army to thwart the insect's invasion attempt. 2
>Have Poli raid the halflings supply lines.2
>>
>>5238669
Honestly, a very fair criticism. In the beginning they were way too easy for what I was going for. Since then I've been using some background numbers and an assumption that DC 80 is 50/50. I'm pretty content with the current difficulty level desu. I'm more than welcome to suggestion from anyone
>>
>>5238148
Calling in 15
>>5238169 and >>5238159 are tied with
>>5238285 as the tiebreaker for >>5238169
>>
>>5238745
I wouldn't call DC 80 50/50 but I'm fine with the DC's so far honestly
>>
>>5238745
The DCs are mostly fine in my opinion. Don't Bo3 systems usually easily make 70 on average? Just have actions that we REALLY commit to with a lot of AP or that we have lots of numeric/qualitative/terrain advantages have actually easy or merely moderate DCs so not every roll fails impossible when we are on a bad streak or whatever. Or have modifiers but have the DCs go above 100 for the really impossible shit so our stacking modifiers don't make it impossible to fail.
>>
>>5238749
>Take the Offensive to the insects Send Kermit with them 3
>Research our Elven artifact. 1
>Have Poli raid the halflings supply lines. 1
Writing
>>
>>5238148
>Take the Offensive to the insects Send Kermit with them 3
>Have Poli raid the halflings supply lines. 1
>Research our Elven artifact. 1

Roll 2d100
DC 60, 90
DC 60
>>
Rolled 62, 65 = 127 (2d100)

>>5238781
>>
/dice 2d10
>>
>>5238791
To roll you type in the options menu dice+2d100
>>
Rolled 14, 35 = 49 (2d100)

>>5238781
90
>>
Rolled 9, 53 = 62 (2d100)

>>5238781
>>
Rolled 94, 86 = 180 (2d100)

>>5238781
>>
Rolled 88, 61 = 149 (2d100)

>>5238781
>>
>>5238802
You were 20 seconds too late anon
>>
>>5238781
Morning, am writing now
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File: Year 377.png (3.65 MB, 1920x1080)
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>>5238781
>Take the Offensive to the insects Send Kermit with them 3
As we march we quickly begin to gain ground but the insects emerge from unseen tunnels and attack us from behind as we advance. Eventually all of the land the insects controlled above the hills was taken. It will be difficult to defend this location, with all of the different entrances to the hives.

>Have Poli raid the halflings supply lines. 1
Poli and many of the same warriors that fought alongside him begin raiding Halfling Supply lines as they head back to Insin Daran. This has been significantly slowing down the Halfling's growth in the area. By the end of the year Elven guards have already started appearing, making the task much more difficult.

>Research our Elven artifact. 1
Our wizards have been attempting to map the magical pathways within the crystal, to little success. There is very little magic left in the crystal and the paths are completely disrupted near where Kermit struck the crystal. Progress, while slow, is still made.
[Research Fundamentals of the Elven Artifact 2/5]

Year 377
The metal pipes the Drakes have built are now operational and are sending a strange potion into our lake, where our tadpoles live. Many tribes, especially the ones that live near the temple are rightfully angry with the dragon and want to stop this now. Slaad have begun rising out of the waters and trying to join the tribes near the temple.
How do the tribes react?
>Accept the powerful Slaad into our tribes.
>Don't allow them to join, they will head to the Dragon's Temple instead.
The halflings have been continuing their operations, now with a much larger Elven presence as guards.
The kobolds appear to be heading towards Seren Sidh, and will make it there by next year, exiting our territory.
A few dozen of the Bullywogs we sent to Rodyn Guhl have returned home, well within what we expected.

What does the moot decide?
5 Action Points
>Research our Elven artifact.
>Send diplomats to Tyrandmor to ask him to stop.
>Destroy the pipes before they can do any more damage.
>Integrate the kobolds into the lake tribe; they can serve as lookouts at the entrances to the hive.
>Continue to attack the Insects, now moving underground to fight.
>Have Poli continue to raid the halflings' supply lines.
>Build new defenses and repair our old ones within the lake tribe.
>Write-In
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>>5239118
>Accept the powerful Slaad into our tribes.
>Send diplomats to Tyrandmor to ask him to stop. 2
>Have Poli continue to raid the halflings' supply lines. 3
>>
>>5239118
>Accept the powerful Slaad into our tribes.

>Integrate the kobolds into the lake tribe; they can serve as lookouts at entrances to the hive 1
>Continue to attack the insects, now moving underground to fight. 2 .Send Kermit.
Strike while the iron is hot, since we've got them on the run so far. Until the insect threat has been dealt with on a more permanent basis, it doesn't make sense to set up new defenses above ground.
>Continue Research on our Elven artifact 1
>Send diplomats to Tyrandmor. 1
I don't really want Tyrandmor to necessarily stop, since we got a Slaad hero working for us and we have no reason not to be friendly towards their race, but it's still shitty of him to experiment on our children with weird potions without any explanation or input from us-- even if what he's doing is beneficial.
>>
>>5239118
>Send diplomats to Tyrandmor to ask him to stop. 1
>Integrate the kobolds into the lake tribe; they can serve as lookouts at the entrances to the hive. 1
>Research our Elven artifact. 1
>Build new defenses and repair our old ones within the lake tribe. 2
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>>5239165
+1 to this anon's choices
>>
>>5239118
>Accept the powerful Slaad into our tribes.

>Integrate the kobolds into the lake tribe; they can serve as lookouts at the entrances to the hive. Have Poli on this.
1 Point

>Build new defenses and repair our old ones within the lake tribe. Have Kermit on this.
2 Point

>Create our own magic university invite the Shamans, Myconids and Slaads. Put Soulaj on this.
2 Points

These bugs are gonna be a hard to get rid of. Better build up our defences before we go on the attack again. Having our own school would be nice.
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>>5239118
>>5239227 +1
>>
>>5239165
I'll change my vote to this it's close enough to my vote. I'm just a little nervous on attacking with 2 actions points deep underground, but I guess Kermit is a badass so it'll be alright.
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>>5239118
>Accept the powerful Slaad into our tribes.

This is fine as long as we can integrate them. I think that very soon it will be imperative that we either push the elves back so we having living space around the other river/lake for our tadpoles and people to live in case this whole Slaad thing gets outta control. We cannot be having the future of our species be jeopardized. If we ever get any indication that the control can either demand unquestionable loyalty from the Slaad somehow or demands setting up a second "temple" near our other river then I say we have to immediately go into total war against the dragon for the fate of all frog-kind.

>Send diplomats to Tyrandmor to ask him to stop. 3

>Integrate the kobolds into the lake tribe; they can serve as lookouts at the entrances to the hive. 1

>Build new defenses and repair our old ones within the lake tribe. 1

We need to deal with some internal issues before finishing anyone off or finishing our research. While I'm tempted to just finish off the artifact now and then spread the other two AP around, I think we need to nip this in the bud.

I'm not 100% sold on my distribution of AP but I think the jist of what I'm going for is that the priority is stopping Tyrandmor from fucking us over, but we also need to prepare for the bug offensive and integrating the kobolds and making stoneworks both serve that purpose. It also serves to have something to point to if those kobolds we've been displacing go to Seren Sidh to whine and claim we are committing genocide or some other such bullshit, once the elves either invade or send a diplomat (these are supposed to be the peaceful elves) then we can say "see, look, no genocide here, we've integrated the kobolds into our coalition and they have the same say as any individual tribe".

I'm confident that once we deal with some of the internal issues or wipe out the insects, or at least build a strong defensive position so that the bugs cannot break out that we can commit almost entirely to a renewed war with the elves or halflings if they attack. While they still possess more advantages than us, I think we can win, and we can always do some more tech stealing to even the edge. We just need to not commit suicide like last time or fail to deal with the magic, no getting distracted with trying to pin down another army like last time.
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>>5239227
+1
>>
dice 2d6
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>>5239118
No update today, expect one tomorrow
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>>5239118
We're actually tied between >>5239227 and >>5239165
I'll give it some extra time so I'm calling in 50 min, I'll roll a dice between the two if there are no more votes.
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>>5241523
changing >>5239126 to support >>5239165
>>
>>5239118
>Accept the powerful Slaad into our tribes.
>Continue to attack the insects, now moving underground to fight. 2 .Send Kermit.
>Send diplomats to Tyrandmor. 1
>Integrate the kobolds into the lake tribe; they can serve as lookouts at entrances to the hive 1
>Continue Research on our Elven artifact 1

Roll 3d100
DC 90, 100
DC 60, 80
DC 60
>>
Rolled 87 (1d100)

>>5241599
>>
Rolled 37, 47, 66 = 150 (3d100)

>>5241599
Dice gods bless my dice!
>>
Rolled 42, 60, 70 = 172 (3d100)

>>5241599
Didn't even use all the heros, nice.
>>
Rolled 83, 90, 44 = 217 (3d100)

>>5241599
>>
Rolled 69, 78, 86 = 233 (3d100)

>>5241599
I may have underestimated the bugs, somewhat.
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>>5241686
Not 'somewhat', when fighting ANY major faction's full army on the offensive in their home terrain we ought to use near our full strength, committing only 2 AP to this was foolish.
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>>5241599
>Accept the powerful Slaad into our tribes.
As more Slaad have begun joining our tribes, they have begun challenging our current chieftains for their titles. As of now there are very few Slaad chieftains, but this is expected to change as more and more of them challenge the chieftains of their tribes.

>Continue to attack the insects, now moving underground to fight. 2 .Send Kermit.
We are unable to hold any ground as the insects are completely willing to collapse tunnels behind us, dig new tunnels that allow them to flank us, and even just collapse entrances forcing us to find new ones. Our warriors do find underground streams that could likely support a population of Bullywogs if we do take territory underground though.

>Send diplomats to Tyrandmor. 1
The diplomats we send into the Draconic Temple are brought to Tyrandmor. When they begin voicing their complaints the Dragon dismisses them. "This is a great boon to your people, my Slaad are incredibly powerful tools. However I understand why you may be skeptical, so I shall offer you assistance in other areas as well."
He offers a few things and you may pick 2, although he won't stop using his potion.
>An army of Drakes that may be used offensively or defensively.
>A small part of his horde, more riches than our tribes have ever seen.
>Tyrandmor will personally burn down everything the Halflings are doing in the south.
>He will show our wizards the Elven Artifact's fundamentals, as well as the first steps in gaining a more focused understanding.
>Ask him something else He may refuse so please vote for something else as well underneath

>Integrate the kobolds into the lake tribe; they can serve as lookouts at entrances to the hive 1
It's a very successful integration, the kobolds were desperate and our offer was probably the best thing they would get. Some continue heading to Seren Sidh, likely improving our reputation, but most stay and begin settling the lands near the entrances to the insects' hive.

>Continue Research on our Elven artifact 1
Progress is still slow, but more of the artifact has now been mapped.
[Research Fundamentals of the Elven Artifact 3/5]

(1/2)
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>>5241860
Year 378
The Halflings have begun fishing in the water near their territories. Even if they aren't catching tadpoles, fishing still limits our food supply significantly. The bullywogs of the south demand action now. Poli has already devised plans to sink the fishing vessels, with the help of the local druids.
We've learned that Seren Sidh recently had another nearby Elven city pledge its loyalty to it, and has taken its territory as its own.
Our mages at Rodyn Guhl continue their education; it will be 2 more years before they are considered novices by the Elves.

