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Giant Civ Quest Part 3: A New Dawn
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 2
File: Home Turf.png (249 KB, 759x635) Image search: [Google]
Home Turf.png
249 KB, 759x635
Spring is time for many things and after the fury of the Long Night fades, your people thrive. A new wave of newborns cry in their mother’s arms, for once the fear of starvation doesn’t threaten your tribe.

Welcome back to Giants on Ice.

Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Overabundant (Consume 12 Units of food per turn) 88 Buffalo Meat
Livestock: 4 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Frost-Witch, Ice-Shaper Jyoti, THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobester Traps, Carpentry
Diplomacy: None
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 HArdwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 1 Mammoth pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation)
>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
>>
Will wait like 10m for people to show up, if not enough come Ill try again later/tomorrow.
>>
I missed the end of the thread last night so I'm not entirely sure where we need work. I suppose if nothing is life threatening, one can not go wrong with magic research.
>>
>>37311397
How bad of me, I forgot to link the last threads!
>http://4archive.org/tg/thread/37263290
>http://4archive.org/tg/thread/37287139
>>
Checking in
>>
Rolled 5 (1d6)

>>37311233
Research basic plant agriculture.
>>
>>37311575
>>37311569
Hey welcome to the party!
>>
Rolled 7 (1d100)

>>37311575
I'll second developing agriculture.
>>
>>37311674
Rukova, I see you changed your name! Ill have to be sure to fix that!
>>37311575
Just a heads up, researching 2 thing is possible but it will confer negative modifications to action rolls.
>>
>>37311233
Aww shit. Till what time will you be around OP? In the Uni now and would rather not be super distracted by Civ threads

Fuck you coursework!
>>
>>37311718
Figured I was fully necro, so the frost part made little sense.
>>
>>37311743
Ill be around most of today, so if the thread doesnt get enough love I can try later.
>>37311749
Love it (Hope you dont mind being our necro)
>>
Rolled 36 (1d100)

>>37311718
Hmm, if there might be problems, I'm going to change to suggest that we construct a pen for mammoths, help separate the bull and sows.
>>
dice+1d6

backing agriculture
>>
>Build pen for mammoths
>Research Agriculture
>Other
>>
Rolled 3, 5 = 8 (2d6)

>>37311821
whoops
>>
Rolled 12 (1d100)

>>37311821
Agriculture
>>
>>37311811
Be sure to type your roll in the options section!
>>
>>37311841
>>37311811
>>37311575
A few of your tribe dig about in the dirt by the waterside, finding it dark and rich. They discuss a bit about what to grow in this harsh land and start clearing the land for a precursory garden.
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 76 Buffalo Meat
Livestock: 4 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: None
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation, Researching Agriculture 5 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 76 (1d100)

>>37311910
Try and capture some more mammoths. The less we have to worry about food, the better, and only having one bull means we could lose the ability to breed them if something goes wrong.
>>
Rolled 36 (1d100)

>>37311910
>H. Other
We need to train more Mystics
>>
Rolled 34 (1d100)

>>37311910
Build that precursory garden. Balanced diets are cool.
>>
>>37311960
Forgot, we have 1 frost mystic in training, we dont have any others who have the spark due to a pretty bad roll
>>
Rolled 87 (1d100)

>>37311910
just noticed you started back up damn WOOT
Im for catching more bulls
>>
Ah, alright then. Do we have a map we can refer to? Would make scouting easier
>>
>>37312053
First post has a map as the image.
>>
Rolled 22 (1d100)

>>37312065
I am so retarded

Scout Eastward then
>>
>>37311910
Still say we should investigate the Orange lights we saw during the Dark. Could be a village we could raid or trade with
>>
>Catch More Mammoths
Your Huntsmen set out hours before sunrise, finding the Mammoths sleeping where the herd rested before. Despite the lack of ropes or feed they manage to grab a young sow, literally carrying her back to the Deep Cave.

