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Giant Civ Quest Part 5: This isnt so bad! Oh wait
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Your tribe has not been idle while your Hunters went to assist our blue neighbors. The iron mine cuts deep into the cavern floor, chips of iron ore pile high in our storage.

Days away your Hunters leave the moderate comfort of the Homunculi, their vengeance against The Green delivered in full. Ice crunches beneath their feet, the wind damnably harsh and snow freezing to thick mammoth furs. Jyoti fumbles with one of the tiny sticks given as a gift from the Homunculi, with a tiny click it bursts to life. Illuminating the immediate darkness and, thankfully the ground beneath your Hunters feet.

>Welcome back to Giants on Ice!
>>
Fucking hell yes. WE RETURN!

The struggle to survive continues!
>>
>>37419867

Our Tribe right now.
Current Season: Winter
Temperature: 0/10 Deadly
Population: 10 Giants
Food: 5 turns
Livestock: 6 Sows, 1 Bull (Mammoths)
Leader: Elder Grulin
Structures: Ice Quartz Mining, 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes, 24 Ice Quartz Spears
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar
http://pastebin.com/89AfD7tV Other important info for research and such.
>>
>>37419889
HI, welcome back! Im going to wait a few mins before actually starting up on the rolls so people can show up and get comfy.
>>
NEVER TELL ME THE ODDS
>>
Sorry to interrupt, but my computer did survive the storm, however, it crashed and I lost some stuff, so dwarf civilization is likely not to happen today, but tomorrow.
>>
>>37419936
well shit, get that thing fixed and get your ass back on here.
>>37419924
YOURE NOT MY REAL MOM!
>>
>>37419936
Son of a shit biscuit I was hoping for it CM.

Also going over the possible research topics now. I see some I really want to take a crack at to help our food problems in this civ.
>>
>>37419867
Hey, I'm ready to go.
>>
>>37419936
>>37419975
The answer is never traps. Because in two civilizations traps have failed me...
>>
>>37419992
Yeah I remember those fails gramen. All too well.

Just be glad you didn't kill anyone with them.
>>
>>37420041
Unlike my attempts to feed the fish in a certain other thread >.>
>>
>>37419914
At the ready
>>
>>37420051
Which thread was that? Also, would anyone be interested in a Q&A thread like slow's scumlord threads? Or did the massive writefaggotry dump in the orc civ thread answer your questions?
>>
Okay the pastebin had some interesting topics we could look into.

fertilizer (mammoth shit to improve farms bolsters food output somewhat)

basic farming (which we never actually took. the giants barely know how to grow things. again maybe more food output)

We also need to learn basic smithing and discover mortar. that unlocks a shit ton of options for us. But those will be costing resources like precious precious wood. I hope those coils the homos gave us will work for some decent heating. we could use the help there.
>>
>>37420085
The hard mode human slave thread.

I don't really know what I'd ask haha...
>>
>>37420133
I think we have basic smithing. But I agree that farming/fertilizer and mortar seem like musts as long as we aren't fending off cosmic horrors or starving to death.

Slow, would it be possible to see what techs we've learned so far?
>>
>>37419992
>>37419982
Welcome back everyone! Lets get started.
Your Hunters make impressive time over the snowdrifts and slick ice. Breath puffing into massive clouds of steam over their heads.
The handles of spent axes lay flat across their backs and the small baskets given by the Homunculi supply a small boost, their contents quickly consumes.
Their first night camping one of your Giants swears they heard howling on the wind. The others calm him, surely nothing but wind in the mountains.
>>
>>37420172
Ah yes the oddly named one nobody remembers the name of but we all remember how its surviving by the skin of its teeth and we only win because we go to A-TEAM levels of over the top planning.

And my god do we need them. I still can't belive those chucklefucks tried to arrow that moss king/raw head and got a siege on us. we barely survived it honestly.
>>
>>37420133
I asked about the coils yesterday they wont do anything by the time the giants get back. Also the techs are in the pastebin in the second post.
>>
>>37420236
What I'm reading from for all these research options. sucks about the coils though. Those are nice little glow sticks.
>>
>>37420213
Your Hunters look to Jyoti for leadership, they are still several days hard march from home and must survive in the Long Dark. The wind is starting to settle again, after 8 hours rest your Hunters rise again.

>Press the march
>Slow the march
>Hunt
>Other
>>
>>37420292
Press the march
>>
>>37420292
Press the march. If we need food hunt. But for the love of god if it starts to snow STOP MOVING.

>>37420265
My bad... Proved I can't read. Yesterday OP said he didn't have a list of unlockables. BUT NOW HE DOES!
>>
>>37420211
Techs Currently know: Carpentry, basic masonry, Crude Herbalism, Animal Husbandry, Tailoring, Crude smithing, Crude trap making, Ice Quartz Mining, Crude Ice Quartz Weapons.

I accidentally deleted out techs know. So ill have to put them together again, no worries.
>>
>>37420292
For now, press the march, the sooner we get out of the Long Dark, the better.

