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Civilization Quest maybe hardmode?
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You are currently reading a thread in /tg/ - Traditional Games

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First 3 places, first 3 races
Locations will be at their harshest, populations will be at their basest.
>>
>>37263290
You'd better not be the dick who keeps starting these threads and abandoning them.
>>
>>37263328
First time making a thread ever, so Id hope not!
>>
>>37263290
In the spirit of things, Kobolds, Underground.
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>>37263388
I wonder if anyone is even interested in these threads anymore. Do you think its because too many people abandon them?
>>
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>>37263341
Heh, so what was yesterdays thread?

Undead giants - Tundra
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>>37263430
Yes, sadly. I keep faith though. CIV VULT!
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>>37263290
Werefolk, living moon
>>
>>37263388
Seconding.
>>
>>37263430
I am hugely interested in civ threads, but I'm also losing my patience with the ops who keep abandoning.
>>
Serpentfolk, Islands.

Not seen a Serpentfolk civ yet :(
>>
>>37263444
Seconding this. It's time for something different.
>>
>>37263480
Well, Ill at least let you know when/if I need to leave.

Also so not going to (not)steal some ideas from the Hardmode Goblin quest, since I really liked how the QM ran it
>>
>>37263444
Undead giants in the tundra, sounds interesting.
>>
>>37263494
>>
>>37263495
Undead and Giants are two different civs. Im too dumb to blend the two statwise, so please go with one or the other.
>>
>>37263515
>>37263494
Serpentfolk Islands sounds interesting then.
>>
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>>37263515
Giants / Tundra
>>
>>37263547
Ya. We can always just train up a necromancer later
>>
>>37263547
>>37263564
This. Death worshipping frost giants
>>
>>37263512
>>37263515
>>37263541
>>
Tundra/Giants locked in.
>Give me a few to write up an intro
While Im gone can we get 1 magic type chosen?
Since Necromancy is apparently going to win anyway
>>
Come on my Kobold brethren
>>
>>37263589
Necro
>>
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>>37263570
>>37263589
Necromancy of course
>>
>>37263589

Necromancy.

Animal Companions has gotta be giant spiders amirite?
>>
>>37263604
Wooly rhinos that we can make into skeletons later.
>>
I meant one other kind of magic, you will start with 2
>>
>>37263604
I can get on board with this.

Bears will work too.
>>
>>37263615

Blood magic.
>>
>>37263615
Does Psionics count as a magic?
>>
>>37263632

Psionics are more of an intrinsic ability. But I'm nitpicking of course.
>>
>>37263629
Yep. Let's do this.
>>
>>37263615
Ice magic, so the cold will have nothing on us.
>>
>>37263615
Frost/Ice magic is the simple choice, though Time magic might be fun.
>>
>>37263655
I'd vote Ice magic over Blood magic honestly
>>
>>37263663

On your head be it, non-believer.
>>
>>37263655
Our giants are some sort of tundra sub species though. I'm sure we cab deal with the cold already.
>>
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Your people have walked for a long time.

The people of the south have never cared much for your people, all it took was one night of drunken revelry to cause them to snap. Sure the drunk Brinjolf might have eaten a few sheep and kicked over a wall but was that cause for the humans unrelenting vengeance?

For months your people have marched, fleeing the wreckage of your home. Finally it seems that your pursuers have tired, leaving you alone in this cold wasteland. The mountains encroach on all sides of the valley you find yourselves in, the ground is covered in hardy foliage and your mammoths graze unhappily .

Roll a d10+5 for your people
Magic chosen, Necromancy/Frost
>>
Rolled 3 + 5 (1d10 + 5)

>>37263727

We probably resemble Westeros Giants.
>>
Rolled 4 + 5 (1d10 + 5)

>>37263727
Why not master it? We could have walls of ice to protect or stop enemies in their tracks for the undead to take them.