>New Frost Mystic trained, Enter Chtol Frostwalker
While his spark of magic may be weak Jyoti expects him to be a strong asset in further learning frost magic.
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 76 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: None
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation, Researching Agriculture 5 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 94 (1d100)

>>37312119
>>
Rolled 62 (1d100)

>>37312149
Second
>>
>Scout the Lights you saw in the Long Dark
>>
Rolled 20 (1d100)

>>37312119
If we're going to scout, probably best to see what they are.
>>
Rolled 86 (1d100)

>>37312155
>>37312149
Third.
>>
Chtol can just meditate and attune himself to the magicks. He should be getting better at it.

>>37312149
Thirded.
>>
Rolled 84 (1d100)

>>37312207
i can go with this
>>
>>37312207
That's....the point of my roll to scout....
>>
>>37312236
I know, I was just agreeing with you.
>>
File: Not Far south.png (215 KB, 759x605) Image search: [Google]
Not Far south.png
215 KB, 759x605
Your huntsmen must have gotten quite twisted around because despite them saying they saw the lights miles to the south, only a short way to the south your scouts spot what looks like a small village. There are fields growing in the cover of several hills and thin smoke drifts from stone chimneys.

>Send your scouts in to see who lives there
>Avoid the Village
>Other
>>
Rolled 21 (1d100)

>>37312316
>>Send your scouts in to see who lives there
Be sneaky if possible. We don't want to spook these people right off the bat
>>
Rolled 99 (1d100)

>>37312316
dont send them in stay at a distance mainly need to know there numbers
>>
Rolled 16 (1d100)

>>37312316
>Send your scouts in to see who lives there
>>
>>37312316
>Send your scouts in to see who lives there
Let's try to do this peacefully, unless they're a cult of Shabboth or something...
>>
>>37312346
This, if they're humans, we're not quite in the best position yet to deal with them.
>>
>>37312316
Send in the scouts to chill (HEH) with the villagers.
>>
>>37312316
Ok we still gotta harvest our lobster traps, I can't be the only one who forgot those succulent beasties.

Can we tell how big the buildings are?

Send a scout ready to flee if there is trouble
>>
Rolled 99 (1d100)

>>37312366

agreed
>>
>>37312366
Hopefully not, but if they are it would be nice to work something out
>>
>>37312379
>>37312346
Two 99's nice
>>
>>37312346
This. Also, we could move off to the east and light a big bonfire. They might go and investigate and it would be away from our actual camp.
>>
>>37312383
Work something out? The humans drove us from our homelands. I think binding their frozen corpses as thralls to us is the best option for them. Once we are in a position to do so at least.
>>
>>37312346
>>37312379
Compared to the other rolls, it looks like this is the best course of action. Figure out who they are and try and send our most diplomatic individuals if they appear friendly.
>>
>Observe the Village

Your scouts lay flat against the hillside, doing their absolute best to hide their towering forms.
>>37312346
The people of the village are clearly not human, despite your giants waiting and watching for several days they see the same small group of individuals working non-stop
>>37312379
There seems to be several dozen being in the village, only 6 never stop being active.
>>
>>37312416
I meant like temporary peace until we can comfortably survive and use that kind of magic
>>
As an aside, Jyoti is afraid of what may happen if Ice-Quartz were to cut someone or enter their bloodstream since it grows when in contact with water
>>
>>37311233

Anywhere to read part 1/2?
>>
>>37312444
>Send your scouts in peacefully
>Depart back to the tribe, avoid the village
>Attempt to Raid blind.
>>
Rolled 70 (1d100)

>>37312444
Not human, ok, engage in diplomacy.
>>
Rolled 73 (1d100)

>>37312476
>Send your scouts in peacefully
>>
Rolled 74 (1d100)

>>37312476
>Send scouts in peacefully
>>
Rolled 18 (1d100)

>>37312476
Return to the tribe, discuss findings, get together an envoy to send with a gift.
>>
Rolled 36 (1d100)

>>37312444
>>37312476
Send in our fastest scout to investigate and possibly exchange greetings with these non-humans

(sounds like constructs or machines)
>>
Rolled 21 (1d100)

>>37312476
>>Send your scouts in peacefully
>>
Rolled 90 (1d100)