>>37420325
Thanks!
>>
Guys. Can we learn food preservation. I mean it's winter... That might help us not have to kill all the mammoths.
>>
>>37420317
>>37420303
>>37420347

The biting cold shouldnt slow your giants too horribly. Shaking the sleep from their limbs your Hunters set out.
After hours of marching one of your Hunters claims he saw something running about in the darkness. None of your other hunters saw,claiming that the Long Dark plays tricks on the eyes. During one of their short breaks the same Hunter says he still saw something again, darting from one rock to another.
>Investigate
>Ignore and march on
>Double the march
>Lights out
>Other
>>
>>37420360
I don't see it as quite as important as food generation since anything that goes bad we should be able to Reanimate Flesh back to use.
>>
>>37420408
Shit theres something hunting us. scavenger or a predator I don't know though.

Try and confront it somehow?
>>
>>37420408
Keep going!

>>37420425
For all we know it could be rotting flesh we can't eat. The spell itself seems to imply they're zombie like.
>>
>>37420408
Double the march
>>
>>37420408
If there's anything I've learned, it's always be paranoid. Investigate, but make sure there are always at least two or more giants together at a time.
>>
>>37420459
All that does is wear the group down and then its too tired to fight this thing!

>>37420469
Going with this. I'd rather deal with it now instead of later when we're too fucking tired and cold to fight it.
>>
>>37420452
Spell description, but maybe Slow can clarify.
> Turns rotten materials back into fresh usable materials.
>>
>>37420469
>>37420459
>>37420452
>>37420442
>Double the march
>Investigate
I will break the tie if left unbroken blah blah blah
>>
>>37420505
I'll swap to double time to break the tie. But stay as aware as possible.

Side note, was the Mammoth Spear destroyed in the fight or is it still extant?
>>
>>37420505
I>>37420588
Ill switch to investigate
>>
>>37420505
Nevermind
>>37420489
Tie Broken, Investigate.
Your hunters follow where their brother pointed, spreading out into pairs and searching through the roughage with their torches.
Just when they are about to laugh it off one of your giants looks behind a small string of Hardwoods only to jump back in surprise at a horrible bark. Then, nothing. The Hunter claims something snapped towards his stomach before fleeing into the darkness.
After a short breather he says it stood to his hips, as long as a giant is tall with dark fur covering its body.
>Double the March
>Hunker Down
>Lights out
>Press on, steady pace
>Other
Please roll a d100 with your choice.
>>
Rolled 22 (1d100)

>>37420642
WARGS.
Press on stead pace
>>
Rolled 35 (1d100)

>>37420642
Winter dire warg maybe? Need to get to safety regardless, we can't hunt it in this weather.

Press on, steady pace.
>>
Rolled 54 (1d100)

>>37420642
Press on, douse the lights much as we dare without freezing to death and force the giants to walk together and hold hands/shoulders and talk to each other. We can lose it. this thing wants to exhaust us and pick off stragglers.

its drawn to the light and its somekind of big ass wolf.

Adding my roll for redemptions maybe.
>>
>>37420642

Double time
>>
>>37420684
>>37420679

Your hunters gather closer together, marching at a steady pace over the crunching snow. Before long they begin to see more dark forms moving between high rocks and between hillsides.
Desperate for rest your giants have been marching for a dozen hours. Most are still willing to march on but your wounded giant says he can march no longer and requires rest.
>Pitch camp
>Continue march
>Leave wounded giant
>Carry wounded giant
>Other
Roll d100 with your choice.
>>
Rolled 82 (1d100)

>>37420836
>Carry wounded giant
>>
Rolled 59 (1d100)

>>37420836
Pitch camp... gotta have guards
>>
Rolled 13 (1d100)

>>37420854
Backing up this suggestion.
>>
>>37420836
This is gonna be the tentacle monster all over again we kept barring the door tighter hoping it'd go away

It only went away after we hacked its fucking grabby bits off
>>
>>37420854
>>37420876
You have your unwound-ed giants shoulder their wounded brother. None of your Hunters are too keen on leaving one of their number behind.
After several more hours of hard marching your giants begin to tire, your march slows as your kin sometimes carry the wounded. Your rearguard warns the rest of your hunters that the hunters are moving closer. Soon a horrible, sharp laughter fills the darkness all around your hunter.
>Force March
>Leave the Wounded
>Try to build a fire and rest
>Other
D100 with your choice
>>
Rolled 7 (1d100)

>>37420998
rest
>>
Rolled 31 (1d100)

>>37420998
Annnd called it. should of fought when we were fresh.