>>37263735
Roll!
>>
>>37263744

Dubs surely doubles the value of my role... r-right?
>>
>>37263747
Ice actually does sounds cool now. I'll vote for it instead of blood.
>>
Rolled 6 + 5 (1d10 + 5)

>>37263735
>>
Current Season: Spring
Temperature: Fair
Population: 9
Food: Low
Leader: Elder Grulin
Structures: None
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Magic: Weak Frost/ Weak Necromancy attuned

Current Actions: 2
A. Scout (specify direction)
B. Gather Food
C. Gather Trade Good
D. Build Structure
E. Research Technology (Takes 1d6 actions over time)
F. Research Magic (Takes 1d6 actions over time)
G. Engage in Diplomacy
H. Other
First 3 votes, I will break ties.
>>
>>37263780

- Scout East
- Build: Watchtower

There's no point being ambushed whilst we look for somewhere to call home.
>>
Rolled 5 (1d6)

>>37263780
Research necromancy
>>
>>37263780
Gather food and scout for materials to build shelter
>>
>>37263810
Seconding
>>
Forgot, roll with your vote! 1d100
Sorry, its still my first time!
>>
>>37263780
B gather food

Get ourselves a small stockpile before we start doing anything funny
>>
Rolled 94 (1d100)

>>37263818
Food is low, this is probably best.
>>
Rolled 32 (1d100)

>>37263831

Rolling for this:
>>37263810
>>
Rolled 98 (1d100)

>>37263780
A. Scout (Nearby to get the lay of the land)

B Gather Food
>>
Rolled 49, 6 = 55 (2d100)

>>37263818
>>
Maybe we should namefag so that OP knows not to count us twice?
>>
>>37263878
Probably a good idea.
>>37263851 was me.
>>
>>No.37263857
>>No.37263851
Scout around/Harvest food

The tundra around your standing ground is pleasantly flat, the few trees grow tall and straight beside a shallow runlet of icemelt from the mountains. Along the waterside your scouts find large, thickshelled crabs burrowed deep under the mud. The scoop a dozen of these palm-sized crabs and bring them back to camp.
Current Season: Spring
Temperature: Fair
Population: 9
Food: Fair
Livestock: 3 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Structures: None
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Magic: Weak Frost/ Weak Necromancy attuned

Current Actions: 2
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other
>>
Rolled 30 (1d100)

>>37263968

I suggest that we follow the river until we find a copse of trees large enough to supply us for the foreseeable future, collecting food as we go.

- Scout along river.
- Collect food.
>>
Rolled 5 (1d6)

>>37263968
>E. Research Technology Carpentry(Takes 1d6 actions over time)

>C. Gather Trade Good Wood
>>
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Rolled 90 (1d100)

>>37264007
1d100 Roll
>>
Rolled 2 + 1 (1d100 + 1)

>>37263968
Research ice magic. Need to be prepared for the coming chill.
>>
>>37264034
>Pyromancy discovered
>>
Rolled 61 (1d100)

>>37264007
I'll second this, it seems an ok place to make camp, and we'll need to start building.
>>
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>>37264048
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>>37263968
Scout North - keep an eye out for a defendable location. Maybe get some kind of hill for pic related. We're already on one race's bad side

Get more food for second actions. Giants could eat a fuckton
>>
>>37264071

Offshoot:
OP, which race did we piss off? You didn't specify.
"People" ain't gonna cut it.
>>
>>37264093
Says humans here >>37263735
>>
>>37264093
OP said it was humans. One giant got drunk so humans drove the tribe off
>>
>>37264113
>>37264126

Right you are, my tired eyes glossed over that word.
>>
>>37264056
>E. Research Technology Carpentry 5Turns
>C. Gather Trade Good Wood
In a short time of 2 weeks your giants clear the local trees. The wood is hard and difficult to work with but your kin manage to gather (80 Building material: Hard Wood)
Discovered Landmark: (Deep Cave) While out cutting wood one of your Giants went looking along the mountainsides and noticed this massive cave, he swears he heard wind blowing in its depths.

Its begun to rain

Current Season: Spring
Temperature: Fair
Population: 9 Giants
Food: Frigid
Livestock: 3 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Structures: None
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Magic: Weak Frost/ Weak Necromancy attuned
Stockpile: 80 Hardwood
Landmarks: Deep Cave

Current Actions: 2
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 14, 50 = 64 (2d100)

>>37264150
Explore the cave as a possible lair.

Research Ice Magic
>>
Rolled 72 (1d100)

>>37264150
Scout the caves
Build a storehouse for the food
>>
>>37264150
The rain is freezing cold, your people will suffer badly if left out in it. Building will be more difficult as the rain freezes the ground under your feet.
>>
Rolled 4 (1d6)

>>37264150

Stay away from the cave until we're settled in. We should start making some huts to stave off the cold, and maybe research a more efficient way to collect those crabs à la lobsterboxes.