>>37312514
this but hopefully with a better roll voting to send them mammoth bones as a gift
>>
>>37312542
This. Also, do we need a complete corpse for Bind Life?
Or can we just use, say. . . A mammoth skull?
>>
>>37312584
Says complete in the description. But if we research necromancy more, it might become possible.
>>
>Send your Scouts in peacefully.
Your scouts are seen almost instantly. The population of the village visibly gather before their homes. The Closer your Scouts get the more visibly human the villagers seem. Worry spreads to your Scouts, memory of the people who drove you from your home setting them on edge. Only when they are within shouting distance do they see something... Different.
The 6 your scouts saw working constantly stand before their tribe, skin an offshade of blue. Their eyes are pitch black and bodies devoid of hair. "Ho, Titans! What brings you to our humble homes?" Their voice rises as one, sounding nothing but organic. Behind them the rest of the village is visibly human, cowering behind their leaders.
>Speak - Write in
>Other - Write in
>>
do you have any specific system you use to resolve success failures or anything? If you do, would you mind sharing? Sorry for interrupting. Just a prospective CM trying to get some starting advice. Please see this OP.
>>
>>37312604
If we discover Rune magic, or if that's even a thing in this game, it may be the solution to our necromancy/cryomancy hurdles
>>
>>37312655
>Speak, tell them we were looking around to see what was around our settlement.
>>
>>37312655
I roll against my players, even their lowest rolls have sometimes been much higher than mine. Sometimes their worst rolls beat me, turning the lowest rolls into at least minor successes.
>>
>>37312654
Curiosity! We wish to know who are neighbours are in this frozen land.
>>
Rolled 94 (1d100)

>>37312654
"Ho, Blue-skin. We are but scouts and we saw your village. In a show of peace, we come here to greet you and make our presence known. If I may be so bold, what manner of creature are you?"
>>
Rolled 44 (1d100)

>>37312654
>>37312725
This please
>>
>>37312689
>>37312715
Make clear that we are looking for friends, not enemies. We greet these newfound peoples with open arms.
>>
>>37312725
Aww yeah, high roll. With that, I'll make be off for a bit. Have to make the long walk back home. See you in a bit OP!

If my speech gets taken, I hope I didn't shit things up
>>
Rolled 99 (1d100)

>>37312725

sounds good! hoping for another good roll
>>
>>37312751
>Rolls a 94
>any possibility we're screwed
Don't worry about it
>>
>>37312654
"Hello! We from Old Frost Country! We are of peacing! War is no! We are of want of knowledge of Not Frost Country!
>we want a map of sorts
>>
>>37312757
>>37312751
These rolls today! How many virgins did y'all sacrifice to the dice gods?
>>
>>37312786
They are pitying us for yesterday holy shit
>>
>>37312786
as many as were necessary
>>
One of your Scouts steps forward. "Ho, Small-kin. We are but Scouts and saw your village. As a show of peace we wished to make our presence known. Forgive our ignorance but what manner of people are you?"

Again as one the blue-skins speak "We are but humble creations of our errant master, born of glass and soul. Homunculi." With a sweep of their hand they motion to the humans behind them "And these are our wards." Almost as an afterthought "How many is your tribe?"
>>
>>37312809
>Continue conversing
>Ask for X?
>Leave, tell them you will return
>Warn them of your tribe
>Other
>>
>>37312809

Them wanting to know our numbers scares me but we could use some allies in this land.
>>
>>37312834
We are a small tribe not many near thirty (trying to find out more about them but also lieng saying we are stronger)
>>
Rolled 40 (1d100)

>>37312847
continue conversing, we can be vague about our numbers and try some neighborly conversation
>>
>>37312809
>>37312834
>continue conversing
Explain we are refugees in this strange land and we want to be careful, don't tell them our numbers.