What does the moot decide?
>Research our Elven artifact.
>Attempt to destroy the pipes
>Have Poli enact his plan to destroy the fishing boats.
>Attempt to attack the insects once more.
>Build new defenses and repair our old ones within the lake tribe.
>Send diplomats somewhere. (Where?)
>As Slaad unites tribes in the north, the tribes nearby form an alliance to retain control over their tribes.
>Write-In

(2/2)
>>
>>5241863
>An army of Drakes that may be used offensively or defensively.
>Attempt to attack the insects once more. 3 send kermit and the drakes
>Have Poli enact his plan to destroy the fishing boats. 2
>>
>>5241860
QM are the slaad loyal to tyrandmor or the bullywogs?
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>>5241860
>An army of Drakes that may be used offensively or defensively.
>A small part of his horde, more riches than our tribes have ever seen.

The drakes will be very useful if applied correctly and with the gold and jewels we can have an in with Seren Sidh and hopefully be able to bypass the bad rumours they heard about us from the kobolds, we really need to avoid being isolated, we cannot have the elves grouping together as a proto superpower against us, nor can we afford to be isolated if we have to turn on the dragon. The artefact and the halflings we are perfectly capable of dealing with ourselves, especially now that we invested so heavily in being educated in magic.

>Have Poli enact his plan to destroy the fishing boats. 2 Send the Drakes as well if the drakes win the vote.

I know I said we need to commit to any major action, but the halflings haven't shown themselves to have much prowess, and even with the increased guard the drakes should hopefully more than even the tide.

We have a lot on our plate so we need to spread out our AP, I think we should skip research this turn, we have internal issues we have to deal with and opportunities elsewhere.

>Send diplomats somewhere. (Seren Sidh) 2 If the vote for the horde wins then use our wealth to persuade the elves to part ways with metal tools and weapons and the secrets to craft them. Try and smooth over any misunderstandings the fleeing kobolds may have caused and get friendly relations with them. Learn anything we can about the other elf city states. If the horde vote doesn't win still try and get a trade deal, we'll trade lumber or fine hard woods from the tough trees that grow in the swamp and herbaceous plants and fish from the lakes.

We need allies and information. The metal goods and services the elves could provide certainly will help as well.

>As Slaad unites tribes in the north, the tribes nearby form an alliance to retain control over their tribes. 1

The alliance may not be as strong but hopefully we can at least do well enough to prevent a political takeover.
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>>5241897
I think that is supposed to be ambiguous.
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>>5241902
hmmmm. The night of long tongues must wait then, we need to crush the bugs and remove haflies and elves from OUR lands
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>>5241860
>An army of Drakes that may be used offensively or defensively.
>Tyrandmor will personally burn down everything the Halflings are doing in the south.

>Attempt to attack the insects once more and send Polis and Kermit 3
>Research our Elven artifact. 1
>As Slaad unites tribes in the north, the tribes nearby form an alliance to retain control over their tribes. 1

You guys do realize we'll get done like the kobolds as soon as the Slaad are more numerous than us. We need to take out Tyradamoor before the elves. He's the more present threat right now.
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>>5241934
Oh yeah also send the drakes with the army against the insects
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>>5241860

>An army of Drakes that may be used offensively or defensively.
>A small part of his horde, more riches than our tribes have ever seen.


>Attempt to attack the insects once more and send Polis and Kermit 3
>Research our Elven artifact 1
>As Slaad unites tribes in the north, the tribes nearby form an alliance to retain control over their tribes. 1
>>
>>5241934
we know, right now though we are in no position to do anything about it yet
>>
I know Tyrandmor is the biggest issue, but we aren't ready to deal with him given our other issues. I think we need to setup to get stronger instead of going it alone playing isolationist. That is why I think even with so many things pulling us in different directions we need allies.

Dealing with the halflings isn't a continuation of war against the elves, at least not for me. It is more to deal with our essential food issue and to squash internal dissent, we can't have the southern tribes breaking off from the coalition. We also need the southern river considering the shit Tyrandmor is pumping into our northern lake.

The insects can wait and frankly if we are going to assault them we should commit at least 4 AP to it, not half ass it with gradual escalations like we did with the elf army.
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>>5242043
I think we’ll be fine as long as we send the heroes and the drake army. They should lower the DC to a passable state.
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>>5242047
The drakes might turn out to be more loyal to Tyrandmor than us, especially if they have been on our side for a short amount on time
>>5241863
>>5241901 + 1
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>>5242379
we just need them to bleed the bugs and elves, and themselves of course
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>>5241860
Calling in 30 min.
>>5241901 is in the lead right now..
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>>5241860
>An army of Drakes that may be used offensively or defensively.
>A small part of his horde, more riches than our tribes have ever seen.

>Have Poli enact his plan to destroy the fishing boats. 2 Send the Drakes as well
>Send diplomats somewhere. (Seren Sidh) 2 Use our newfound wealth, learn about the rest of the conintent focusing on the elves, and try to establish a trade agreement.
>As Slaad unites tribes in the north, the tribes nearby form an alliance to retain control over their tribes. 1

Roll 2d100
DC 10, 40
DC 10, 40, 60
>>
Rolled 55, 60 = 115 (2d100)

>>5242725
>>
Rolled 49, 4 = 53 (2d100)

>>5242725
First crit
>>
Rolled 40, 66 = 106 (2d100)

>>5242725
Here we go...

>>5242737
Not quite.
>>
Good, we passed all the DCs. Assuming the 2nd roll is for the diplomacy and not the alliance then the choice of boons was good. With friendly relations with one of the more powerful elf states and a military demonstration warning the militant elves to fuck off we should hopefully be able to focus on the insects and some more internal issues and be more ready for the next crisis.
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>>5242725
I'm writing now, but I probably won't finish until later tonight.
>>
File: Year 379.png (3.62 MB, 1920x1080)
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>>5242725
>An army of Drakes that may be used offensively or defensively.
>A small part of his horde, more riches than our tribes have ever seen.

>Have Poli enact his plan to destroy the fishing boats. 2 Send the Drakes as well
Poli's plan feels almost needlessly complicated for the amount of men he has. All of the Halfling boats are destroyed. Their docks are destroyed and any production near the coast has also been destroyed. They're unlikely to intrude on our waters again. Insin Daran is definitely aware of our actions, but has not responded.

>Send diplomats somewhere. (Seren Sidh) 2 Use our newfound wealth, learn about the rest of the continent focusing on the elves, and try to establish a trade agreement.
The visit to Seren Sindh has been a resounding success. The Elves told us more about the local area, including the dwarves at the base of the mountains, the smaller Elven cities to the far west, the Troll Clans of the South, and Insin Uir, Insin Daran's sister city.
The Elves have also offered to build a road from their city through our lands, although we will need to decide where.
>Through the Lake Tribe, allowing the kobold minorities in our nations to live together would make Seren Sindh happy.
>To the Draconic Temple, this would connect the road the most to our existing roads.
>Through the Southern Tribes, our population center, to get the most economic benefit from the road.

>As Slaad unites tribes in the north, the tribes nearby form an alliance to retain control over their tribes. 1
The Slaad have been stopped from taking control over a lot of our western territories because of the alliance. The larger tribes, both from the alliance and the Slaad, have made it easier for us to come to decisions in our moots.
+1 Action Point, 6 AP Total

Year 379
Kermit has spent his time ordering the repairs of the forts in the north; now they are back in working order.
The Slaad chieftains are unable to expand westward, so they have begun expanding in the East instead.
Our wizards in Rodyn Guhl have been struggling. They've begun practicing fine control, something that Bullywogs are notoriously bad at. Soulaj has seen them struggling and has been offering them help. This has culminated in him offering to turn them into Slaad. This would make them much more powerful.
What do they decide?
>Almost all become Slaad.
>A few agree.
>None.

What does the moot decide?
>Research our Elven artifact.
>Start a new offensive against the insects
>Expand our Road Network
>Send diplomats to the Drakes so that we can arrange an agreement to reinforce our Drake army as it suffers casualties
>The Bullywog alliance grows
>Send diplomats somewhere. (Where?)
>Gather Druids to perform a large ritual. (What?)
>Write-In
>>
>>5243318
>Through the Southern Tribes, our population center, to get the most economic benefit from the road.
>None.

>The Bullywog alliance grows 1
>Start a new offensive against the insects 3 (Send Drakes, Kermit, and Polis)
>Send diplomats(Dwarves) Ask them how they dealt with Tyradamoor and try to buy dwarven weapons 1
>>
>>5243318
>Through the Southern Tribes, our population center, to get the most economic benefit from the road.

We don't want the minority populations to cluster together, as historically that is how you get strong sucessionist movements. We also don't want them to be able to access the rest of our road network and conquer our dispersed territories quickly should they ever turn on us and manage a coup de main. The economic advantage is best for us.

>None.

The Slaad are our people too, but we are not giving up our frog nature to become some weird frog-dinosaurs or whatever they are. It's the frog life for us.

>Research our Elven artifact. 2

Finish this off.

>Send diplomats somewhere. (Dwarves) 2

I think we should establish relations with them before the continuation of the insect war cuts us off. Try and go for trade and see if they are interested in helping us finish off the insects, they can take the underground caverns and ore veins from the insects as long as the spring from which our river flows remains intact and as long as we have continued friendly relations.

>Gather Druids to perform a large ritual. (A ritual to promote the increased productivity and health of our riverine, forest, and agricultural systems. The dead of all species in our possession from the recent wars and a dusting of essential minerals shall be sacrificed to nature. Make sure the tadpoles in our southern lake keep spawning healthily, the fish population stays positive and the bushes keep flowering berries, etc, etc) 2

This vote is pretty open, we could do a lot of things really. We could reopen the offensive on the insects, though if we do I recommend we invest all our AP into it, or invest 3 or 4 into it while also using a ritual to dampen the effects of the insect earthworks and ambushes. Or we could build defences along the southern river in anticipation of an attack. Or we could travel along the coast and make friends with the trolls and agree to gang up on the elves. Or we could strength the bullywog alliance to make sure we put a damper on this Slaad problem. Or any number of things really.
>>
>>5243373
Remember, we have 6 AP now.
>>
>>5243383
Oh whoops

>The Bullywog alliance grows 1
>Start a new offensive against the insects 3 (Send Drakes, Kermit, and Polis)
>Send diplomats(Dwarves) Ask them how they dealt with Tyradamoor and try to buy dwarven weapons 1
>Research our Elven artifact. 1

Let's just fucking kill the insect already and keep getting ready for when we have to deal with Tyradamoor. 3 is enough with the Drakes and both our heroes probably.
>>
>>5243387
+1
Dwarves better save our ass
>>
>>5243318
>Through the Southern Tribes, our population center, to get the most economic benefit from the road.