- Build huts and shelter
- Research: Lobsterboxes (1d6)
>>
Rolled 30 (1d100)

>>37264150
Investigate the Cave
>>
Rolled 47 (1d100)

>>37264193

Rollin' d100.
>>
>>37264189
Ok, with that information going to switch my vote to
>>37264193
>>
Rolled 8, 59 = 67 (2d100)

>>37264180
I will back this, if the cave is clear we will have a good base to work from.
>>
Chosen: Scout Cave/Build
The Mouth of the cave is big, but only wide enough for two giants to stand abreast. Cautiously they explore its insides. The throat of the cave opens up into a massive internal cavern. The air is fresh and even a small grove of trees grow in a feeble shaft of light. Further investigation is halted by a roar and the sounds of large, ponderous footsteps.
The rest of your kin do not sit idle, pounding the hardwood into the frozen ground their titanic strength is put to the test. After 3 weeks of work a rugged wood building stands, large enough for 4 giants. Or 120 Materials
>One of your women is pregnant, she will give birth next turn.

Current Season: Spring
Temperature: Frigid
Population: 9 Giants
Food: Fair
Livestock: 3 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Structures: None
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Magic: Weak Frost/ Weak Necromancy attuned
Stockpile: 80 Hardwood
Landmarks: Deep Cave

Current Actions: 1 (Carpendry 3 turns away)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 3 (1d6)

>>37264326

- Continue Carpentry
- Research Lobster Pots
>>
Rolled 32 (1d100)

>>37264358
Stable food and shelter seems like a good idea.
>>
>>37264358
We really need to get into the cave and clear it out for ourselves. The mother can't deliver a baby in freezing rain
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>>37264326
Build up a weapon stockpile, we must be return to reap the rewards of the weaklings that sew (As in farming)
>>
Rolled 59 (1d100)

>>37264326
>>H. Other
Gather rocks to make clubs.
>>
Rolled 85 (1d100)

>>37264482
>>
Rolled 17 (1d100)

>>37264374
>>
>>37264358
>>37264482
The men are growing anxious, and in the early sun the wails of a newborn echo from the ramshackle shed. Elder Grulin steps out into the rain and announces the tribe has a new sister. Everyone is pleased, new life should be celebrated. After a short showing of the newborn your tribe sets to grimmer work. Although you have no iron to shape blades from your people shape a few trunks of hardwood into vicious clubs, hardening the rounded ends over fire.

Current Season: Fall
Temperature: Frigid
Population: 9 Giants (1 Newborn)
Food: Low
Livestock: 3 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Happy
Magic: Weak Frost/ Weak Necromancy attuned
Weapons: 12 Large Hardwood Clubs
Stockpile: 40 Hardwood
Landmarks: Deep Cave(Occupied?)

Current Actions: 1 (Carpendry 3 turns away) (Lobster Pots 3 turns away)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose

Sorry for the slow typing!
>>
Rolled 21 (1d100)

>>37264594
> Clear out the cave wielding the clubs
> Research Necromancy
>>
Rolled 34 (1d100)

>>37264594
Scout whatever beast lives in the cave and take it for ourselves. Would be an ideal place for winter.

Research Necromancy, whatever it is living in there can serve us in death
>>
Rolled 59 (1d100)

>>37264594
>>B. Gather Food
We be low.
>>
>>37264634

This. We kill the beast and make it our own in undeath.
>>
Rolled 79 (1d100)

>>37264634
>>37264648
Need better rolls for it though
>>
>>37264648
Keep in mind, our necromancy is very weak right now
>>
Rolled 87 (1d100)

>>37264648

>>37264663

Yeah, that's why we leave it until we get a bit better with it.
>>
>>37264669
Yeah we can always raise it's bones later instead of a zombie now
>>
>Scout cave (Our other actions are busy with carpentry and lobster pots)
Give me a sec to write
>>
>>37264699

That's true enough. I guess that way we can also use it's fur, meat and horns for resources.