Oh oh, Rukova, we need to send someone to gather the remains of our lost tribesmen and enshrine them in the Death Altar. We probably can't raise them for a while but they should have a place of honor for their sacrifice
>>
Rolled 61 (1d100)

>>37312878
My roll oops
>>
Rolled 50 (1d100)

>>37312834
continue conversing
>>
>>37312834
Ask about their masters. Do they have a goal or mission to complete?
>>
Rolled 16 (1d100)

>>37312890
Keep forgetting roll fuck
>>
Rolled 33 (1d100)

>>37312907
Should probably roll.
>>
>>37312888
so much for rolling 99s...
>>
Rolled 20 (1d100)

>>37312890
Seconding. On both fronts.
>>
"Have your people lived here long? Do you still search for your maker?" Your scouts manage to relax a little, leaning on clubs rather than gripping them at their sides.
"Our maker will never return, we have come to peace with this long ago." Gesturing back to the humans behind them the group disperses, setting about the labors of their community. "We have lived here for a very long time and plan on living here much longer! Still you have not answered, how many are you?" The curt way they bring it back makes it very clear they are used to being answered when they ask.
"Oh we are not many, forced from our homes in the south by... Other humans."
The Homunculi seem to have other things to do about their village and inform your scouts of that. Wishing them to return again with some more forewarning, they may be willing to trade.
>>
Why do you want to tell them we are a small tribe? Golumns with a master are suspicious, especially immediately adding for our numbers.
>>
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 76 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation, Researching Agriculture 5 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 7 (1d100)

>>37313050
Research frost magic to negate the cold from affecting our tribe
>>
Rolled 17 (1d100)

>>37313050
Gather trade good. We now have someone to trade with, so it will be important that we have something to trade with.
>>
Rolled 92 (1d100)

>>37313096
copt that
>>
>>37313050
We could try trading Mammoth bones or pelts with them

We're gonna need axes and tools to collect more Hardwood and such
>>
>>37313096
We cant research more than 2 things at once.
>>
>>37313133
What else are we researching?
>>
Rolled 20 (1d100)

>>37313050
>Engage in Diplomacy
might be time, given our new neighbors
>>
Rolled 42 (1d100)

>>37313133
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

Build a proper entrance to our cave house
>>
Rolled 49 (1d100)

>>37313050
Breeding time we need to increase our numbers also need to make shields out of some of our hardwood
>>
The Tribe is divided
>Gather Hardwood
>Engage in Diplomacy
>Other
>>
If the tie is not broken, I will break it randomly
>>
>>37313178
We have 3 babies just born, our females will not be able to birth again til next season.
>>
>>37313263
Gather hardwood
>>
Rolled 97 (1d100)

>>37313215
Engage in Diplomacy
>>
>>37313110
>Gather hardwood.
Harvesting the odd Hardwood tree your tribe manages to only bring back a few small arms-full. The next few days are uneventful, your tribesmen focusing mainly on their research. (-1 turn on both research projects)
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 52 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (1 turns for Food Preservation, Researching Agriculture 1 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
>>
>>37313287
Just got back, seconding this, as long as we can make them not attack us.
>>
>>37313372
Well shoot, you got back just too late!
Glad youre back Rukova
>>
Rolled 90 (1d100)

>>37313368
Let's maybe build a watchtower?
>>
>>37313406
Sounds like a plan. Doesn't look like we need another roll though.
>>
Rolled 75 (1d100)

Homunculi are quite passive aren't they? Enslave them as well as any humans we don't want to smash
>>
Rolled 48 (1d100)

>>37313368
Recover remains of our fallen tribesmen that died on the hunt, enshrine them in the Death Altar.
>>
Rolled 63 (1d100)

>>37313449
seconding this
>>
Rolled 26 (1d100)

>>37313368
Capture more buffalo and mammoths for domestication
>>
Rolled 10 (1d100)

>>37313449
>>37313406
These seem like the best for now. I'd rather not try to enslave being we don't know enough about yet.
>>
Rolled 63 (1d100)

>>37313449
yeah this sounds good
>>
Rolled 25 (1d100)

>>37313368
we need to check our lobster traps
>>
>>37313514
That's what I've been saying too! They were masterwork rolls for their creation too, somehwere in the 90s i think
>>
>>37313368
we should grow food supply then build defenses and last but not least grow our population as quickly as feasibly possible. then we can focus on more advanced projects like a true civilization.
>>
>Recover the fallen
Your huntsmen go out looking for the remains of those lost in the Long Dark, sadly they only find the bodies of two. One with his leg twisted beyond repair and the other not far from the first, his flesh stripped away leaving only pearly bones behind. (+2 Giant skeletons) The sight of the long dead bring bad memories back to your tribe.
>The preliminary garden is now clear of shrubs, ready to be seeded with seeds you do not have.
>With some excitement your giants have managed to preserve meat by smoking it dry.
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 52 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (1 turns for Food Preservation, Researching Agriculture 1 turns)
>>
>With no small amount of concern The Child has gone missing in the night.