>None

What does the moot decide?
>Research our Elven artifact.2
>Send diplomats(Dwarves) Ask them how they dealt with Tyradamoor and try to buy dwarven weapons 1
>Gather Druids to perform a large ritual. (A ritual to promote the increased productivity and health of our riverine, forest, and agricultural systems. The dead of all species in our possession from the recent wars and a dusting of essential minerals shall be sacrificed to nature. Make sure the tadpoles in our southern lake keep spawning healthily, the fish population stays positive and the bushes keep flowering berries, etc, etc) 2
>The Bullywog alliance grows 1
>>
>>5243606
+1 to these choices
>>
>>5243318
>Through the Southern Tribes, our population center, to get the most economic benefit from the road.
>None
>The Bullywog alliance grows
6 points get Ploi and Kermit. Get control we need a stronger political and economic base.
>>
>>5243318
I'll switch to support >>5243606
>>
>>5243318
Calling now.

>Send diplomats(Dwarves) Ask them how they dealt with Tyradamoor and try to buy dwarven weapons 1
>Gather Druids to perform a large ritual. (A ritual to promote the increased productivity and health of our riverine, forest, and agricultural systems. The dead of all species in our possession from the recent wars and a dusting of essential minerals shall be sacrificed to nature. Make sure the tadpoles in our southern lake keep spawning healthily, the fish population stays positive and the bushes keep flowering berries, etc, etc) 2
>The Bullywog alliance grows 1
>Research our Elven artifact.2

Roll 1d100
DC 60, 90
>>
Rolled 75 (1d100)

>>5245382
>>
Rolled 32 (1d100)

>>5245382
>>
Rolled 12 (1d100)

>>5245382
>>
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>>5245382
>Send diplomats(Dwarves) Ask them how they dealt with Tyradamoor and try to buy dwarven weapons 1
Reaching the dwarves was difficult, even with our border with them. After finally finding a fortress willing to respond to us, we were able to discuss terms with the Sectfin Clan. They told us that none of the dwarven clans are willing to trade on the surface and that they know nothing about the Clans that fought Tyrandmor. But they offer a deal, both of us attack the insects so that we may share a border underground. Even if we decline to do it this year, they will keep this fort open to us so that we may communicate with them in the future.
Do we accept the deal?
>Yes, we promise to attack the insects this year.
>No, not this year but possibly in the future. This will require 1 AP to send a diplomat.
>No, we will never let you take what will be our lands.

>Gather Druids to perform a large ritual. (A ritual to promote the increased productivity and health of our riverine, forest, and agricultural systems. The dead of all species in our possession from the recent wars and a dusting of essential minerals shall be sacrificed to nature. Make sure the tadpoles in our southern lake keep spawning healthily, the fish population stays positive and the bushes keep flowering berries, etc, etc) 2
Our Druids gather and perform a ritual to put more magic into all life that lives within our territory. The effects of this will last years, slowly fading over time.

>The Bullywog alliance grows 1
As the Slaad continue to spread their influence, other tribes with Slaad minorities join the alliance

>Research our Elven artifact.2
[Research Fundamentals of the Elven Artifact 5/5]
We now have an understanding of how the artifact works, and how the magic flows through it. We can now use it to power an arcane ritual of our own, although with the current state of the crystal it is unsure how safe that would be. We can also continue using it as the basis of research. Such as learning how to repair it, or how to create new crystals.

(1/2)
>>
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>>5245547
Year 380
Our Wizards have graduated from Rodyn Guhl, now they are considered Novices by the University. Normally wizards will take time to practice what they have learned after graduating, and our bullywogs are no exception. They've returned to our lands, but are unsure what to do. Soulaj suggests that they stay together to work on large projects, he goes on to say that the Draconic Temple is a good place for our mages to live. Most of the graduates are skeptical of living so close to the dragon, but aren't opposed to staying together.
What do the mages do?
>Let the mages split up and rejoin their old tribes, making it more difficult for someone to attack them all at once.
>Keep the mages together, making them more efficient when working on large projects together.

Where should the mages be based? You can vote on this even if you want the mages separate
>In the Draconic Temple, being so close to the dragon may be a boon.
>In one of our forts along the Drake border, repurposing an old military installation will be quick.
>Build a new Wizard tower, having specialized rooms and hallways that take into account the Wizards abilities will make the Wizards happier, but will need to be built. (Where?)

Seren Sidh has started construction, using kobold and halfling workers. The kobolds haven't had any problems, but the bullywogs of the south are not enjoying seeing halflings working on their lands.
[Road Progress 2/3]

We have heard of a massive Troll Army marching on Insin Daran. Whether this will affect us is to be seen.

What does the moot decide?
6 Action Points
>Start a new offensive against the insects, possibly with help from the Dwarves.
>Help smooth out relations between the southern tribes and the halflings.
>Send diplomats to the Drakes so that we can arrange an agreement to reinforce our Drake army as it suffers casualties
>The Bullywog alliance grows.
>Send diplomats somewhere. (Where?)
>Begin a new research project using the Elven Crystal (What?)
>Attack Insin Daran while they already have a front.
>Write-In
>>
>>5245550
>Yes, we promise to attack the insects this year.
>Let the mages split up and rejoin their old tribes, making it more difficult for someone to attack them all at once.
>In one of our forts along the Drake border, repurposing an old military installation will be quick.
>Start a new offensive against the insects, possibly with help from the Dwarves. send kermit also 3
>The Bullywog alliance grows. 3
>>
>>5245547
>Yes, we promise to attack the insects this year.

While the promise may tie us down in the case of some opportunity (like the troll attack leaving the elves vulnerable) it is worthwhile, a connection shared with the dwarves underground would give us a protected trade route with them for any future ties we wish to form.

>Let the mages split up and rejoin their old tribes, making it more difficult for someone to attack them all at once.

Fuck no, we may be getting more centralized but at the end of the day our system is a coalition. That, and I don't want to give the dragon an opportunity to hold our mages hostage or wipe them all out at once, or for the Slaad to influence our mages.

>Build a new Wizard tower, having specialized rooms and hallways that take into account the Wizards abilities will make the Wizards happier, but will need to be built. (On the little island in the middle of the southern lake)

>Help smooth out relations between the southern tribes and the halflings. 1

>Start a new offensive against the insects, possibly with help from the Dwarves. 5 Send all our heros plus our drakes.

I could also see us only spending 3 or 4 points on the offensive against the insects because of the alliance with the dwarves and us having the drakes. (though the drakes will be of limited use underground, remember) We could use those points to grow the bullywog alliance or do a research project or ensure the halfling issue isn't a problem, but I like to be absolutely sure when dealing with military matters so these things don't drag on.

And please anons, the opportunity seems great but please don't open a second front until the insects are dealt with, no two front wars unless absolutely necessary. Besides, wars take multiple turns, the elf situation with the trolls will probably be even more dire for the militant elves in another turn, we can focus on them then.
>>
>>5245550
>Yes, promise to attack the insects this year
>Keep the Mages together, making the more efficient when working on large projects.
>Build a new wizard tower for them (in the heart of bullywog territory, somewhere defensible, ideally).
I don't know about everyone else, but I haven't given up on the idea of founding our own magic university, eventually. This tower is a good first step.
>Start a new offensive against the insects, possibly with help from the dwarves. 3 Send Kermit, our Drakes, and our Slaad hero as well, since he's finished his education.
>Help smooth out relations between the southern tribes and the Halflings 1
Fighting a two-front war is no bueno, and I don't think Insin Daran wants that any more than we do right now.
>Begin a new research project with the Elven crystal- try to learn how to repair it, and use it to amplify our own magics. 2.
This is going to be the first big project that we assign our mages to. We will turn our enemies' tools against them.
>>
>>5245761
+1
>>
>>5245550
Seeing as spending most of our points on the offensive never seems popular I guess I'll switch to >>5245761

As long as we commit the drakes and all our heros and we should be fine I hope.

I'm fine with this as long as we don't choose the fort or the temple. I still think having the wizard temple be on the little island would be cool and a better location and I recommend it be there.
>>
>>5245547
>Yes, we promise to attack the insects this year.

>Let the mages split up and rejoin their old tribes, making it more difficult for someone to attack them all at once.

>In one of our forts along the Drake border, repurposing an old military installation will be quick.

>Start a new offensive against the insects, possibly with help from the Dwarves.3 Send Kermit, our Drakes, and our Slaad hero as well, since he's finished his education.
>Help smooth out relations between the southern tribes and the halflings.2
>The Bullywog alliance grows.1
>>
>>5245761
+1 as well, seems like a nice balance
>>
>>5245547
>Yes, promise to attack the insects this year
>Keep the Mages together, making the more efficient when working on large projects.

>Start a new offensive against the insects, possibly with help from the dwarves. 3 Send Kermit, our Drakes, and our Slaad hero as well, since he's finished his education.
>Help smooth out relations between the southern tribes and the Halflings 1
>Build a new wizard tower for them (in the heart of bullywog territory, somewhere defensible, ideally)
Will decide where next turn
>Begin a new research project with the Elven crystal- try to learn how to repair it, and use it to amplify our own magics. 2.

Roll 2d100
DC 70, 95
DC 50, 80
>>
Rolled 77, 77 = 154 (2d100)

>>5247580
Fuck we should've did 5 action points. Here goes nothing.
>>
Rolled 51, 64 = 115 (2d100)

>>5247580
>>
Rolled 64, 1 = 65 (2d100)

>>5247580
Noice. Let's see if I can do our froggies one better
>>
>>5247635
Frog bros... Welp atleast it's not the Insect roll. Halflings are just going to fucking hate us.
>>
>>5247635
I hope that is our diplomancing the halflings that failed and not our work on the crystal, we invested so much into that thing.

And god...that DC for the invasion even with the drakes and allies, this is kind of why I wanted a harder commitment for the offensive, they literally are insects in a fortified underground area, hopefully we get the underground bridge to the dwarves and push the insects back somewhat at least.
>>
>>5247721
The DCs are always the first choices, for this it was for the insects and halflings.
>>
File: Year 381.png (3.61 MB, 1920x1080)
3.61 MB
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>>5247580
>Build a new wizard tower for them (in the heart of bullywog territory, somewhere defensible, ideally)
It is decided a great tower will be built for the mages, the question now is, where?
>The Island, making them more isolated.
>Along the new road being built, tying them more closely to our economy.
>Write-In

>Start a new offensive against the insects, possibly with help from the dwarves. 3 Send Kermit, our Drakes, and our Slaad hero as well, since he's finished his education.
The offensive is hard fought, but we are definitely gaining ground. The drakes shine especially well here covering our flanks as the main force moves through the hive. We quickly meet with the dwarves and start moving our forces parallel to one another. As we push deeper and deeper into the hive our forces appear to reach a central chamber. The young queen is there, attempting to fight her would be risky but could be worth it if the alternative is her escape. Both Soulaj and Kermit will be at risk.
>Finish the Queen now.
>Allow her to escape.

>Help smooth out relations between the southern tribes and the Halflings 1
In an attempt to smooth relations between the halflings and our southern tribes we host a festival where the road is being built. A group of Bullywogs hell bent on stopping the roads construction crash the festival and burn down our temporary buildings. Since then, there have been ongoing raids against the construction workers. The raiders have been surprisingly organized and have prevented any construction from being continued.