>I'm betting that it's a minotaur
>>
>>37264634
>>37264648
>>37264655
Once again your people venture into the cave, they note in passing how the constant rain has flooded the basin of the large cavern slightly. The sound of rushing water roars in the cave, making it difficult for your people to communicate. With torches held high in one hand, massive clubs in the other your scouts find the cause of the footsteps in the worst way.

From behind a waterfall bursts a massive troll, it smashes into the side of one of your giants and despite the giants size, easily pulls him to the ground. They struggle for a moment until your tribesmen grab ahold of the troll, hurling it against the cavern wall with a sickening smack. Its grey fur is almost invisible against the shale walls but your giants move in tandem, surrounding the beast even as its cracked skull seals shut and rain club blows against it. Howling and crying out in pain and panic the troll’s regeneration cant keep up with the onslaught. After a few minutes of unrelenting blows the troll is little more than a sack of fur and pulverized organs. (Cave cleared, 1 giant badly wounded)

Returning to your shack one of your giants notices the mammoths acting strangely, further investigation reveals a calf beneath its mother. (Your mammoth females are now producing milk 5 turns)
>>
>>37264871

Current Season: Fall
Temperature: Frigid
Population: 9 Giants (1 Child) 1 badly wounded
Food: None
Livestock: 3 Mammoth Sows, 1 Mammoth Bull, 1 Calf (5 turns of milk)
Leader: Elder Grulin
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Happy
Magic: Weak Frost/ Weak Necromancy attuned
Weapons: 12 Large Hardwood Clubs
Stockpile: 10 Hardwood
Landmarks: Deep Cave(Occupied?)

Current Actions: 1 (Carpendry 3 turns away) (Lobster Pots 3 turns away)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37264887

- Find food

How come our turns aren't going down for our research?
>>
Rolled 100 (1d100)

>>37264887
Search the Cave
>>
>>37264916
Because Im retarded and forgot to mark them down! dont worry I fixed it now
>>
Rolled 62 (1d100)

>>37264916

Rollin'.

Got no food guys.

>>37264948

Awesome :)
>>
>>37264954
>>37264926
Hows about search the cave for food?
>The start of winter is the end of the tutorial
>>
Rolled 20 (1d100)

>>37264926
I'll second the nat 100, plus add collecting food, either from the troll or from the surrounding area.
>>
>>37264926
Search caves for food.

Can we gather what milk we can from the mammoth without depriving the calf?
>>
>>37264990
Yes, because we have 3 sows and only 1 is needed to feed the baby
>>
Rolled 36 (1d100)

>>37264990
Adding roll for finding food in caves since we can't waste that nat 100
>>
>>37265009
Mmm mammoth cheese.
>>
>>37264926
>>37264954
>>37264990
Without threat looming over your head your scouts foray deeper into the cavern, set to find all its inner workings. Various offshoots of the main cavern end in dead-ends, a few end in smaller domed chambers. One in particular brims with icemelt, its walls covered in thick green moss. A particularly adventurous giant eats a few mouthfuls of it and despite saying it tastes like dirty grass finds it safe to eat. The moss is incredibly virulent, growing over where it was torn in a matter of days.
Location of worth found: Mossy Cavern (Can be harvested once a turn for a small amount of food)
>>
>>37265118
Current Season: Fall
Temperature: Frigid
Population: 9 Giants (1 Child)
Food: Low
Livestock: 3 Mammoth Sows, 1 Mammoth Bull, 1 Calf (5 turns of milk)
Leader: Elder Grulin
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Happy
Magic: Weak Frost/ Weak Necromancy attuned
Weapons: 12 Large Hardwood Clubs
Stockpile: 10 Hardwood
Landmarks: Deep Cave, Mossy Cavern

Current Actions: 1 (Carpendry 1 turns away) (Lobster Pots 1 turns away)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 78 (1d100)

>>37265140
Gather mammoth milk
>>
I need a quick 2d100 roll for a possible bonus for carpentry and lobster traps
>>
Rolled 78 (1d100)

>>37265190
Second that, make it into cheese if able.
>>
Rolled 26, 43 = 69 (2d100)

>>37265195
>>
Rolled 97, 85 = 182 (2d100)

>>37265195
>>
>>37265200
Maybe not cheese, you can probably make butter!
>>
Rolled 20, 93 = 113 (2d100)

>>37265195
>>
>>37265140
Gather Milk

Start moving into Caverns
>>
>>37265216
>>37265195
Thatll work!