Hunker in and post a watch. after a rest confront the damn thing and end it or it'll run us to death like we're buffalo.
>>
Rolled 78 (1d100)

>>37420998
>Try to build a fire and rest
>>
Rolled 84 (1d100)

>>37420998

Build a fire and rest. Defensive measures
>>
Rolled 76 (1d100)

>>37421091
Rest
>>
Rolled 54 (1d100)

>>37420836
jumping in
and saying we carry the wounded
>>
>>37421124
woah, ignore that!. wasn't on auto update and was WAYYY behind (carry on)
>>
I'm still trying to figure out why we thought running from something that easily paces and tracks us was a good idea. Should of fought the damn things and been done with it. instead its worn the group out and is likely to attack us soon with us on a disadvantage.
>>
>>37421030
>>37421064
>>37421091

Jyoti orders a rest, your hunters move beside a small hill to shelter themselves from the biting wind. Unfortunately lighting a fire is impossible, the ground covered with ice. Two of your kin stay awake while the others lay to rest, the pale white light of their torches struggling to hold back the darkness.
The laughter never stops. Your Hunters rest poorly, haunted by loud cackling.
After several hours rest your sentries roar, one of the shadowed figures darts from the edge of their lights.
A massive wolf. Its wide mouth snarling, huge teeth flash in the light of your torches. Without warning it leaps towards your Giants, jaws agape.
Due to either poor footing or lack of rest your giant is laid flat against the frozen earth. Your other guard swings full bodied at the brown furred hound, retching her back when the beast leaps to the side.
Your downed hunter rises to a crouch, part of his face a red mask of torn flesh. Before he can move to strike, the wolf runs back into the darkness.
>Chase
>March
>Run
>Stand together
>Other
D100 yadda yadda
>>
Rolled 5 (1d100)

>>37421312
HOLD THE LINE
>>
Rolled 94 (1d100)

>>37421312
Stand Together. Seperate and the packs going to tear us apart. Their alpha will try and make its move eventually to goad the others in.
>>
>>37421342
Your freakin rolls tonight! Youll kill us all like that!
>>
>>37421342
>>37421030
I'm gonna play a game called stop rolling...
>>
Rolled 60 (1d100)

>>37421351
The 94 will save us! Also seconding.
>>
Rolled 25 (1d100)

>>37421312
>Stand together
Always.
>>
Rolled 88 (1d100)

>>37421370
thirding
>>
>>37421363
I'm starting to wonder if you're cursed m8

Holy shit. Thats just nuts.
>>
How far are we from our cave?
>>
>>37421387
>>37421370
>>37421365
>>37421351

Your Hunters stand shoulder to shoulder, forming a circle of furs and powerful clubs.

Your giant with the ruined face pulls some of his furs over exposed muscle and his hanging eye, standing with his brothers and sisters.

After hours of standing, eyes straining against the darkness... Nothing but the occasional large, dark form dashing towards your formation demanding every Giant stay fully alert and on edge.
The rolling laughter, echoing over frozen earth and drifting through frigid winds eats away at your Giants resolve. Hands are becoming numb from cold.
>March
>Stand
>Double March
>Other
>>
Rolled 29 (1d100)

>>37421515
hold formation and march
>>
Rolled 14 (1d100)

>>37421534
Second.
>>
>>37421515
my vote is for march. I don't even know if I want to roll...
>>
Rolled 57 (1d100)

>>37421515

>>37421446

Any answer to that?

Also double march to cave unless its too far.
>>
Rolled 77 (1d100)

>>37421515
March carefully, our best chance is to get to the cave. Laughing is making me think we have some sort of dire hyenas on our hands.
>>
File: Map for the Long Dark.png (36 KB, 999x555) Image search: [Google]
Map for the Long Dark.png
36 KB, 999x555
>>37421446
>>37421559
I made a special map for the Long Dark, just in case anybody asked for one!
Use it wisely
>>
Rolled 61 (1d100)

>>37421534
this
>>
>>37421562
Agreed. that or some maniac is controlling them and he gives zero fucks about the chill.

We can't show anymore weakness they take it as a cue to attack.
>>
>>37421575

Not asking for a map but if we don't have any sense of direction or where the cave is we are basically on a death march..

We should atleast have a sense of how much time left we should have until reaching the cave
>>
>>37421515
March
Standing is gonna kill us for sure, its cold as balls
>>
>>37421550
>>37421534
>>37421548
>>37421577
Your giants try to march in formation, back to back. After several trips and a few missteps the idea is given up for marching shoulder to shoulder.
Another full shift of marching and a few of your giants see the Watch house in the distance. Not far now.
A warning shout sounds, followed by a yelp of pain. One of your Giants managed to score a single hit against their pursuers, unfortunately the strike was not fatal.

>Estimates turns til home: 1
>Force March
>Rest
>Keep marching
>Other
d100 iaupvhapieuh
>>37421642
I joke, direction and distance are both impossible to guess during these times. Your hunters are basically marching by guessing, the Watchhouse is their first real landmark
>>
Rolled 10 (1d100)

>>37421762
>Force March
>>
Rolled 66 (1d100)

>>37421762
Force march, if we're past the watchhouse we just need to get back.
>>
>>37421762
Keep marching we need to get home
We can fight this shit if we get home
>>
Rolled 16 (1d100)

>>37421762
keeping marching in formation
>>
Rolled 14 (1d100)

>>37421762
Keep marching... PLEASE ORCUS PLEASE?!
>>
>>37421801
Change mine to force march
>>
>>37421817
Gramen, our rolls make me sad
>>
>>37421817
It's official I'm cursed. There's my giant name CM
>>
Rolled 51 (1d100)