Current Actions: 2 Actions Per Turn
>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 31 (1d100)

>>37313636
FIND THE KID
>>
Rolled 46 (1d100)

>>37313636
Search for the Child.

Catch buffalo.
>>
Rolled 68 (1d100)

>>37313636
>>37313652
let's hope he has sight and found us something good
>>
Rolled 94, 80 = 174 (2d100)

>>37313652
find the kid attempt to buy seeds from homonculi
>>
Rolled 81 (1d100)

>>37313514
I think one of our actions should be this
>>
>>37313607
FIND OUR CHILD, then we can focus on growing crops
>>
Rolled 42 (1d100)

>>37313636
WHERES THE KID?!
>>
>Search for The Child

Catch buffalo
or.
Trade with the homonculi for seeds
or.
Check the lobster traps
>>
>>37313693
screw that find the kid. we need to figure out what dark heresy she's up to and if its helpful or not.
>>
Rolled 82 (1d100)

>>37313693
yes, espcially now that we have 2 actions
>>
>>37313707
I change to lobster traps too
>>
Rolled 53 (1d100)

>>37313636
FIND THE CHILD

IF NOT TRADE THE HOMUNCULI FOR SEEDS FOR OUR NEW GARDENS
>>
>>37313707
Lobster traps

No use getting seeds if we haven't discovered agriculture
>>
>>37313707
Okay well in that case lets check the traps. We need the food!

altering the course of
>>37313717
>>
Your scouts comb the hillsides and all over the valley for The Child, much to their chagrin they find nothing but shrubs and some small game. (No child +10 food)
The Lobster traps are all tripped, their nets deep beneath the mud, with a small amount of work you manage to pull in quite an amazing haul. (+30 Live Mudcrabs)
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 40 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>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 79 (1d100)

>>37313707
trade with the Homonculi
>>
>>37313832
Is there another way of finding the child? Can we send out another scouting party?
>>
>>37313832
we need to become agricultural. though im worried about the child
>>
>In case there has been any confusion, this is the same child who slew a dozen buffalo.
>Not one of the newborns.
>>
Rolled 42 (1d100)

Go out and light a big bonfire and have a couple of Giants stand watch. Maybe the child is lost and can't find home.

Trade with the Homunculi.
>>
Rolled 22 (1d100)

>>37313832
gather seeds
>>
>>37313906
that is just even more reason to worry..
>>
Rolled 2 (1d6)

>>37313832
Trade with the Homunculi for seeds (if they want anything).

Research necromancy (totally biased)
>>
Rolled 49 (1d100)

>>37313832
FIND THE CHILD
>>
Rolled 66 (1d100)

>>37313933
Seconded.
>>
Rolled 64 (1d100)

>>37313953
GOTTA FIND THAT KID
>>
Tribe is conflicted.
>Trade with the Homonculi
>Research Necromancy
>Try and Gather seeds ourselves
>Search for The Child

If not broken I will break it, blah blah
>>
Rolled 1 (1d100)

>>37314024
breaking it child and necromancy
>>
Rolled 73 (1d100)

>>37314024
search for the kid
>>
Rolled 72, 41 = 113 (2d100)

>>37314024
find the child and try to gather seeds ourselves
>>
>>37314024
Find the kid and gather seeds ourselves.
>>
Rolled 94 (1d100)