Also we are gettin milk
>>
Rolled 25 (1d100)

>>37265239
whoops
>>
>Gather Milk: Moo (+ 5 food)

Over the next few days your tribe focuses on finishing their crafts. Finally managing to learn how to work wood to their desires your people can build basic wooden structures. +97 Bonus roll Your tribe made surprisingly good tools for woodworking, from carpenters hammers to a thin stone saw.
Mjolski’s ingenuity pays off, after toiling for a few months he manages to make an almost perfect lobster trap. Placed lightly on the mud beside the rivulets these traps snap downwards with impressive speed, snaring an unlucky crab or two. +85 bonus roll These traps wont need to be replaced for quite some time

Current Season: Fall
Temperature: Frigid
Population: 9 Giants (1 Child)
Food: Low
Livestock: 3 Mammoth Sows, 1 Mammoth Bull, 1 Calf (5 turns of milk)
Leader: Elder Grulin
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Happy
Magic: Weak Frost/ Weak Necromancy attuned
Weapons: 12 Large Hardwood Clubs
Stockpile: 10 Hardwood
Landmarks: Deep Cave, Mossy Cavern

Current Actions: 2
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37265384
The days grow shorter and the nights draw on longer, winter will be here soon, without a plentiful stockpile of food your people will face grave hardships in this new and brutal weather.

Forgot
>Stockpile: 10 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt
>>
Rolled 30 (1d100)

>>37265384
Move the group into the cave for the winter.

But we might want to think about making a secondary exit in the form of a mineshaft or something so we don't get trapped.
>>
Rolled 72 (1d100)

>>37265384
Research Ice Magic? Could protect from the cold.

Though I'm gonna roll for moving into the caves in preparation for the winter.

Need to get our larders full too
>>
Rolled 2 (1d6)

>>37265384

We should use the building we've made to stockpile supplies, such as our troll material and wood. after that we should occupy the cave and start building homes within there. Maybe make a pen outside for the Mammoths too.

- Build: Homes in Deep Cave
- Research: Necromancy
>>
Rolled 28 (1d100)

>>37265463
I will agree with Mjolski and most of the others, move into the cave and research necromancy during the winter.

Give the troll fur to the child and we might use the fat for fire if we need it.
>>
Rolled 93 (1d100)

>>37265531
Move in the cave
>>
>Move into cave
>Research Necromancy
You pack your meager belongings and move your people into the Deep Cave.
Just in time too, winter hits the land with a wrath the likes of which you’ve never seen. The ground freezes into stone, the crabs burrow deep and enter hibernation; even the hardy grass turns brown and withers. Deep beneath the ground your people build a small fire, lighting themselves in its amber glow.
Rukova, the tribe witch is chosen to delve into the depth of necromancy. She requests one of the side caverns for a small shrine and place to meditate. Your people send her off with enough food to last til she is finished.

Winter hath come. The night is unending, the wind howls and the tribe is hungry
>>
Current Season: Winter
Temperature: Abysmal
Population: 9 Giants (1 Child)
Food: Low
Livestock: 3 Mammoth Sows, 1 Mammoth Bull, 1 Calf (5 turns of milk)
Leader: Elder Grulin
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Happy
Magic: Weak Frost/ Weak Necromancy attuned
Weapons: 12 Large Hardwood Clubs
Stockpile: 9 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt
Landmarks: Deep Cave, Mossy Cavern

Current Actions: 1 (Necromancy research will finish in 2 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 3 (1d100)

>>37265667
>>37265702

Can we check the cave to see if we can find iron? Or another metal capable of weaponry and tools.

- Search Cave for minerals.
>>
Rolled 59 (1d100)

>>37265702
Search for as much food as we can to get through the winter.
>>
Rolled 63 (1d100)

>>37265702
harvest some of the trees in the cavern grove for firewood, torches and other uses

C Gather Trade Good Wood
>>
We got a 3 way tie, anyone want to tilt the scale?
>>
>>37265790

I'll change to food, since it's a priority.
>>
Rolled 12 (1d100)

>>37265718
>>37265790
I'll swap to Mjolski's
>>
Rolled 59 (1d100)

>>37265759
Food is the priority
>>
>>37265817
yeah switching from wood gathering to food gathering
>>
>>37265821
I had the 63. Guess I should namegag
>>
>Search for food
Dare you brave the long night?
Or would you rather stay to the cave? (Cave will carry a negative modifier)
>>
Rolled 14 (1d100)

>>37265850
Go out, armed with clubs.
>>
>>37265863
Very well. Rukova.
>>
Rolled 45 (1d100)

>>37265863
fuck.