>>37421762
>Keep marching. rolling to redeem these god awful rolls possibly. gods help us all.
>>
Rolled 92 (1d100)

>>37421762
Force DAT march
>don't make us orc out dice gods
>>
>>37421817
Do we even have a god to plead and beg to for better rolls, I mean the orcs had, and still have Orcus (who knows where CM sent them), and the dwarfs have Urist, but what about the giants?
>>
>>37421801
Be sure to roll with your choice, it might keep us alive.
>>37421777
>>37421786
>>37421802
>>37421817

Possibly sensing our urgency, the pursuers grow even more bold. Your Hunters are constantly beset on all sides by dashing, snapping forms.
>Unknowingly they begin to pick up the pace.
Your wounded giant winces, several of his stitches tearing after an unfortunate misstep.
>One of your hunters is cut off too fixated on defending the others.
The others notice and for a moment faulter.
>Move to recover your isolated hunter
>Try and shout a warning
>Keep marching
>Other
d100[ojwnpiq
>>
>>37421877
Thank you holy and powerful dice gods
>>
>>37421928
What is d100[ojwnpiq
>>
Rolled 55 (1d100)

>>37421928
We can't leave him?! WE CANT!

>>37421915
I had hoped Orcus would help me after the disaster that was the orc civilization...
>>
Rolled 26 (1d100)

>>37421928
>Move to recover your isolated hunter
Never. Ever. Leave people behind.
>>
Rolled 43 (1d100)

>>37421928
Recover the hunter, we can't really afford not to, dice willing.
>>
Rolled 35 (1d100)

>>37421928
Recover him, together we are strong
Also we need religion after we get home
>>
Rolled 6 (1d100)

>>37421928

Leave no man behind
>>
Rolled 62 (1d100)

>>37421928
>>Move to recover your isolated hunter
>>
>>37421986
>>37421976
>>37421970
Well fuck, he's dead, we're dead, everyone is dead
>>
Rolled 94 (1d100)

>>37421928
>Move to recover your isolated hunter

Also,
>I'm late to the party ;_;

What did I miss? What's going on?
>>
Fucks sake why do all the good rolls go in AFTER all the shit ones?
>>
>>37422030
Our saviour
>>
>>37422018
>>37422030
FUCK YOU NO ONE IS DYING
>>
>>37422030
I really hope that was soon enough that Slow CM will see it.
>>
>>37422058
If he takes it. he didn't take the last highballer.
>>
>>37422058
Not anymore, you saved us buddy boo
>inb4 slows choice
>>
>>37422077
>>37422094
Well, it was just around 5 minutes from his last post, so I hope he sees it

>Please notice my roll, Slow-senpai!
>>
Contrary to my previous statements, dwarf civ returns!
>>37422151
Sorry for interrupting, also, feel free to ask any questions about the setting in the new thread, I will decide whether u can answer them without getting too meta or spoilery
>>
Rolled 85 (1d100)

>>37422030
leave no man behind
>>
>>37421962
>>37421970
>>37421976
>>37421986
>>37421994
>>37422014

Your Hunters press to protect their isolated sister. Before they manage even a dozen yards she crumples screaming, One of the beasts has her left leg deep in its mouth.
Your hunters rush forward to strike the beast but are cut off by several other snapping maws. Her cry cut short by a pair of slavering jaws. Blood sprays with her next breath.
Distracted by their fallen sibling your giants react just too slow to the huge form crashing into their backs. In an instant another hunters cries out in pain, huge jaws clasp firmly about his shoulder.
>>37422030
Your hunters react in a panic, clubs rising and falling on the dark form, bones break but teeth still hold firm. Only shattering its skull releases the terrible pressure.
Your Hunters flee from their fallen sister.
The pursuers relent, assumed too busy consuming their prey.
>March Home
>Try to get revenge
>Other
d100 such and such
>>
>>37422233
>Other
Complain about how this quest has gone shit so far and that the dice system is shit

>tfw bad luck all over the place
>>
Rolled 88 (1d100)

>>37422233
Fly you fools!
>>
Rolled 52 (1d100)

>>37422233
Get home quicker than quick
We've lost enough today
We will eventually get revenge on these beasts
>>
Rolled 98 (1d100)

>>37422233
Just get home, this is just see who survives now.
>>
Rolled 33 (1d100)

>>37422233
get home! we can regroup and kill it later
>>
Rolled 45 (1d100)

>>37422233
REVENGE
>>
Rolled 11 (1d100)

>>37422284
>>37422278
>>37422297
Home ;_;
>>
>>37422268
Changing vote to
>other
Cheer about rolls getting better finally!
>>
And this is why you don't want to go outside in the long dark.

>>37422309
You're name is way too fitting. you'd kill us all with that.
>>
Rolled 100 (1d100)

>>37422233
Just rush back home. Lament a song to sing for the fallen on the way back
>>
>>37422370
horry sheet
>>
>>37422370
With a roll like that we better have discovered a portal or something back to our place
>>
>>37422341
We are out numbered, we don't know what we are fighting And we have a high possibility of freezing to death blind fury is stupid
>>
>>37422268
Complaint filed.
>>37422278
>>37422284
>>37422297
The remains of your Hunters make the relatively short march home in silence. Each morning the loss of their sister.