>>37314098
Roll
>>
>>37314121
I like this and I'll back it. it'll let us start to research farming which we sorely need. passive food gen is a must with how hungry these giants are.
>>
>>37314121
Agreed. Let's do this.
>>
Unhappy you send your Scouts out to redeem themselves. This time the search is more in the mountains than before, digging through snow piles and looking into crags. One of your more driven scouts dives into the glacial lake, swimming to the bottom of the lake bed in his search. Depressed and with their heads hung low they return. No Child, they fear the worst.
Your other kin are much more lucky, finding ragged wheat growing out of the harsh dirt they gather several handfuls of this rare foodsource. (Found Ragged Wheat seeds)
>>
>>37314189
Current Season: Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 24 Buffalo Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>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 46 (1d100)

>>37314214
well, let's see about planting our seeds
>>
>>37314214
Time to learn farming I say. We need to progress past the tribal stage.

Is that 1d6 for research or 1d100 for direct farming (crappily done most likely)
>>
Rolled 73 (1d100)

>>37314214
Research Agriculture

Ask Rukova to contact the spirit world. See if the kid is there. If he isn't, it means that he is still alive and we should continue looking for him.
>>
Rolled 79 (1d100)

>>37314214
Child is lost, spent two turns looking and will probably come back to bite us later. For now:

Plant/cultivate seeds
Build watchtower
>>
>>37314262
We know how to farm, kinda
>>
Rolled 7 (1d100)

>>37314262
This. Rolling.
>>
Rolled 14 (1d100)

>>37314214
>>37314262
Voting this
>>
Rolled 67 (1d100)

>>37314262
Rukova, do us proud
>>
Rolled 63 (1d100)

>>37314214
Time for my dream of a balanced diet to come true!
Plant the seeds in the garden.
>>
Seems like the general idea for this turn is to ask the spirits for help finding our potentially demonic child and starting a farm.

Can we all agree on this? Just trying to make CM's life easier here.
>>
Your garden doesnt spend long unseeded, almost as soon as the seeds are in hand they are returned to the garden, pushed deep into the dark soil.

You ask for Rukova to look into the spirit world, trying to find the child. After several days before her shrine, eyes sealed with fatwax she concludes that The Child is not there, she must still be alive.

>The seasons are as fickle as the wind, the temperature soars, Summer is here. With the new comfortable climate, the rains come
>Everything is fucking wet.
>>
>>37314349
That's fine, if I can speak to spirits, never tried it before.
>>
Rolled 88 (1d100)

>>37314368
I think we should work on building a watchtower. We have a lot to keep watch for. The child, the animals we hunt, and our new buddies, the hommunculi.
>>
Rolled 88 (1d100)

Welp. I suppose we can only suspect the Homunculi at this time.
Diplomacy time?
>>
>>37314368
kinky
>>37314435
^seconded
>>
Rolled 59 (1d100)

>>37314435
Create a watch tower.>>37314426
>>
Rolled 21, 64 = 85 (2d100)

>>37314426
>>37314435
Seconding both, let's hope I can help with a good roll
>>
With the turn of the season our scouts spot a column of Small-Kin approaching from the south. Going to greet them they find none other than our Blue-skinned neighbors. "We would like to offer this token of peace between our people, we hope to see more of you in time." (+12 barrels of Homonculi mead)
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 24 Buffalo Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>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
>>
>>37314479
NOPE, more virgins for the dice gods...
>>
>he casually asks how large your tribe is as though it's an after thought
>claims they have no master and have been there for many years
I warned you about those Homuniculi bro.
>>
>>37314480
Create some axes to cut trees down better. we can use mammoths to bring trees back to lair and replant saplings
>>
Rolled 35 (1d100)

>>37314480
Have one person drink some of the mead to test it just in case. If its good, send some dried buffalo meat or mammoth skins.