>Begin a new research project with the Elven crystal- try to learn how to repair it, and use it to amplify our own magics. 2.
Our mages take the crystal and start attempting to repair the lines of magic destroyed by Kermit.
[New Project: Repair the Arcane Crystal [4/15]

Year 381
The Slaads continue to overthrow chieftains outside of the alliance.
The great army of Trolls is now besieging Insin Daran, although very few actually expect it to fall.
Seren Sidh tells us they will be putting the road’s construction on hold until we can promise their workers will be safe.
[Road Progress 2/3]

What does the moot decide?
6 Action Points
>Continue Repairing the Arcane Crystal.
>Begin Construction of the Wizard Tower.
>Finish the Road ourselves.
>Attempt to reason with the raiders.
>Purge the Raiders.
>The western alliance grows.
>Have Bullywogs begin settling underground.
>Write-In.
>>
>>5247808
>The Island, making them more isolated.
>Allow her to escape.

We have bigger fish to fry, the queen can come back in another era to fuck around with someone else.

>The western alliance grows. 3

>Purge the Raiders. Commit all heros and the drakes. 2

>Have Bullywogs begin settling underground. 1

The Slaad alliance is getting out of control and we are at serious risk of being demographically couped. I think if they are openly overthrowing chiefs then it is time to go all out on our internal issues.

No negotiating with terrorists they are stalling our economic progress, I'd understand if they wanted to attack the halflings or draw us into strife with the elves, but we cannot have organized raiders distracting us with some of these issues coming to a head.

A small effort starting on colonization will ensure we get our fair share of the underground territory, ores, and living space to have a secure fall back area.
>>
>>5247808
>The Island, making them more isolated.
>Finish the Queen now.
It would be really convenient if Soulaj happened to die here. Maybe we should have him do the brunt of the fighting and Kermit comes in after he weakens the Queen.

>Finish the Road ourselves. 1
The raiders will come in handy when we go to war with Insin Dara again, leave them be, we'll finish the road ourselves.
>The western alliance grows. 2
The next problem we'll have to deal with after the insects is probably Tyradamoor. He is actively gunning for us at this point with the Slaad. We need to stop them from expanding.
>Continue Repairing the Arcane Crystal. 2
We're going to need some arcane bullshit to kill the dragon. Let's keep up our research
>Send a diplomat to formalize an alliance with the dwarves. 1
Frens
>Begin Construction of the Wizard Tower. 1
>>
>>5247808
>The Island, making them more isolated.
>Finish the Queen now.

>The western alliance grows. 3
>Have Bullywogs begin settling underground. 1
>Attempt to reason with the raiders. 1
"We know, yes the halflings and elves, have our lands in the south. We will take them back, but the northern dragon is using his slaves against our very homeland right now. Raid his slaves."
"Once they are done for, continue with the halflings south."
>Finish the Road ourselves. 1

Redirect the raiders we could use them in the near future, those lands are ours after all.
The Alliance need to grow stronger, far more than now, might as well make it the larger and the stronger group of all bullywogs enough for be the heart of an empire. And we will soon need to crush the Slaads and continue magic, also stop the tainted substance to be throw in our swamp.
In regard to the Queen, she would inevitably return with her people. More stronger, intelligent and experienced. She need to be killed. If not her, the new hive she will create will return with an army here.
>>
>>5247808
I'll switch to finishing the queen, though if possible lets order Kermit to let Soulaj take most of the danger and to focus on exploiting openings Soulaj creates.
>>
Can we suicide the slaads since they're in the north against the insects? Let them be the door kickers. If slaads can't kill the insects they're a devolution rather than a evolution. 2

Finish road 1
Island mages
2 elven runes
1 repurpose Raiders to go cut supply lines for the trolls tell trolls we'll be auxiliaries if they can get us weapons or food (begin diplomacy)
>>
>>5247876
+1

I'll break the tie
>>
>>5247808
>Finish the Queen now.
>The western alliance grows. 3
>Have Bullywogs begin settling underground. 1
>Attempt to reason with the raiders. 1

>Finish the Road ourselves. 1
>The Island, making them more isolated.

Roll 4d100
DC 50, 60, 80, 90
DC 80
DC 50, 95
DC 70, 95
>>
Rolled 42, 52, 50, 68 = 212 (4d100)

>>5250723
Jesus christ that second DC
>>
Rolled 90, 31, 99, 20 = 240 (4d100)

>>5250723
>>
Rolled 62, 30, 32, 39 = 163 (4d100)

>>5250723
>>
>>5250754
Nice, I got the 1st and 3rd DC with the best results, now we just need the 2nd and 4th to not outright fail.
>>
>>5250754
The queen is definitely dead now if that what the first dc was for
>>
>>5250756
Was hoping for better, but at least we got 2 of the really important ones, the other two if they are the settling and building rolls can just be tried again some other time.
>>
>>5250760
we can try next for that no problem. Now the real problem is the Slaad menace.We need to finish them, they are too big now to be left alone honestly. And if we do that, we can use it has an exscuse to stop the substance of the dragon in our swamp.

We will need to deal with the halflings and elves later, because after we end the slaad we will no doubt need to prepare for fight the dragon and the drakes.
>>
>>5250766
I agree with the exception of one thing. I think us acting against the Slaad in an openly hostile way will basically be tantamount to declaring war on the dragon. He won't view it as an internal affair in all likelihood, the dragon will demand we stop, we'll say no or perhaps lie with the intention to continue and then we'll have to fight. I think we should focus on overcoming the Slaad politically by forming a unified front that outnumbers the Slaad and votes together while we put the pressure on our allies for the tools necessary to kill the dragon. Then the next turn we commit all out to war to finish the Slaad and drakes. Now is the perfect time with the elves distracted.
>>
>>5250780
Fine then, but in this case we need to ensure the western alliance unites with the rest of the neutral chieftains, otherwise they will be all taken by the slaad.
>>
>>5250877
Sure, whatever it takes to make it happen. Lets hope that some other issue doesn't pop up to distract us.
>>
Rolled 52, 85, 25, 65 = 227 (4d100)

>>5250723
>>
File: Hive Queen.jpg (252 KB, 778x1100)
252 KB
252 KB JPG
>>5250723
>Finish the Queen now.
Soulaj and Kermit confront the Queen in her chambers. Soulaj corrals the Queen using arcane barriers while Kermit engages her in combat. After being backed into a corner, Kermit launches himself at her and lands the killing blow. The Queen is no more. Other Hive Queens will no doubt be furious, but they are not close enough to our territories to pose an immediate threat.

>The western alliance grows. 3
The Western Alliance has added a number of tribes to its fold, due to both pressure from the Slaad and the Raiders. After defeating the insects for the time being, Kermit thinks that Tyrandmor is the greatest threat to his tribe and has joined the alliance. This makes the alliance contain the majority of our chieftains, and they will likely make most of the decisions for the coalition going forward. The Slaad have considered this an act of aggression and are on the verge of completely leaving the coalition.
With such a massive amount of growth the alliance controls nearly all of our territory and needs to decide how it governs itself.
[+1 Action Points]
How are they led?
>A council of chieftains, the same as the coalition.
>A single frog makes the decisions for the alliance.
>Write-In.

Who should lead the alliance? Vote on this regardless
>Kermit.
>One of the founding chieftains.
>Write-In.

>Have Bullywogs begin settling underground. 1
Semi-permanent settlements have been popping up throughout what used to be the insects' territory. There are still small skirmishes with surviving insects but there is no unity in their attacks so they are easily dealt with by the settlers. Trade with the dwarves has massively increased underground, and the dwarven goods have been moving up towards our above ground territories.

>Attempt to reason with the raiders. 1
Any raiders we try to contact are unwilling to work with us, they'd much rather attack the easier targets along the road to Seren Sidh.

>Finish the Road ourselves. 1
The raiders mostly ignore bullywogs on the road, so the construction goes smoothly. The road is now operational, although traders are worried about using it with the raiders nearby.

>The Island, making them more isolated.
The location has been picked, and some of the first steps towards beginning construction have begun.
(1/2)
>>
File: Year 382.png (3.6 MB, 1920x1080)
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>>5251076
Year 382
The same Magus we faced has arrived at Insin Daran and with his help the Elves have sent the army back to where it came from. They are now forming a retaliatory army to hopefully take land from the Trolls.

Tyrandmor tells the Slaad to cede a portion of their territory to the Drakes. The Slaad are upset but agree without the rest of the coalition's input.

The Slaad Tribes send only a single representative to the moot, and he says that the Slaad have done nothing to warrant so many tribes banding together against them.

Our Wizards have taken to staying on the island where their future tower is to be built. Soulaj, however, has been staying in the Lake Tribe with Kermit, acting as a court wizard for Kermit.

The Raiders have begun attacking the countryside of the nearby Elven Cities, angering both

Insin Daran and Seren Sidh. They have also been cementing themselves as a more permanent influence on their territory.

Many of the Halfling workers under Insin Daran have left the area; now there is only a small population there, not large enough to affect us in a significant way.

The Sectfin Clan have begun forging a magical spear for Kermit to celebrate him killing the Hive Queen.

The smaller chieftains within the western alliance have begun infighting. If we want to prevent this we will need to act now.

What does the moot decide?
7 Action Points
>Continue Repairing the Arcane Crystal.
>Begin Construction of the Wizard Tower.
>Attempt to reason with the raiders.
>Purge the Raiders.
>The western alliance grows and the last of the neutral tribes join one of our larger factions.
>Send a diplomat. (Where?)
>Stop infighting within our alliance. Roll Required
>Write-In.
(2/2)
>>
>>5251088
They’re ceding territory now?!
>>
>>5251076
>A council of chieftains, though in times of emergency they may elect a single frog to lead them to strengthen the unity of effort of the alliance and cut down on time spent deliberating on decisions.

>Kermit.

There is no one else.

>>5251088
>Stop infighting within our alliance. Roll Required 2
>The western alliance grows and the last of the neutral tribes join one of our larger factions. 1
>Purge the Raiders. 2 Send the Drakes and Kermit/Soulaj
>Begin a military build up, prepare logistical sites and waystations to ease the passing of an army into Slaad territory, buy metal weapons from the elves in preparation for attack, conduct reconnaissance of Slaad territory, perform deception operations and feign good intent with the Slaad by beginning negotiations and pointing out their unilateral actions and their beating and exiling of chieftains so that they don't expect our attack. 2

I wonder what else we need, I guess if we are gonna be fighting the dragon we may need to get the crystal up and ready or discuss further with the dwarves about the dragon, I dunno. For now lets focus on the Slaad.
>>
>>5251095
Ceding OUR territory unilaterally to the drakes led by Tyrandmor, yes.
>>
>>5251088
>A council of chieftains, though in times of emergency they may elect a single frog to lead them to strengthen the unity of effort of the alliance and cut down on time spent deliberating on decisions.

>Kermit.

>Continue Repairing the Arcane Crystal. Have Soulaj help. 5
We need to finish this shit. The dragon is going to be a BITCH to kill even if you ignore its armies. We need arcane help.
>Purge the Raiders. Send Kermit and Polis and the Drakes 1
I would reason with them, but the DC is going to be way lower if we go for violence since we have the heroes and drakes.
>Stop infighting within our alliance 1
>>
>>5251166
Damn, if we had 1 more AP we'd be able to finish off the crystal, but even with 5 AP it'll only get us up to 14/15 progress based on the previous time we started repairs on it.