The hardwood door swings hesitantly open, the Guard still cautious against Giant speak in the dark.
>Out of 6 hunters 5 return. All are wounded.
The tribe sings a parting song for the fallen, and sets about their lives.

Current Season: Winter
Temp:0/10 Deadly
Pop: 9 Giants
Food: 5 turns
Lifestock: 6 sows, 1 bull (Mammoths)
Morale:4/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 1 Actions Per Turn (6 turns til Medicine)
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>
>>37422370
Gggggggggggg we do the windy thing
>>
>>37422370
Perfect roll = all the bad beasties die of heart attacks, it instantly becomes spring and we become gods
>>
Rolled 73 (1d100)

>>37422418
Heal everyone as well as we can.

Lament the fallen
>>
>>37422370
Holy shit! If youd like Ill let you use that next turn. I dont like leaving crits behind.
>>
Rolled 7 (1d100)

No love for dwarfs? Oh well,
Gather food
>>
>>37422418
MEDIC!!! WE NEED A MEDIC!
>>
>>37422458
Does that mean for just this turn, or can I save that roll as a DIVINE INTERVENTION kind of thing?
>>
Rolled 6 (1d6)

>>37422418
Let's get some tech, basic metal working
>>
>>37422458
Let's use that crit for healing what we can. Can Reanimate Flesh be used for healing?
>>
Rolled 62 (1d100)

>>37422470
MEDIC?
>>
>>37422482
Just this turn
>>
Rolled 2 (1d100)

>>37422418
heal up
>>
>>37422499
Damnit. Do this then
>>37422493
>>
>>37422499
Let's roll for divine intervention right now! Or is that not allowed?
>>
>>37422504
a TWO?! I'm so ashamed :(
>>
Rolled 5 (1d6)

>>37422418
build a giant operation table
>>
>>37422485
>>37422418
Also how do tech rolls work?
>>
>>37422458
>>37422493
>>37422499
Perhaps Daugh Farseer is more skilled with the healing arts then we were aware?
>>
>>37422540
Possible magic user???
>>
>>37422504
>>37422485
Everyone dies from rampant infection, turn into zombies and kill the tribe or someshit.
>>37422509
>>37422497
Your wounded are brought to Daugh, impromptu medicine man and after hours of work he managed to heal most of the wounded. Unfortunately the giant missing half his face lost his eye, even the divines have their limits.

>Your Hunters require a little rest, otherwise are ready to go.
Current Season: Winter
Temp:0/10 Deadly
Pop: 9 Giants
Food: 4 turns
Lifestock: 6 sows, 1 bull (Mammoths)
Morale:4/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 1 Actions Per Turn (5 turns til Medicine)
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>
>>37422594
Didnt include this cuz Im dumb

After working so long on the wounded Daugh has learned a remarkable amount about the Giant's body. Pushing your research of medicine to basic completion. (Crude Medicine finished ahead of time)
>>
Rolled 3 (1d6)

>>37422594
Reroll for metal working tech
>>
>>37422594
Bring up morale
>>
Rolled 52 (1d100)

>>37422594
Let's attempt to mine some real metal so we can have a stash in summer. Gotta stay warm somehow.
>>
Rolled 5 (1d6)

>>37422628
Nice.
>>37422594
Research mortar. We should hold on metalworking since it consumes more fuel than normal heating.
>>
Rolled 27 (1d100)

>>37422594
"We may dabble with the arcane and advance our technology; but the art of healing the self is the most noble of all"

Also,
>Boost morale
>>
>>37422646
Your curse seems to be diminishing
>knocks on wood
>>
>>37422646
Change to this
I forgot how much wood it takes to work metal
>>
Rolled 88 (1d100)

>>37422594
how about our hunters training in the cave so they are fit in the spring
also we could need some real warriors against beasts like those
>>
>>37422628
>After working so long on the wounded Daugh has learned a remarkable amount about the Giant's body

Oh please tell me I'm a named Giant now
>>
>>37422747
think i need to change my name to become a giant too
>>
Rolled 47 (1d100)

>>37422594
How do we increase our pop? Do we need high morale for some giant loving to start?
Also mine
>>
>>37422642
>>37422658
You gather the tribe together in the Deep, Mjolski bangs his drum to a steady rhythm and your tribe tells stories and shares songs, everyone returns to their work a bit happier.
>>37422654
>>37422637
You ask a few of your giants to look into learning how to make mortar, while their supply of clay is rare they begin working. (3 turns)

Current Season: Winter
Temp:0/10 Deadly
Pop: 9 Giants
Food: 3 turns
Lifestock: 6 sows, 1 bull (Mammoths)
Morale:5/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 1 Actions Per Turn (3 turns til Mortar)
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose

>>37422747
After this thread, for sure
>>
>>37422747
You should change your name to Daugh Giant-mender or something.
>>
Rolled 23 (1d100)