RESEARCH FUCKING FROST MAGIC TO NEGATE THE FUCKING COLD
>>
We don't know what is in that shit. It could be Homunculi heroin. They are trying to enslave us!
>>
>>37314480
Did we perform the action from the last turn?
>>
>>37314590
my post took forever to actually come up, so we havnt had a turn since we last looked for the child and planted seeds
>>
Looks like
>Test the Mead
>Research more frost magic
All in favor?
>>
>>37314480
we should build that tower and try to learn more about crops
>>
Rolled 48 (1d100)

>>37314480
Build that watch tower.
>>
>>37314665
YES PLEASE DEAR HOLY CM
>>
Rolled 10, 86 = 96 (2d100)

>>37314570
I second, >>37314665
can't trust those dirty Homunculi

with that I'm out! gotta leave for a bit. Best of luck finding the child
>>
Rolled 90 (1d100)

>>37314626
So do I need to roll again for watchtower?
>>
Please roll a 1d6 for researching Frost Magic
>>
Rolled 4 (1d6)

>>37314701
here we hgo
>>
Rolled 5 (1d6)

>>37314701
Jyoti and his apprentice are gonna sequester themselves away
>>
Rolled 3 (1d6)

>>37314701
>>
>>37314701
My body is ready ( to tell winter to eat a dick im a frostgiant)
>>
Rolled 5 (1d6)

>>37314701
Critical success ho!
>>
I like to think we're Frost Giants with Russian accents. It's a nice thought.
>>
You are tired of not being able to see over the hills of your home, ordering your tribe to build a tower. Tall structures are impossible right now so your tribe settles for building a stone and hardwood structure atop a high hill. Within a few weeks a sturdy building stands overlooking your domain. (+1 Watch-house)
Jyoti is sent to delve deeper into his craft, within the Ice Quartz Cavern your people see faint blue flashes.
>>
>>37314778
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 12 Buffalo Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Learning Ice Magic 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
>>
>>37314776
Except we are Hill giants from far far far south, forced to live in this new frozen land by some very angry humans over a... Misunderstanding
>>
Rolled 40 (1d100)

>>37314799
Time for food. Roll'an
>>
Rolled 48 (1d100)

>>37314799
Diplomacy. Ask the Homonculi if they've seen our Kid
>>
Rolled 13 (1d100)

>>37314826
This please
>>
Rolled 55 (1d100)

>>37314826
Or don't alert them to it. Just put on some fake smiles and try to see if some giant footsteps are around the village.
>>
>>37314826
Dude. the food count. I'm stlil not sure why it says loaded since we have 12 units left. But still.

We gonna run out soon. like damn soon.
>>
>>37314799
Have one giant drink the mead, then wait a couple of days and see what happens.
>>
>>37314867
because Im a retard and didnt change it. Sorry! (I will cushion any roll to gather food in penance)
>>
Rolled 74 (1d100)

>>37314867
changing to this hes right we need to go hunting please
>>
>>37314799
So we're almost out of food after this turn. We should hunt and gather food. We really need to stockpile for the winter now that we can preserve the meat
>>
>>37314820
Stop ruining my dreams. Stop it.
>>37314799
Hunt some buffalo.
>>
>>37314894
Changing mine to food. Eating is important
>>
Rolled 92 (1d100)

>>37314906
>>
>>37311233
Sorry to butt in on your guys thread, but what rules do you use to play this game? I want to take a look at them, hopefully my friends and I can use parts of it in our RPG games.
>>
>>37314894
we should gather food now then
>>
>>37314894
It happens. at least we averted accidental disaster.

Also all these rolls.

We gonna be fucking eating like KINGS!
>>
>>37314944
Essentially we roll for outcome varying between 1-100% gm gives bonuses to rolls on his fancy because he has total list of civilizations stats
>>
Your hunter are primed to hunt before you even send for them. A few angry glares are given to the giant in charge of the food stores.

The hunt goes impressively well, using the 3 Hardwood clubs they manage to being down and bring home 4 mammoths, 3 completely intact.

>One morning your watchman spots a giant out in the hills, a faint pale glow around them.
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 10 Giants
Food: Bursting (Consume 12 Units of food per turn) 240 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Learning Ice Magic 1 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 2 (1d100)

>>37315013
Contact that stranger!
Diplomacy time
>>
Rolled 41 (1d100)

>>37315013
Hunt more but this time we want to capture a few more mammoths for making mammoth milk cheese
>>
Rolled 34 (1d100)

>>37315013
>G. Engage in Diplomacy
send some scouts to meet the glowing giant.
>>
>>37315054
fuck no diplomacy
>>
Rolled 14 (1d100)

>>37315054
didnt notice that scratch >>37315067
and roll for this>>37315054
>>
Rolled 54 (1d100)

>>37315013
Probably the kid. Send two to scout it out.
>>
Rolled 85 (1d100)

>>37315013
Seems like THE CHILD has surfaced. We should go see what went wrong and bring both casters along. dis some baaaaaad juju guys.