I'm pretty sure Polis died in that duel. We can send Soulaj though.

I'll consider switching to your vote, I just wanna see if the other anons come up with some better solution or have any thoughts.
>>
>>5251243
I think it’ll finish if we send Soulaj, he’s a magic hero so he should be worth atleast 1 extra progress on it. Polis is still alive the QM mentioned him in a previous update, he proposed the idea of sabotaging halfing boats
>>
>>5251088
>How are they lead?
A council of chieftains, the same as the coalition.
>Who should lead the alliance?
>One of the founding chieftains.
Kermit has been a good soldier, but he's historically been too obsessed with his own specific tribe's well-being to care about the general goings-on in the coalition. That's not exactly what I'd consider leadership material.
>Stop infighting within our alliance 3
Goddamn it, this is the exact shit I was worried about when people decided to fuck the Slaads over. Them having their own sub-group within our coalition is no more unusual than the shit the Lake Tribe has been up to-- and they're powerful allies, who have been generally loyal up to this point. They can't help the circumstances of their birth; the potions and magic shit in the water that turned some of our tadpoles into Slaad was Tyrandmoor's doing. They're *also* pissed off at him, so why double-down and hurt our own allies even further?
>Reason with the Raiders 2
We don't want the elven factions uniting against us, and pissing off both Seren Sidh and Insin Daran is a pretty quick way to do just that. Likewise, we gain nothing from having yet-another chunk of our territory splinter off our main faction. That said, I don't think we should outright fuck them up-- they're still our people at the end of the day, if misguided. Maybe we can make them a sort of border-patrol or suchlike?
>Continue repairing the arcane crystal 2, send Soulaj.
>>
>>5251291
Actually, as an addendum, we could send Polis to reason with the raiders-- given that Polis is basically a hero that distinguished himself doing raiding, so he's probably one of the best people to get them back on our side and bring them back into line.
>>
>>5251088
The Slaad started replacing the majority of the north and center Tribes, and they did "nothing". Now they gift land, and even that is "nothing".

>>5251100
Support
>>
>>5251488
I mean, 'gift' is a pretty strong word. We also 'gifted' Tyrandmoor a temple, because he showed up to our moot and demanded tribute. Denying a dragon something they want carries significant consequences, and I don't think the Slaad are stupid enough to fuck with him without good reason.
>>
Use poli drakes to force Raiders to go help trolls. Cut supply lines burn things 2
Elven artifact 2
Stop infighting force slaads to take most dangerous jobs cause they're stronger. Tell them that it'll earn them trust. Learn how to tame /control drakes 3

2 prep for war get weapons from dwarves. Seek alliance for further expansion. Find dwarves that dealt with the dragon
>>
Keep it decentralized don't want our snake to only have one head.
>>
>>5251291
They absolutely did shit to warrant our alliance, in Year 381 just a few turns ago they "continue to overthrow chieftains outside of the alliance" and in 379 they were taking control of territory, not to mention that this change was forced involuntarily upon both the initial kidnapped bullywogs by Tyrandmor and then again when he made some machine that altered our tadpoles by unironically putting Alex Jones 'make the frogs gay' juice into our spawning pools, not to mention that this whole Slaad thing was transparently in the dragon's interest as he has been pretty creepy about pushing it on us.

I was even up to this moment with the idea that they were still our people even after they explicitly taking over tribes by force as that could just be considered political maneuvering within the coalition, however claiming that they did nothing to warrant a counterbalancing force doing the same thing without coercion is just hypocritical. Them giving over our sovereign territory is just breaking the camels back, we've negotiated and gotten concessions out of the dragon before, if they really considered us their brother people then they could've gone to us so we could've presented the dragon a united front, we are about ready to face the dragon anyways. (or as much as we could be ready without considering a super idealized scenario where the crystal is ready and we've got a billion allies and arms provided by the dwarves and elves.)
>>
>>5251088
>>5251100
Support, EXCEPT I'm not sure about appointing Kermit as our leader. He's obviously very useful in battle, especially with the new magic spear coming up. If we make him the leader, it leaves the coalition vulnerable when he's on a mission, let alone if he's killed.
>>
>>5251076

>A council of chieftains, though in times of emergency they may elect a single frog to lead them to strengthen the unity of effort of the alliance and cut down on time spent deliberating on decisions.
>Kermit.
>Stop infighting within our alliance. Roll Required 2
>Purge the Raiders. 2 Send the Drakes and Kermit/Soulaj
>Begin a military build up, prepare logistical sites and waystations to ease the passing of an army into Slaad territory, buy metal weapons from the elves in preparation for attack, conduct reconnaissance of Slaad territory, perform deception operations and feign good intent with the Slaad by beginning negotiations and pointing out their unilateral actions and their beating and exiling of chieftains so that they don't expect our attack. 2
>The western alliance grows and the last of the neutral tribes join one of our larger factions. 1

Roll 3d100
DC 60
DC 50, 70
DC 60
>>
Rolled 27, 17, 3 = 47 (3d100)

>>5253445
>>
Rolled 43, 10, 4 = 57 (3d100)

>>5253445
>>
Rolled 64, 16, 67 = 147 (3d100)

>>5253445
Fuck this is easy dc wtf
>>
Rolled 71, 100, 9 = 180 (3d100)

>>5253445
>>
File: Glider.jpg (130 KB, 992x1403)
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>>5253445
>A council of chieftains, though in times of emergency they may elect a single frog to lead them to strengthen the unity of effort of the alliance and cut down on time spent deliberating on decisions.
Is it a time of emergency?
>Yes.
>Not yet.

>Stop infighting within our alliance. Roll Required 2
The infighting is quelled wherever it develops; there is a relative peace within the alliance, something unprecedented for bullywogs.

>Purge the Raiders. 2 Send the Drakes and Kermit/Soulaj
The spread out nature of the raiders makes it almost impossible for our men to even find most of them. Whenever we do find them, they fight viciously. They'll run away and then come back the next day or night to catch our army unawares. We are unable to affect their influence in any significant way. The combination of this failure and the war with the insects has significantly weakened the Drake army.

>Begin a military build up, prepare logistical sites and waystations to ease the passing of an army into Slaad territory, buy metal weapons from the elves in preparation for attack, conduct reconnaissance of Slaad territory, perform deception operations and feign good intent with the Slaad by beginning negotiations and pointing out their unilateral actions and their beating and exiling of chieftains so that they don't expect our attack. 2
The war preparations went well. Rather than have our warriors bring their own weapons and equipment as we normally would, we purchase large amounts of metal weapons from the Elves, something very easy with both our trade network and large amount of gold. The Slaad are no longer open to negotiations, it appears that Tyrandmor has placed the vast majority of them in his camp. Wizards and Druids begin to notice a magical presence wherever we prepare for war. A few scouts have even noticed Drakes watching us as we prepare. Tyrandmor knows what is going on.

>The western alliance grows and the last of the neutral tribes join one of our larger factions. 1
All of our tribes are now either in our alliance, controlled by the raiders, or are run by a Slaad Chieftain.

(1/2)
>>
File: Year 383.png (3.6 MB, 1920x1080)
3.6 MB
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>>5253597
Year 383
The Slaad did not even bother to send a representative to the moot; we can no longer pretend they are still a part of the coalition.
A few Slaad chieftains did, however. They say that they are the ones that were forced off their land by Tyrandmor. They want to pledge their allegiance to us instead.
Do we accept them?
>Not again.
>All enemies of Tyrandmor are welcome.
>Yes, but they must face restrictions. (What?)

The Drakes have been spotted gathering an army near our border.

The Elves of Insin Daran and Insin Uir have taken large amounts of land from the trolls after their offensive, their armies are now returning home.

Seren Sidh has incorporated another Elven city under it.

The Raiders have been taking a few of our weapons shipments for themselves. They've begun raiding traders along our highway less frequently and have taken to attacking those under Insin Daran instead.

The Dwarves have gifted Kermit the spear, named Glider. It's meant to be used on powerful individuals, making Kermit better at dueling other heroes and large monsters. They have also told us that in order to drive off Tyrandmor the Dwarf clans prepared a spell to weaken him before attacking. We may be able to create this spell on our own, or we could send diplomats or wizards into Dwarven territory to hopefully find out more.

What does the moot decide?
7 Action Points
>Attack the Drakes and Slaad before they can finish preparing for war.
>Attack only the Slaad; it is possible Tyrandmor will want the Drakes to continue preparing before they join the war.
>Attack only the Drakes, we don't want them to gather their armies.
>Continue to prepare for war, keeping our army highly organized is more important than striking immediately.
>Attack our Drake Army, so that we will not have to fight them in the war against Tyrandmor.
>Continue Repairing the Arcane Crystal.
>Begin trying to develop a spell to use against Tyrandmor.
>Send diplomats to the dwarves.
>Write-In

(2/2)
>>
>>5253601
>Yes.
>Yes, but they must face restrictions. (Family members of high ranking Slaad are to be kept hostage until the war is over).


>Attack only the Slaad; it is possible Tyrandmor will want the Drakes to continue preparing before they join the war. 5 (Send Kermit and Poli)
>Send diplomats to the dwarves. 2 (With Soulaj, he'll know arcane matters, and he will be kept away from the battlefront which is good if he's disloyal.)

We want to avoid fighting on two-fronts so lets hope a blitz against the Slaad is really successful.
>>
>>5253614
support
>>
>>5253614
Support
>>
>>5253476
Fuuuuuuu-

Well, you win some, you lose some.

Not good rolls, but we passed the military build up and the infighting which was in my opinion the more important ones. I'm surprised with how high the DC was for the raiders even with the drakes and heros despite how little AP we spent on it, 2 AP back in the day was a majority focus from our coalition.

>>5253601
Supporting >>5253614

We cannot afford to split our AP thinly for this, we'll have to hope the dwarves can help us here. If we are successful initially we'll probably have to make the decision to either take an operational pause to do research/prepare rituals to make the final battle easier or to just continue and hope our momentum carries us to a conventional victory.

The only thing I am hesitant about is demanding hostages, I know that these may be spies but if they aren't then I'd hate to poison our relationship. I think maybe just making sure they don't have important responsibilities or that they are compartmentalized would be fine, but I don't wanna split the votes by writing out an alternative, so I'll just support for now.
>>
>>5253614
+1
>>
>>5253614
Support. However, I'm hesitant about taking hostages just like this anon:
>>5253848
>>
>>5253597
>Yes, but they must face restrictions. (Family members of high ranking Slaad are to be kept hostage until the war is over).
>Attack only the Slaad; it is possible Tyrandmor will want the Drakes to continue preparing before they join the war. 5 (Send Kermit and Poli)
>Send diplomats to the dwarves. 2 (With Soulaj, he'll know arcane matters, and he will be kept away from the battlefront which is good if he's disloyal.)
>Yes.

Roll 3d100
DC 40
DC 50, 80, 95
DC 60,
>>
Rolled 92, 72, 97 = 261 (3d100)

>>5255742
>>
Rolled 35, 57, 37 = 129 (3d100)

>>5255742
nice fucking rolls too bad it isn't in the middle dc
>>
Rolled 88, 74, 68 = 230 (3d100)

>>5255742
>>
>>5255742
>Yes.
Kermit has been designated the dictator and has the final say in all decisions.
+2 AP

>Yes, but they must face restrictions. (Family members of high ranking Slaad are to be kept hostage until the war is over).
The Slaad chieftain's wives, close friends, and advisors are taken captive for at least the duration of the war. The Slaad are upset, but they understand that we are at war with most of their people and give in to our demands.