>>37422776
Raise morale with a drum solo.
>>
Rolled 38 (1d100)

>>37422704
>>37422776
stil going with this
>>
Rolled 53 (1d100)

>>37422776
Mine? If we can get armor/iron weapons we will be stronger, also will give us better tools
>>
Rolled 70 (1d100)

>>37422776
Umm... Can we throw a few crude traps outside our door? There's gotta be some animals or something outside? MAYBE? just check it once a day,
>>
Rolled 47 (1d100)

>>37422776
Gather moss
>>
Rolled 51 (1d100)

>>37422857
seconding the trap
>>
Rolled 93 (1d100)

>>37422776
>After this thread, for sure
Fuck yeah. Also,

>Set traps near our base
Food is running low. Shit.

>>37422810
Yeah, I'm thinking of changing 'Farseer' to 'the Helpful' or something.
>>
>>37422776
>The Giants in charge of the storeroom warn the tribe that the food stores are dwindling, be advised.

>Several of the younger giants have started to play "Hunter" in the less used areas of the Cavern.

While your tribe might not be perfect at trap making you have several crude traps out of leather and some hardwood scraps. Tossing them out into the Dark they quietly pray.
>After two weeks they go out to search them. All the leather components have been eaten, the wood gnawed and ignored.

Current Season: Winter
Temp:0/10 Deadly
Pop: 9 Giants (2 newborns)
Food: 2 turns
Lifestock: 6 sows, 1 bull (Mammoths)
Morale:5/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 1 Actions Per Turn (3 turns til Mortar)
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>
>>37422926
What about the lifegiver?
>>
>>37422926
Mender Daugh
>>
Rolled 13 (1d100)

>>37422954
Kill a mammoth and gather moss
>>
Rolled 2 (1d100)

>>37422954
time for food! harvest moss
>>
>>37422926
You're pretty blessed with rolls this time around.

>>37422954
Kill a sow, we will have to trap more mammoths in Spring, but we need to wait till hunters are healed up and the weather isn't 0/10.
>>
Rolled 98 (1d100)

>>37422954
Gather moss
>>
Rolled 76 (1d100)

>>37422954
Our traps didn't do shit... kill the sow...
>>
>>37422990
>>37422997
Correct me if I'm wrong, but I think moss gathering is automatic?
>>
>>37422997
>>37422990
>>37422861
Moss is harvested every turn, thats why we arent starving right now.
>>37423009
Ill let you change that
>>
>>37423009
Magic super moss time
>>
>>37422990
Sheeeeeet
Is that a crit or just unlucky?
>>
Rolled 68 (1d100)

>>37422954
>Kill a mammoth for food
If possible, enforce rationing

>>37422959
Can't go for "Lifegiver" since I lost a person the first time around.

>>37422977
Mender Daugh sounds pretty alright actually.
>>
>>37423027
Oh kill a sow then that seems to be what the tribe wants
>>
Rolled 3 (1d6)

Make better traps

>Nobody joins dwarf civilization, sad CM is sad
>>
Let's play a game called we need to find a food source. Our mammoths wont survive the winter at this rate. I think OP said we were about 1/3rd to 2/5 done with winter.
>>
>>37423058
>>37423018
>>37423001
A sow is brought out from the back and set about butchering it. the fresh meat gives a much needed boost to the tribe. (+3 turns of food)

>One of the younger giants comes to Daugh,a bad gash across his face.
>Several miners complain about bad headaches.
Current Season: Winter
Temp:1/10 Deadly
Pop: 9 Giants (2 newborns)
Food: 5 turns
Lifestock: 5 sows, 1 bull (Mammoths)
Morale:5/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 1 Actions Per Turn (3 turns til Mortar)
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>
>>37423089
Yeah, as long as the last the winter we can catch more, but we need to hit the agriculture hard this spring, get massive amounts of food
>>
Rolled 73 (1d100)

>>37423114
Let's invent some kind of game with bones or some shit. They'll figure it out. They're giants.
>>
Rolled 2 (1d6)

>>37423114
It seems to be warming
Maybe research better animal husbandry
>>
Rolled 89 (1d100)

>>37423114
let's try our hands at some improved traps
>>
>>37423114
oh yeah its finally getting warmer

also let the miners rest a bit (maybe low oxygen in the deep parts of the mine
or bad gas?)
>>
>>37423114
Also slowbro, how do tech rolls work?
>>
>>37423201
I believe the 1d6 determines how many turns it takes to learn the tech.
>>
>>37423201
Whatcha mean? Like researching tech? or something else
>>37423170
I was trying to hint that traps are a bad move
>>
>>37423234
Silly Civ Master. Your players will always bash their heads pointlessly on an idea if they love it enough!