Adding roll
>>
Rolled 52 (1d100)

>>37265863

We are gonna take casualties.
>>
Rolled 87 (1d100)

>>37265863
We ded
>>
>>37265934
What's a civ thread without taking risks?
>>
>>37265863
Let's try to minimize the damage, maybe herd the mammoths to stand in front of the cave entrance, Giant fluffy door.
>>
>>37266006
please use this roll CM
>>
Let none say your tribe is not brave. 6 Giants step out into the Deep Dark, the clouds roil above their heads and the snow billows like an obscuring veil. Their torches burn out in a matter of minutes, their skin, toughened with the blessing of the Great Father takes much longer to freeze. Hours of hunting in the pitch darkness without sign of prey they finally find what looks like tracks. Despite frost freezing their eyebrows they push on, for the good of the tribe.
What they find would have brought a tear to their eye, were it not for the freezing cold. A trio of native mammoths stands in a box canyon, heads down in a circle. With a whoop your men charge, desperation lending their cold bodies energy. The mammoths are too slow to react. Several days later your men return, a grand haul of 2 and a half mammoths worth of meat, bone and raw fur.

Sadly not all made it. 3 of your tribe are lost to the first Long Night.
>>
Rolled 2 (1d100)

>>37266030
Ugh
>>
Current Season: Winter
Temperature: Abysmal
Population: 6 Giants (1 Child)
Food: Abundant
Livestock: 3 Mammoth Sows, 1 Mammoth Bull, 1 Calf (5 turns of milk)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous, Rukova the Frost-Witch
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Neutal
Magic: Weak Frost/ Weak Necromancy attuned
Weapons: 12 Large Hardwood Clubs
Stockpile: 9 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 54 Units of Mammoth meat, 60 Units of mammoth bone, 3 Mammoth pelts
Landmarks: Deep Cave, Mossy Cavern

Current Actions: 1 (Necromancy research will finish in 2 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37266094
FUCK. Remember where they lay. They shall still serve the clan in death
>>
>>37266124

- Look for iron in the cave
>>
>>37266124
>H. Orgy
>F. Research ice magic
>>
Rolled 35 (1d100)

>>37266163
>>
Rolled 41 (1d100)

>>37266163
Sorry about the deaths, everyone, hopefully, it won't matter once we know more necromancy. Search the cave for iron/minerals.
>>
Rolled 22 (1d100)

>>37266124
There's only one turn left for Necromancy right?

Search Cavern thoroughly for anything useful like those minerals these other guys crave
>>
Rolled 59, 100 = 159 (2d100)

>>37266181
>>
>>37266196
Its cool. Everybody dies. The only question is, for how long?
>>
>>37266124
>>37266124
Search the cave for valuable minerals

Diplomacy between the tribe mates? See where everyone stands with our current situation, solidify or change the leadership or tribal policies? Might as well use winter to address this
>>
Rolled 32 (1d100)

>>37266124
Begin constructing chambers for the tribe deeper in the cave, a fire pit, sleeping spaces and use the mammoth pelts to make a blanket for the women and the child.
>>
>>37266196

The Gods of the Roll were not on our favour Rukova, the burden isn't yours to bear. Let us hope that the losses bring us closer together, and make us stronger.
>>
Rolled 33 (1d100)

>>37266240
Changed my name because immersion
>>
>Search for Minerals
This might be my last post for today.
Can someone please archive?
>>
>>37266268

I've been waiting for you to say that all thread!
>>
>>37266303

Anybody feel like making another? Need my fix of Civ. I'd OP one myself but I'm multi-tasking and can't afford to concentrate completely on OPing.
>>
Rukova steps from her cavern a little different than before, her skin seems paler, her hair a bit more fine; she informs the tribe she has found a new spell.
>A. Minor wither (drains the life out of a single target)
>B. Reanimate flesh (Turns rotten materials back into fresh usable materials)
>C. Whispers of End (Disorient and despair several targets for an unknown amount of time)

While I write please choose
>>
Well that posted a lot later than intended.