>Attack only the Slaad; it is possible Tyrandmor will want the Drakes to continue preparing before they join the war. 5 (Send Kermit and Poli)
Our forces move swiftly through Slaad territory, but after our initial attack we start getting slowed down. It still looked like we would take a lot of territory from them, until our Drake army showed up on our flank. While the battle was a draw, we still had to give up any territory we took, as our supply line was cut off by the Drake army. The Drake army is now in Slaad territory, defending their border with us.

>Send diplomats to the dwarves. 2 (With Soulaj, he'll know arcane matters, and he will be kept away from the battlefront which is good if he's disloyal.)
Soulaj and a group of diplomats depart for the Sectfin Clan, with plans to head deeper into the Dwarven territory to discover the secrets behind the Dwarves' victory over Tyrandmor.

Year 384
The Drake Army has marched over our border in the north.

The Raiders have actually become more aggressive, rather than less. They continue raiding Insin Daran's territory and have been attacking them throughout their territory.

Insin Daran has sent an emissary, he says that if we can't get the raiders under control, they will. Poli offers to try and wrangle the raiders, although he will need some support to do it.

Soulaj has made it deep into the dwarven territory, now in the territory of a clan that fought against Tyrandmor.

Seren Sidh has begun sending us kobolds to help manage our supply lines, allowing more Bullywogs to fight in the war.

What does the moot decide?
9 Action Points
>Send an army to the front against the Slaad.
>Send an army to the front against the Drakes.
>Attempt to reason with the Raiders.
>Purge the Raiders.
>Continue Repairing the Arcane Crystal.
>Begin trying to develop a spell to use against Tyrandmor.
>Send diplomats somewhere. (Where?)
>Write-In.
>>
>>5256008
>Purge the raiders 2 (With Poli)
>Send an army to the front against the Slaad. (With Kermit) 7

We might lose some territory in the north but our goal here is to make it a direct war against the Drakes in the north without any other distractions. I'm also guessing the leftover fortification we built during the insect wars will help a little with defense in the north.
>>
>>5256013
Actually nevermind we can't just leave a front unmanned, Insin Dara will just have to deal with the raiders for a little longer.
>Harry the Drake's front supply lines with small mobile squads lead by Poli to stop them from advancing 2
>Send an army to the front against the Slaad. (With Kermit) 7
>>
Damn, was really hoping for better on that middle DC.

>>5256013
I agree that it is okay to lose some territory as long as we win in the and end, and I like your focused approach, I'm a little wary however of potentially have a 2nd (or 3rd, I guess) front opened against us. Are we okay if the elves push into our territory, deal with the raiders, and then declare that land theirs? I'm okay if they stop in raider land since we can always focus on them after this is over, but if they try and seize this opportunity by trying to finish us while we are busy then this could be game over for us.

>>5256008
I'll tentatively support >>5256027
>>
>>5256008
>>Harry the Drake's front supply lines with small mobile squads lead by Poli to stop them from advancing 2
>>Send an army to the front against the Slaad. (With Kermit) 7
crush them
>>
>>5256008
>>5256027
Support.

Also: a civ quest with over 400 posts, congrats QM!
>>
U there QM?
>>
>>5258117
>>5257079 ruined it
>>
>>5258117
Yeah I am, been busy today and yesterday. Should expect an update either late tonight or tomorrow.
>>
>>5256008
>Harry the Drake's front supply lines with small mobile squads lead by Poli to stop them from advancing 2
>Send an army to the front against the Slaad. (With Kermit) 7
Expect a second part to this year.

Roll 2d100
DC 50, 90, 100
30, 60, 90
>>
Rolled 69, 96 = 165 (2d100)

>>5259398
>>
Rolled 27, 67 = 94 (2d100)

>>5259398
>>
Rolled 43, 16 = 59 (2d100)

>>5259398
>>
File: Tyrandmor landing.jpg (107 KB, 1080x1056)
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>>5259398
>Harry the Drake's front supply lines with small mobile squads lead by Poli to stop them from advancing 2
The Drake army is simply too large and well organized for Poli. At each turn the Drake's are ready for his night raids and are always attempting to trap his forces in longer engagements. Poli is forced to use our fortifications, instead of his usual tactics. Poli thinks that the reason the Drake's are doing so well is due to their commander, a Drake Elder, using magic to scry his forces before they strike. A few druids could mask his approach while he attempts to assassinate the commander.
What does Poli do?
>Go through with the Plan, although it puts Poli at great risk.
>Continue trying to defend using the forts, even though a significant amount of territory will be lost.

>Send an army to the front against the Slaad. (With Kermit) 7
Kermit leads his army to victory after victory. The Slaad are too slow at gathering their Bullywog forces to keep up with Kermit's rapid advance, leaving the Drake army to do the majority of the fighting. The Drake army was on the verge of a rout, when the Slaad chieftains gathered as many men as possible to fight one last large battle. The battle goes in our favor, but as the Drakes look like they are about to rout a shadow descends from the sky.
What does Kermit do?
>Order the Retreat.
>Hold the Dragon off himself, while his army destroys the Drakes
>Attempt to rout the Drake Army before Tyrandmor can affect the outcome of the battle.
>>
>>5259746
>Go through with the Plan, although it puts Poli at great risk.

>Hold the Dragon off himself, while his army destroys the Drakes
>>
Poli kill! Throw as many slaads as we can into the enemy.

Kermit kill!
>>
>>5259746
>Continue trying to defend using the forts, even though a significant amount of territory will be lost.
>Hold the Dragon off himself, while his army destroys the Drakes

Well... Kermit has a bonus to this. We really need the Slaad gone so the war only has one front.
>>
>>5259746
>Go through with the Plan, although it puts Poli at great risk.

>Hold the Dragon off himself, while his army destroys the Drakes
>>
File: Drake Elder.jpg (182 KB, 1068x1600)
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>>5259746
>Go through with the Plan, although it puts Poli at great risk.
>Hold the Dragon off himself, while his army destroys the Drakes.

Roll 2d100
DC 50, 80, 90, 100
DC 70, 95
>>
Rolled 14, 13 = 27 (2d100)

>>5260008
Fuck me. Pray for Kermit and Poli.
>>
Rolled 29, 93 = 122 (2d100)

>>5260008
>>
>>5260015
So goddamn close to that 95 DC. Let's pray to all that is holy to the bullywogs that the first DC is rolled atleast above a 50
>>
Rolled 38, 9 = 47 (2d100)

>>5260008
Pray'in
>>
RIP Poli. You will be missed my sweet child.
>>
>>5260021
He was a brave bullywog, a shame he could never reach the heights that Kermit did.
>>
File: Poli the Dead.jpg (158 KB, 1080x1920)
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>>5260008
>Go through with the Plan, although it puts Poli at great risk.
The Drakes were prepared for the night raid Poli organized to cover his mission. Only a small number of Drakes were forced to fight Poli's forces, while Poli had to sneak past the majority of the camp. Poli reaches the Elder Drake's tent and moves in for the kill. Once he enters he is almost immediately forced to fight the Elder's bodyguards, a difficult fight for Poli by itself made even worse by the presence of the Elder Drake. The Elder casts a spell on Poli freezing him in place as one of the bodyguards prepares for a killing blow. After taking the mortal wound, Poli breaks free from the spell and runs. He manages to sneak back out of the camp but doesn't return to our forces. His body is found a few miles from one of our forts.
[Hero Lost: Poli the Swift]

>Hold the Dragon off himself, while his army destroys the Drakes.
Kermit readies his new spear and takes the fight to the Dragon. He successfully distracts the dragon long enough for our army to destroy the Drake army. While a few remnants may join the larger Drake army in the north, no Drake reinforcements will severely weaken the Slaad. As Kermit continues to battle the Dragon, avoiding everything Tyrandmor throws at him. At least until Tyrandmor lets out a great stream of fire directly at Kermit, giving him no time to avoid it. After this Kermit can't keep up with the Dragon. He orders his army to retreat. Kermit's wounds will affect him until he can rest, although he completely refuses any suggestion to do so.

(1/2)
>>
File: Year 385.png (3.59 MB, 1920x1080)
3.59 MB
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>>5260068
Year 385
Our Druids report a surge of power within Slaad territory, a last-ditch gambit no doubt.

The Drake Army continues marching; they've now gotten past our fortifications. They have also had a number of warriors from the other Drake army bolster their ranks.
Kermit wants to take our main force to meet the Drakes; they are threatening to cut off his clan from the rest of our territory.

Insin Daran has marched an army into our territory; they appear to have taken the raiders into their own hands.

Our mages have prepared a spell to blind the Drake Elder, severely weakening his magic. Though they will need to use the damaged crystal.

Soulaj has discovered a lot about what the spell does, although he does not know how to cast it yet. The spell binds a dragon to our realm and allows for it to be wounded. Soulaj could either come back now, to share this knowledge with our wizards and start developing the spell; Or he could continue searching to see if he can discover how to actually cast the spell.
What does Soulaj do?
>Come back.
>Continue researching.

What does Kermit decide?
9 Action Points
>Send an army to the front against the Slaad.
>Send an army to the front against the Drakes.
>Meet the Elves with an army of our own.
>Attempt to slow down the Drake army with guerilla tactics.
>Continue Repairing the Arcane Crystal.
>Have our mages cast their spell and attempt to blind the Elder Drake.
>Send diplomats somewhere. (Where?)
>Write-In.

(2/2)
>>
>>5260070
>Continue researching.

>Attempt to slow down the Drake army with guerilla tactics. 4
>Have our mages cast their spell and attempt to blind the Elder Drake. 1
>Send an army to the front against the Slaad. 4
>Force Kermit to rest (no action points)

Our DC is going to be a little spread out this time but we can probably afford to spend less effort in kill the Slaad since the Drake army isn't supporting them anymore. We'll also have to do some diplomatic maneuvering to make the elves leave our territory after the war is over. I'm sure we can leverage our trade relationship with the Seren Sidh to make them cede our territory back.
>>
>>5260070
>Continue researching.

We absolutely do not have time to be researching how to do the spell ourselves.

>Send an army to the front against the Drakes. 7

What Kermit says goes, and we cannot afford the disunity losing our land bridge between tribes will cause.

>Have our mages cast their spell and attempt to blind the Elder Drake. 2

Let the Slaad cast their suicide spell or get it ready and mistime it, hopefully we'll crush a drake army and kill the elder and then have time to finish the Slaad.

I was tempted to commit 5 points to the drakes and then use 2 to feint against the Slaad so they waste their spell or try splitting our AP between both fronts but I don't want to commit too little AP to anything major.

Or I suppose we could use our standard guerilla tactics on the drakes and then tell our druids to instead try and neutralize the Slaad ritual while we finish conquering them. That way we could have a more even split between the guerilla tactics and the Slaad since the Slaad won't take as much to finish off.