Even if it kills the game/civ!
>>
>>37423234
Yeah how does the number relate to research time?
>>
>>37423263
Turns. What I'm kind of unclear about is if we have to roll the d100 before the d6? Or just the D6?
>>
>>37423282
Okay is it like out of 6 and I higher roll shortens it?
>>
>>37423282
Pretty sure its just d6 for research, d100 is for actions.
>>37423300
If you roll a 2, it will take 2 turns to learn. Low is better.
>>
Rolled 23 (1d100)

>>37423114
>>37423114
>Enforce rationing

"You seek my help, I shall attend. Child, don't whelp for I shall mend"

Fucking slow ass internet
>>
>>37423316
Alright that's good to know, which is why I asked
>>
You have your miners take much longer breaks from digging away at the rocks. Cautioning them on the dangers of natural gasses. Even still they complain about powerful headaches and nausea. None of the Giants around the mine entrance notice any of these ill effects.

>Another child comes to Daugh, her arm broken at the wrist. When asked about it he claims he slipped and fell while walking around the caverns.

Current Season: Winter
Temp:1/10 Deadly
Pop: 9 Giants (2 newborns)
Food: 4 turns
Lifestock: 5 sows, 1 bull (Mammoths)
Morale:5/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 7 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 1 Actions Per Turn (1 turn til Mortar)
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>37423300

For research you want low rolls, rolls of a 1 will get you a bonus with the researches completion.
>>
Rolled 85 (1d100)

>>37423351
Stop digging and pull back into just the main caves. Enforce rationing and sing songs to raise morale.
>>
>>37423351
Have we explored our whole cave system?
>>
Rolled 6 (1d6)

>>37423351
Is the kid a he/she?
We're all dead.

Research a game. Let's raise morale.
>>
Rolled 80 (1d100)

>>37423377
sounds like a good plan
>>
>>37423351
ffs those damn kids
use those now to protect them from harming themselfes
also dont get so spooky pls op its 2 am here
>>
Rolled 59 (1d100)

>>37423351
Have our giants get /fit/ with the extra food and spare time
>>
Rolled 12 (1d100)

>>37423377
Seconding morale,
Avoid all spooky supernatural shit, stay alert tho
>>
>>37423384
> her arm broken
> he claims

Both from the looks of it.
>>
>>37423351
They're up to something. Why is everyone suddenly getting hurt at random? Its either a fight club nobody wants to talk about or theres some weird bad luck curse going on.
>>
Rolled 26 (1d100)

>>37423351
Also, Rukova should investigate the headaches for spirit-based sources.
>>
Rolled 99 (1d100)

>>37423351
>Enforce Rationing

"You fell; pray tell?"

A rhyming doctor. I would punch my doctor if he told me I can't be a dancer due to my cancer
>>
>>37423444
Daugh, you need to be the first one to suggest things with the rolls you get.
>>
After weeks of work your giants have very little to show. The mortar they made barely amounts to a few handfuls but when demonstrating it they were able to stick a rock to a piece of Ice Quartz, quite proudly.

>>37423377
>>37423396
You order your miners to stop mining, they happily relent their labors. (Iron gains stopped)

>>37423384
>>37423407
Your tribe gathers again late one night to tell stories. Most tell of their homeland, others tell ore unpleasant stories of Green things behind closed doors.

>Another younger Giant comes to Daugh, his eyes blackened. When asked what happened he looks out into the main cavern before leaning in. "We have been playing "Hunter" in the caves, its lots of fun but we end up fighting a lot." While explaining he spits out a glob of blood and a pair of teeth.

Current Season: Winter
Temp:1/10 Deadly
Pop: 9 Giants (2 newborns)
Food: 3 turns
Lifestock: 5 sows, 1 bull (Mammoths)
Morale:5/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 2 Actions Per Turn
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

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

>>37423536
Research farming.

Keep watch over the children.
>>
Rolled 55 (1d100)

>>37423536
Boost morale again
>>
Rolled 7 (1d100)

>>37423536
You know what. Time to hold a melee tournament for the young ones. They can get out their aggression and the adults can watch. Winner gets a uhh something.
>>
>>37423536
Is religion a possibility?
Would raise morale, pop growth and maybe help keep spooky stuff away
I was thinking many gods, but not super important
>>
Rolled 6 (1d6)

>>37423583
Learn to farm
>>
Rolled 16 (1d100)

>>37423605

yay! that'll boost moral too
>>
Rolled 34 (1d100)

>>37423480
But I have to write rhymes for the kids. It takes time

Also, my internet is horribly slow at the moment that Captcha refuses to work

>>37423536
>Teach children how to properly fight

"The game you play requires teeth slays?"
>>
>>37423644
Sheet
>>
Rolled 87 (1d100)

>>37423536
give the kids some training exercises to exhaust themselfes so they wont kill each other
>>
>>37423644
>>37423583
With no dirt to till learning to farm will be impossible
>>37423615
Anything is possible, your people are far from home and their gods, maybe you can mend bridges long lost?
>>37423598
>>37423657
This bout of stories is... Less than pleasant, most people do not partake, some outright leave. The tribe feels a little more awkward as some feel snubbed by others. Maybe storytime should wait.

>>37423663
>>37423583
>>37423726

Gonna mix these.
You have the younger Giants brought out from the far caverns and harshly lectured for trying to hide from the rest of the tribe. While they all feel scolded a pair of Mammoth-hide scraps is tossed to their feet. Its time for them to learn to fight properly.