Your tribe gives the cave another look over, finding very little of anything until one of them ventures behind the waterfall the troll struck from. To his amazement he finds a cavern that glimmers like ice, the stone unbelievably hard and clear. Your tribe is quick to experiment with the material but find it quite difficult to collect from the walls.
Location of Interest Found: (Ice Quartz cavern)
>>
>>37266377

C.
>>
>>37266377
B
>>
>>37266377
>Keep in mind the choice here will effect your necromancy forever.

Your tribe gives the cave another look over, finding very little of anything until one of them ventures behind the waterfall the troll struck from. To his amazement he finds a cavern that glimmers like ice, the stone unbelievably hard and clear. Your tribe is quick to experiment with the material but find it quite difficult to collect from the walls.
Location of Interest Found: (Ice Quartz cavern)
>>
>>37266428
B pls. We need the man power
>>
>>37266428
>>37266377
B, step towards raising the dead.
>>
>>37266465
You wont be able to reanimate anything with a mind, btw. Just the flesh and such. Adding a mind or even "life" will come much, much later.
>>
>>37266428

>Keep in mind the choice here will effect your necromancy forever.

With this in mind, I change to the path of reanimation.
>>
>>37266377
Oh god just thought of something horrifying but possibly useful.

Cast Reanimate Flesh on Troll hide. have a self regenerating hide we can have "growing" in a cave like some fleshy fungus.

>>37266489
And yes I realize this. It is the first step on our path
>>
>>37266426
>>37266465
>>37266476
>>37266490

Current Season: Winter
Temperature: Abysmal
Population: 6 Giants (1 Child)
Food: Plentiful
Livestock: 3 Mammoth Sows, 1 Mammoth Bull, 1 Calf (5 turns of milk)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous, Rukova the Frost-Witch
Structures: 1 Small Storehouse
Technology: Animal Husbandry, Basic Herbalism, Basic Smithing
Diplomacy: None
Morale: Neutal
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned: Reanimate flesh (Turns rotten materials back into fresh usable materials)
Weapons: 12 Large Hardwood Clubs
Stockpile: 9 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 49 Units of Mammoth meat, 60 Units of mammoth bone, 3 Mammoth pelts
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern

Current Actions: 2
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37264293
>>37266490
I like B but i was thinking A.

Down the lane A would be vampirism while B would be standard lichdom

C. Would be pure death magic
>>
>>37266528

Lichdom is boss.

>>37266515

- Build: Houses
- Try to gather, and experiment with Ice Quartz
>>
With that folks, I gotta go for a bit, might start this up again later tonight or tomorrow. Any preferences?
Any named folks want a special roll? I like the idea that some of the players actually have a body in the civ.

Also population is going to become a problem soon, since giants take a long time to grow up
>>
Just realized if we go reanimation and ice magic, we're turning into the White Walkers from Song of Ice and Fire
>>
Rolled 47 (1d100)

>>37266515
>F. Research Magic (Takes 1d6 actions over time)
>>
Rolled 47 (1d100)

>>37266568

I'll take a roll. And I'm working on GMT so I'd personally prefer this time tomorrow.

>>37266569

Bueno.
>>
>>37266568
I was playing with the fact that Yiurrlyn was the giant hurt when fighting the troll if that counts for anything. Hence the scars and shit
>>
>>37266569
Exactly.
>>37266565
Lichdom IS boss but I have more ideas in mind about how to be an immortal undead master than just lichdom.
>>37266593
Ill try for around noonish
>>
>>37266568
I wonder if there are other tribes of Giants in this Tundra. Only way I can think of increasing our tribe.

What are we rolling for? And I'm good whenever. Have thread in a tab on autorefresh
>>
>>37266626

I personally can't do noon, I work saturdays.

I don't mind though, I'll catch up if the thread is there when I get home. Just make sure Mjolski doesn't die unless it's glorious.
>>
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Bethod_Feigr[1].jpg
162 KB, 831x980
>>37266569
>>
>>37266679
Ill do my best, do you by chance know how to archive? If so can you post the link?
(Might actually be around 2ish tomorrow, just found out I have to go to movies with the boss lady)
Thread replies: 190
Thread images: 11

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