We could also ask Seren Sidh to intervene on our behalf and explain to the other elves our situation and that we'd be willing to pay reparations (from say...Tyrandmors horde) if they leave us alone or help us. Whether we uphold this or not is up to us in the future.

I dunno, this is a tough one, we are in the limelight of history right now.
>>
>>5260070
Actually, I've immediately changed my mind seeing that someone else had a similar idea to one of my alternate plans.

Switching to support >>5260086
>>
Dragon, Drakes, Slaads, Hobbits and Elves. Quite the killing list, though i am not sure we are even going to finish one now that we are getting attacked in all directions. (Insin Daran will absolutely use this oppurtunity for attack as well. Trolls didn't damage them)

>>5260021
F for our great soldier

>>5260070
Our swamp and the ex kobold peninsula looks like a dragon head.

>Continue researching.
There is not much time for this spell

>Send an army to the front against the Slaad. 4
>Attempt to slow down the Drake army with guerilla tactics. 3
>Have our mages cast their spell and attempt to blind the Elder Drake. 1
>Force Kermit to rest (no action points) give him anything that can heal him.
>Write In
Have our shamans call the spirits of the swamp and ask for their blessing while we forge a magical armor for Kermit, so he has a better chance against the dragon next time. 1
>>
>>5260086
+1

Rip Poli
>>
>>5260099
>>5260070
Support.

YUGE F for Poli ;_;7
>>
>>5260070
Calling in 30
>>5260086 is in the lead
>>
>>5260068
>Attempt to slow down the Drake army with guerilla tactics. 4
>Have our mages cast their spell and attempt to blind the Elder Drake. 1
>Send an army to the front against the Slaad. 4
>Force Kermit to rest (no action points)

>Continue researching.

Roll 4d100
DC 70, 90/DC 50, 70 if the spell succeeds
DC 40, 60
DC 95
DC 90, If this is failed Kermit will take the forces meant to slow down the Drakes and attack the army directly with DC 100/ DC 70 if the spell succeeds
>>
>>5261155
DCs are a little complex, just ask if you aren't sure of what something means.
>>
Rolled 27, 85, 8, 34 = 154 (4d100)

>>5261155
lmao what the fuck Kermit
>>
Rolled 58, 1, 58, 7 = 124 (4d100)

>>5261155
>>
>>5261165
>>5261167
Well, we're fucked.
>>
Rolled 76, 99, 18, 27 = 220 (4d100)

>>5261155
Praying for us!
>>
>>5261174
That 99 is painful. Almost offset that nat 1
>>
>>5261155
Did we pass any of the DC QM?
>>
>>5261174
Ah, fucks sake...if only there wasn't that 1. I can't actually remember, are we doing crits override? I remember that we aren't and that this is a pass or fail system with no degrees of success other than passing higher DCs.

The Slaad front is hopeless, but we seem to have passed the lowest drake DC, maybe the highest too depending on if we are using crits or not.
>>
Lol QM give us a pass with that 99 man
>>
Nevermind, I just did a search using ctrl+f, there was never a ruling on crit overrides, I think. Still, we passed the lowest drake DC, so Kermit should live, as should the guerilla force.
>>
>>5261167
Fuck me
>>
Wait, fuck, no, I'm wrong. Since we failed the fourth roll Kermit suicides the army into the drake army, negating our first roll entirely. So we lose our entire army plus Kermit, it is GG. Unless crits don't overide, in which case we live. It all depends on the ruling for whether crits override. Fuck...
>>
>>5261183
Crits do override.
>>5261196
>So we lose our entire army plus Kermit, it is GG.
The army is still intact, it just lost a few battles. And Kermit is alive, he won't die unless he personally is put at risk. As for whether it's GG, this war was always going to bring an opportunity for the players to vote on switching to a new civ.
>>
It's rough right now, we crit failed the worst possible roll to fail, but if we're lucky we could bring it back. The dice just haven't been kind to us lately.
>>
I think for how we're going to get out of this situation is to *gasp* do some diplomacy. I say we offer the dwarves our underground territory to directly intervene in the war with the dragon. They can hopefully occupy the Drake army's attention while we finally stomp out the rest of the Slaad.
>>
Rolled 80, 18, 5, 75 = 178 (4d100)

>>5261155
Lol watch me not help at all
>>
>>5261167
>>5261165
lol

>>5261295
It could be an idea. But it s fresh territory for us. And even if it s land the dwarfs would agree to fight a dragon and his armies of slaves, it s not a small thing. We where to influenced by the dragon, we might want him to die at this point.
The majority of problems where/are made by him. If he is gone is just elves in front of us.
>>
>>5261343
Yeah, we've just been screwed by the rolls lately. We need Soulaj to come back with that spell soon or we're fucked. I'm not sure how to get out of this situation aside from doing what we've been doing and hope for the best.

I guess I did learn one thing, if the QM mentions an enemy doing an arcane action, interfere with it right away.
>>
Bet it all to kill dragon go into a pitched battle and Kermit 1v1 dragon to kill it and they fall apart after
>>
>>5261418
That could work it'd be pretty risky, though. Maybe we could forge that Armor for Kermit like that other anon wanted, though, I'd rather commission the armor from the Dwarves since they're fucking dwarves.

Kermit has been pretty badass maybe we should go all in on him killing the dragon.
>>
>>5261421
I wouldn't risk it not without supporting Kermit with the spell used to weaken dragons and/or another ritual on top of that.

>>5261214
QM, we used the damage crystal on the failed spell against the drake elder, was it destroyed so we cannot learn how to make more of them? Not that it is relevant right now since we aren't gonna spend any time on it, but for the the future just in case we get out of this.
>>
>>5261448
Since you researched the basic understanding, you would be able to research more about crystals in the future regardless.
>>
File: Year 386.png (3.61 MB, 1920x1080)
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>>5261155
>Continue researching.
Soulaj will continue researching.

>Force Kermit to rest (no action points)
Every Shaman Kermit speaks to tells Kermit to rest while his armies hold back the enemy, but he can't stand by while his home and people are being invaded.

>Attempt to slow down the Drake army with guerilla tactics. 4
Kermit reaches the forces that were ordered to slow down the Drake's advance and tells them to prepare for battle. He's going to lead them against the Drake Army while their Elder is blinded. When our army arrives the Drakes appear to be disjointed, but once we reach them they quickly form up into battle formation. The battle doesn't go well for our forces, what would have been a difficult fight already becomes even harder with spells from the Drake Elder paralyzing parts of our army. Kermit is forced to retreat, bringing the army into the Lake Tribe's territory. Kermit and his army are now seperated from the rest of the coalition.

>Have our mages cast their spell and attempt to blind the Elder Drake. 1
Whether their spell was not created or correctly or due to interference from an outside source, the spell goes abysmally. The damaged crystal explodes, killing a few of our wizards and wounding more. Meanwhile, the Elder Drake continues to march his army forward. The Crystal has shattered into pieces, the pieces will be recovered but most of them will be useless. The Wizards remain in the Western Alliance.

>Send an army to the front against the Slaad. 4
The Slaad are led by an incredibly powerful warrior. Reports from those who have seen him say that his eyes glow as if he is possessed. With this champion leading the forces of the Slaad our army stands no chance and is forced to give ground.

Year 386

Insin Daran's army occupies a large amount of our territory, the raiders seemed to put up less resistance than we expected. The army has luckily stopped marching, taking a position near the territory controlled by the Drakes.

Seren Sidh has sent an offer to send troops into our territory to help guard the Lake Tribe's sovereignty. They have said that they cannot do anything for the rest of our alliance though.
>Accept.
>Refuse.

The Drake Army is now advancing on the Lake Tribe's territory.

The Slaad's army is continuing its advance.
A number of tribes in the Western Alliance are calling for peace, "A life of servitude is better than no life at all."

What does Kermit decide?
9 Action Points
>Send a force against the Drakes.
>Send a force to fight the Slaads.
>Negotiate peace.
>Have our shamans craft an armor for Kermit.
>Disrupt an advancing army. (Which One?)
>Have our Wizards perform a ritual. (What?)
>Send diplomats somewhere. (Where?)
>Write-In.
>>
>>5261564
>Accept.

>Have our shamans craft an armor for Kermit. 2
>Disrupt an advancing army. (Drakes) 2
>Have our Wizards perform a ritual. (Heal Kermit and strengthen his body) 1
>Send a force to fight the Slaads. (With Kermit, have him duel the powerful warrior) 4

If we're going to have Kermit kill the dragon in single combat this is a good test run for it. If Kermit can't kill a single warrior he definitely can't kill the dragon.

This is a tentative plan so I'll probably switch to something else later if it doesn't get support.
>>
>>5261583
Remember, Kermit and the army is trapped in lake tribe territory, AWAY from Slaad territory and Western Alliance land. He cannot get to the Slaad. We need to make a breach or otherwise decisively defeat the drakes.

I say do the healing and crafting of the armour, but then commit the rest of our AP to having Kermit lead the army in another pitched battle against the drakes, since that is the only enemy he can reach. Or reach out to the dwarves for help like you mentioned before.
>>
>>5261564
I really want to finish the Slaad so new plan

>Defend Lake Tribe from the defensive positions (With Kermit) 2
>Have our Wizards perform a ritual (Disrupt Slaad warriors possession) 2
>Send Diplomat to Dwarves to commission armor for Kermit, and more help in general 1
>Send a force to fight the Slaads. 4
>>
>>5261564
Supporting >>5261600

Also, accept Seren Sidh's offer of help.
>>
>>5261564
>Accept.
Seren SIdh isn't an ally so i can see them 100% steal our lands right now, so far everyone has done it and we are the ones losing this war and getting weaker and weaker.


>Defend Lake Tribe from the defensive positions (With Kermit) 2
>Have our Wizards perform a ritual (Disrupt Slaad warriors possession) 2
>Send Diplomat to Dwarves commission armor for Kermit, and more help in general 1
>Send a force to fight the Slaads. 4
>>
>>5261564
Fucking hell. I come back after a few days and our froggies are really struggling.
>>5261600
Support, and accept Seren Sidh's offer.
>>
>>5261600
+1
>>
>>5261564
>Defend Lake Tribe from the defensive positions (With Kermit) 2
>Have our Wizards perform a ritual (Disrupt Slaad warriors possession) 2
>Send Diplomat to Dwarves to commission armor for Kermit, and more help in general 1
>Send a force to fight the Slaads. 4
>Accept.

Roll 4d100
DC 60, 80
DC 60
DC 70, 90
DC 95, 100/DC 60, 90 if the possession is disrupted
>>
Rolled 8, 20, 3, 82 = 113 (4d100)

>>5263154
>>
Rolled 57, 18, 65, 100 = 240 (4d100)

>>5263154
>>
Rolled 22, 53, 60, 48 = 183 (4d100)

>>5263154
the dice gods have not abandoned us yet
>>
Rolled 76, 29, 34, 60 = 199 (4d100)

>>5263154

>>5263217
HORY SHIITO That Nat 100!
>>
We failed everything except the Slaad roll, but I'll consider it an overall win for this turn since a Nat 100 probably means it's over for the Slaad.
>>
File: Slaad Warrior.png (606 KB, 729x1000)
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>>5263154
>Defend Lake Tribe from the defensive positions (With Kermit) 2
Using the Lake Tribe's forts, we are able to hold back the Drake Army for a time, but they begin to overwhelm us. The Elder Drake's tricks to increase his army's tactics make it too difficult to defeat their army, even with the Elve's help. As it looks like we are going to begin giving ground, the army begins to make mistakes that they would never have made before. The Lake Tribe is able to hold onto the remainder of its territory.