Rolling for scout attempt. may dice have mercy on us
>>
Rolled 84 (1d100)

>>37315013
Better contact that strange new giant.
>>
>>37315013
Make the cave homely, beds and rooms for specific people andt if we have frost magic why do we need to smoke meat when we can just freeze it?
>>
Jyoti is locked away in his cave for another turn investigating ice magic. Timing right?
>>
>>37315148
No shit Jyoti just when we need you.

I just hope this isn't some lovecraftian level shit. I don't want tentacle rapes.
>>
Your scouts go out into the hills where the watchman said they saw the glowing Giant.
The clubs are left behind, axes in hand.
The Child lays curled at the base of a mountainside, she awakens when your Scouts approach. Her skin is badly sunburnt and her eyes glow with white light. "Hello Aunties and Uncles." She says, almost serenely. About her neck hands a necklace made of what your scouts think are human rib bones. When she moves to stand your scouts take a small step back, her aura fades with the rising sun, her eyes no longer glowing with inner light. "Can we go home now? Im very hungry."
>>
I assume if we raised some mammoth skeletons we could ride them, yes? Surely they don't need 'initiative or skill' to do that?

Get Rukova to see if it's necrotic magic emanating from him.
>>
Rolled 71 (1d100)

ask her what happened to her when she gets back also keep her under a watch
>>
>>37315240
What the fuck.

Is she Giant Jesus or something!? I am so confused now.
>>
Rolled 15 (1d100)

>>37315287
I like this
>>
>>37315240
Jyoti stirs from his cavern, jagged crystals of ice grow from his arms and legs. His connection with his magic deepened.
Choose a spell.
>A. Entomb - Lock a target in ice, this will kill most mortal enemies.
>B. Ice Blast - Freeze the water in the air, throwing shards of ice at foes.
>C. Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
Your choice here will effect your Ice Magic forever, choose well.
>>
Rolled 92 (1d100)

>>37315287
Also have the spellcasters look at her again.
>>
>>37315356
I feel like if we are going for Ice giants we should pick C. Just my two cents.
>>
>>37315356
Ice Veins

There's other magic we can use for damage
>>
Rolled 8 (1d100)

>>37315356
Definitely C
>>
>>37315356
c
>>
Rolled 12 (1d100)

>>37315356
ICY VEINS SO WE CAN TECH FARTHER AND BECOME FROST GIANTS
>>
>>37315356
C. Icy Veins seems like the most interesting path to me. We're giants so we need magic to be defensive since we can probably mess up most people due to size.
>>
>>37315402
c although a is badass c is better for rp
>>
With this new blessing of frost Jyoti grows in power, and with him, your tribe.
urrent Season: Summer
Temperature: Comfortable(9/10)
Population: 10 Giants
Food: Bursting (Consume 12 Units of food per turn) 240 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Moderate Frost/ Weak Necromancy attuned
Spells Learned:
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>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 37 (1d100)

>>37315477
Examine the kid. Make sure they aren't going to kill us.
>>
Rolled 5 (1d6)

>>37315477
Study the Child.

Research Necromancy
>>
Rolled 3 (1d100)

>>37315497
THIS
>>
>>37315477
Did anyone test the mead? have one person do that.

Refurbish our cave with mammoth and buffalo pelts to make it homely.
>>
Rolled 83 (1d100)

>>37315477
Study the Child

new name btw
>>
>>37315356
Entomb means ice control.
Ice Blast means temperature control.
Icy Viens means internal temperature control.

I think its just a guess.
>>
Rolled 17 (1d100)

>>37315477
Study kid make a mammoth drink some of the meed one of the sows
>>
>>37315541
i like the pelt idea. it should actually make the winter more bearable
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