Current Season: Winter
Temp:1/10 Deadly
Pop: 9 Giants (2 newborns)
Food: 2 turns
Lifestock: 5 sows, 1 bull (Mammoths)
Morale:4/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 2 Actions Per Turn
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime)
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>
Rolled 82 (1d100)

>>37423788
Train the children.
Food is running short, we're going to need to gather more. Praying for good rolls.
>>
Rolled 21 (1d100)

>>37423788
Form religion, hopefully works better than spooky stories
Any ideas on religion? Let's decide what we want
>>
Rolled 45 (1d100)

>>37423788
>Gather food
Crit success please
>>
Rolled 2 (1d4)

>>37423788
Build a shrine to our fallen.
>>
>>37423861
Please don't vote for Gather food
>>
Rolled 4 (1d4)

>>37423788
Build a water channel to expand the moss pits
>>
Rolled 57 (1d100)

>>37423788
pray to old gods
dont abandond the paths of your ancestors
>>
Rolled 32 (1d100)

>>37423861
Change to food, more important than gods
>>
Rolled 70 (1d100)

>>37423910
may the gods be a familiar comfort
>>
>>37423912
I actually don't care, we can kill a sow if it gets tough
>>
>>37423912
>>37423836
>>37423861
Do you wish to step out into the Long Dark?
>>
>>37423947
NO YOU FOOLS NO
>>
>>37423947
The winter is certain death, we may need to kill a sow soon tho,
Let's pray boys
>>
>>37423947
NO. Sacrifice another mammoth instead
>>
>>37423967
>>37423947
>Wereallgonnadiedownhere.Jpg
>>
>>37423867
We have a death altar that sorta fulfills that function.
>>
Rolled 32 (1d100)

>>37424008
Rolling for prayer to the old gods
>>
>>37424032
>Rolling for prayer to the old gods
>the old gods
>old gods
It's like you WANT another tentacle monster Cthulu thing to come again
>>
>>37423941
>>37423910
>>37423849
A few of your older Giants still remember the Gods of their home. Great Goddesses of sunlight and harvest, powerful Gods of thunder and lightning. The rituals may have been lost on them in their youth but they remember their stories.
>God of Storms - Father Alitar
>Godess of Sun and Harvest - Mother Melus

Your giants pray to these Gods, wishing to remember the warmth of their light. Only one of your kin is blessed, The Child. Her glowing aura lights the cave at your peoples prayers, despite her attempts to wrap herself in furs and conceal her glow. Probably from earlier ridicule.

>1 turn until food runs dry
>>37423909
Your carpenters begin working on a way to spread the water along the cavern walls.
>>
>>37424076
I was just using the same phrasing as slowcm
>>
Rolled 86 (1d100)

>>37424097
Do we kill a sow? Starving does not sound fun
Also the child is touched by the gods
>>
>>37424097
The storms outside seem to worsen, thunder shakes your cavern and the driving winds smash show against you cave door. Your guard offers a quiet prayer, thanking the tribes foresight in reinforcing the door.

Current Season: Winter
Temp:1/10 Deadly
Pop: 9 Giants (2 newborns)
Food: 1 turns
Lifestock: 5 sows, 1 bull (Mammoths)
Morale:4/10
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics, 6 BrightLights (Homonculi torches), 12 Homonculi baskets, 100 units of iron

Current Actions: 2 Actions Per Turn
>A. Scout (Impossible)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure (1d4 for buildtime) 4 turns til Large Moss Farm
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Need at least 3 mages of same attument to advance)
>G. Engage in Diplomacy(Impossible)
>H. Other

Roll a d100 for each action you choose
>>
Rolled 35 (1d100)

>>37424097
Time to embrace the damn child! Kill the Sow again...
>>
Rolled 44 (1d100)

>>37424147
Can we use some of the Homonculi lights to put them near the moss? Increase output since it acts like a source of light and stuff
>>
Rolled 6, 91 = 97 (2d100)

>>37424147
Raise morale
Get food
>>
Rolled 14 (1d100)

>>37424194
we can do both by killing a sow & offering it as a sacrifice, no?
>>
Rolled 8 (1d100)

>>37424222
Good
Offer a sacrifice and eat the food
>>
>>37424266
Oh gods
>>
>>37424266
we're gonna need better rolls for the gods' favor
>>
>>37424290
Someone save us
>>
Rolled 28 (1d100)

>>37424266
Rolling with my necromantic powers. Probably going to fail.
>>
Rolled 75 (1d100)

>>37424312
I am that hero!
>>
File: iamhere.gif (815 KB, 500x360) Image search: [Google]
iamhere.gif
815 KB, 500x360
Rolled 83 (1d100)

>>37424266
Fucking hell. Nap I planned to be an hour turned into 4

Adding roll since yall suck at rolling
(watch mine be a 1)
>>
>>37424374
>>37424382
Heroes of the tribe
Thread replies: 255
Thread images: 5

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