>Have our Wizards perform a ritual (Disrupt Slaad warriors possession) 2
Our wizards are not able to disrupt the possession, but they do learn a few things. The spell is being cast by Tyrandmor and that the spell broke when Tyrandmor appeared on the battlefield personally.

>Send Diplomat to Dwarves to commission armor for Kermit, and more help in general 1
The Dwarves are always extremely skeptical of sending men aboveground and refuse to help us in the way of troops. However, if we part with the rest of the Dragon's Horde we were gifted, they are willing to send us more weapons and forge armor for Kermit.
Do we accept the offer?
>Yes
>No

>Send a force to fight the Slaad. 4
The force's of the Slaad and our own are nearly equally matched, with their powerful warrior tipping the scales in their favor. Despite this we push them back again and again due to one of our own.
Who leads our army to victory after victory, They can be used this turn
>Sein, a kobold that was removed from his home by the Drakes, who now leads our armies with incredible precision.
>Shirk, a wizard graduate that fought against the Elven Magus years ago, now uses the same magic against our enemies.
>Kogumenlon, one of the last remaining Myconids, a powerful druid, able to weaken the enemy's forces.
>Dorzaz, a powerful Slaad warrior, now fighting against his brethren to prove his loyalty.
>Write-In.

Our army routs the Slaad one last time when the Dragon appears once more covering the retreat of the Slaad. We've taken all of the land the Slaad controlled, but the Slaad that lived there have retreated into Drake territory.

>Accept.
Elven forces are now manning the Lake Tribes' forts.
>>
File: Year 387.png (3.61 MB, 1920x1080)
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>>5263420
Year 387

A group of bullywogs that had fought with Poli since the war with Insin Daran have gathered together to hold a funeral for him. They now call themselves Poli's Marauders and can be sent on missions that Poli would have performed in the past.

Seren Sidh is gathering an army, although we don't know what for. They will likely begin marching next year.

Insin Daran has begun pulling troops out of the conquered territory. There are also mentions of a large-scale construction taking place within its territory.

The Drakes are doing something near the coast of the Lake Tribe's titular Lake. We are not sure what, but many are worried that they will begin turning the Lake Tribe's tadpoles into Slaad.

Insin Uir has purchased a large amount of land from Insin Daran

What does Kermit Decide?
9 Action Points
>Send an army from the western alliance to attack the temple.
>Send an army to reconnect our territory.
>Send an army to secure the Lake.
>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water.
>Defend Lake Tribe from the defensive positions
>Have our Wizards perform a ritual. (What?)
>Send diplomats somewhere. (Where?
>Write-In.
>>
>>5263421
>Yes
>Dorzaz, a powerful Slaad warrior, now fighting against his brethren to prove his loyalty.

>Send an army to reconnect our territory. 5 (With Kermit and other new hero we chose)
>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water. 2 (With Poli's Marauders)
>Have our Wizards perform a ritual. (Blind the Drake Elder.) 2
>>
>>5263420
>Yes

I wasn't aware we had any left, if I had been I would've voted to use it proactively sooner.

>Kogumenlon, one of the last remaining Myconids, a powerful druid, able to weaken the enemy's forces.

I think we need someone who can be sent along with armies that doesn't need a separate AP investment, as we never have enough to commit to a strong effort with these things as our AP is always focused on army actions or more important things. If we send him with our armies then our foes have their own set of challenges dealing with our magic, and we still have Kermit as our warrior-dictator and Soulaj as our mage.

>Send an army to secure the Lake. 7 (Kermit)

We no longer have the crystal needed for the blinding spell. I don't want them making more troops or fucking with our demographics.

After this is all over and if we win I'm fine with having the northern swamp continue having Slaad transformed from tadpoles if the Slaad don't have a different breeding method, since we don't want them feeling like we are genociding them and preventing the continuation of their species, but they will have to release the land and people taken from the bullywogs and integrate under our coalition system.

I'm choosing this since I think maintaining the Lake's integrity is more important than reconnecting just yet, especially since the enemy army and defensive position has weakened a little. Hell, if we do well here then we may push them back enough that we reconnect our territory anyways.

>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water. 2 (Poli's Marauders)

Later we can sort this out so the Slaad species can continue, but for now we should prevent them from doing any shenanigans through water manipulation.
>>
>>5263420
>>Yes
>Kogumenlon, one of the last remaining Myconids, a powerful druid, able to weaken the enemy's forces.

>Send an army to secure the Lake. 5 (Kermit)
>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water. 2 (With Poli's Marauders)
>Have our Wizards perform a ritual. (Summon the spirits of the swamp, ask for their aid and give them bodies of stone and mud. Then send them to battle with Kermit. Kogumenlon) 2
>>
>>5263421
>>Yes
>Kogumenlon, one of the last remaining Myconids, a powerful druid, able to weaken the enemy's forces.

>Send an army to reconnect our territory. 5 (Kermit)
>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water. 2 (Poli's Marauders)
>Have our Wizards perform a ritual. (Disrupt dragon’s magic. Kogumenlon) 2
>>
>>5263596
I'll support this to break the 4-way tie
+1
>>
>>5263421
I'll also switch to >>5263596
>>
>>5263420

>>Yes
>Kogumenlon, one of the last remaining Myconids, a powerful druid, able to weaken the enemy's forces.

>Send an army to secure the Lake. 5 (Kermit)
>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water. 2 (With Poli's Marauders)
>Have our Wizards perform a ritual. (Summon the spirits of the swamp, ask for their aid and give them bodies of stone and mud. Then send them to battle with Kermit. Kogumenlon) 2

Roll 3d100
DC 70, 90
DC 40, 70, 90
DC 60, 80, 90
>>
>>5266023
Made a mistake the rolls are for the bottom 3.
>>
Rolled 56, 10, 16 = 82 (3d100)

>>5266023
>>
Rolled 9, 29, 70 = 108 (3d100)

>>5266023
>>
Rolled 5, 11, 99 = 115 (3d100)

>>5266023
Please dice gods.
>>
We are cursed! It is a red day! The time of the bullywog has ended!

Lets hope the spirits being summoned lowers the DC for the lake battle considerably.
>>
File: Year 388.png (3.62 MB, 1920x1080)
3.62 MB
3.62 MB PNG
>>5266023
>Yes
The Dwarves have started forging the armor, and weapons have been sent through to our territory

>Kogumenlon, one of the last remaining Myconids, a powerful druid, able to weaken the enemy's forces.

>Send an army to secure the Lake. 5 (Kermit)
As our army moves to secure the Lake, the Drake army follows suit. Our new spirits force the Drake Elder to focus on slowing down the spirits rather than commanding the Drake forces. Because of this we are able to push the Drake army back. The Drake Army was able to complete its goal however, as evidenced by the many empty barrels they left behind.

>Send a smaller group of warriors to destroy the pipes connected to the temple, removing the Slaad control of the water. 2 (With Poli's Marauders)
The marauders are spotted, and tied down fighting the few guards stationed. A larger force led by the Slaad warrior comes and kills most of our force.

>Have our Wizards perform a ritual. (Summon the spirits of the swamp, ask for their aid and give them bodies of stone and mud. Then send them to battle with Kermit. Kogumenlon) 2
Our wizards pour power into the swamp, and the spirits are given form. Massive Hulking behemoths, nearly the size of a centipede. While our wizards are only able to maintain a few at a time, they will prove to be formidable foes against our enemies, especially those without a wizard to disrupt them.

Year 388

Seren Sidh has made its move, launching a surprise attack against the Drakes. They've taken territory that is supposed to be ours.
Insin Daran has allowed Seren Sidh to have the territory they took from us.

Insin Daran is constructing a new city for its Elven population, it will likely take a few years before it is completed.

Our tadpoles in the Lake are now dying en masse. Whatever poison the Drakes put into the Lake has been extremely effective. All members of the Lake Tribe are panicking and a solution needs to be found immediately.

The Drakes are taking more defensive positions, and are unlikely to launch an offensive this year.

What does Kermit decide?
9 Action Points
>Send an army from the western alliance to attack the temple.
>Send an army to reconnect our territory, before the Elves make that impossible.
>Send an army into the Drake's northern territory
>Declare war on Seren Sidh, and send an army to take our territory back from them.
>Have a combination of wizards, druids, and shamans attempt to save our tadpoles and remove the poison from the lake.
>Have our Wizards perform a ritual. (What?)
>Send diplomats somewhere. (Where?
>Write-In.
>>
>>5267263
>Send an army to reconnect our territory, before the Elves make that impossible. 4 (Kermit)
>Have a combination of wizards, druids, and shamans attempt to save our tadpoles and remove the poison from the lake. 3 (Kogu)
>Have our Wizards perform a ritual (Summon a spirit to assassinate the Drake Elder) 2
>>
>>5267263
Supporting >>5267269

I'm fine with the elves having the territory they took, but I'm not fine with them cutting us off or taking any swamp/lake/river territory. We take that insect land before and may take the drake land, so it doesn't matter if we have allies that selfishly take a bit of our land for themselves as long as it is just a little.
>>
>>5267263
>Send diplomats to seren sidh asking to return our territory to us 6
>Have a combination of wizards, druids, and shamans attempt to save our tadpoles and remove the poison from the lake with kogu 3

>>5267418
No anon we must eradicate the elves from our lands, insin daran were aggressive toward us for defending our land, and therefore must be destroyed. Should Seren Sidh not accept our offering of peace then they also must be crucified
>>
>>5267704
Well, as long as we win against the drakes and Tyrandmor I'm fine with whatever anons want to do, but this is absolutely NOT the time to open another front against our allies who are helping us. (even if they are being a tad selfish while doing it)

We shouldn't use our AP on things not related to internal issues or the drake/slaad threat, lets not let them act on us we need to be doing things proactively against them.
>>
>>5267269
Support
>>
>>5267269
Support
>>
>>5267269
support
>>
Ded?
>>
>>5271690
How dare, I'm just busy with finals. When I can make the time I will.
>>
>>5271690
My brother in /qst/, wouldst thou chill?
>>
>>5267263
>Send an army to reconnect our territory, before the Elves make that impossible. 4 (Kermit)
>Have a combination of wizards, druids, and shamans attempt to save our tadpoles and remove the poison from the lake. 3 (Kogu)
>Have our Wizards perform a ritual (Summon a spirit to assassinate the Drake Elder) 2

Roll 3d100
DC 60
DC 60, 90, 100
DC 80, 95
>>
Rolled 5, 5, 94 = 104 (3d100)

>>5274276
>>
Rolled 100, 77, 33 = 210 (3d100)

>>5274276
Rollin'

>>5274279
SO CLOSE!
>>
>>5274289
If...only...that 100 was...for the second roll.
>>
Rolled 16, 59, 20 = 95 (3d100)

>>5274276
>>
Noice, looks like we made all rolls for once. Have to agree with >>5274295
though.



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