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Tribal Bullywug Civ
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You are J'amp Guud. Big Chief of the Bullywugs. You are destined to unite the tribes of the swamplands, or die trying


The new huts are a priority. Workers devote even more time to them. 1 turns till new huts, can devote actions to shorten time.

A raid is launched on the Claudhappers. With Sprucke and J'amp each leading groups of hopper-riders and warriors respectively.
J'amp's group comes upon a group of Claudhappers who are taken care of before our warriors are spotted. They find something interesting while investigating the bodies. It is a small clutch of eggs
+2 morale
>Free action
J'amp decides that these eggs will grow up as members of tribe. Hopefully they will kill many of the Claudhappers.
+400 eggs


Growing up is hard for a Bullywug, not all eggs make it to tadpoledom, not all tadpoles make it to adulthood, such is life.
The tribe has never been this large! Unfortunately, we do not have enough houses and it is very cramped. -0.5 morale every turn

Stats
Pop: 776 male, 690 female Bullywugs, 0 tadpoles, 400 eggs
Military: 460 warriors, 20 hopper-riders
Workforce: 20 weaponsmiths
Food: 5 turns
Morale: 7.5/10
Tech level: Tribal
Tech Unlocked: simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: every Bullywug has his/her own Stone spear.20 iron spears for J'amp and his most trusted warriors. 60 bows. 30 wooden shields.
Tools: 20 shovels, 20 axes, 20 fishing nets.
Stockpile: 80units Stone, 60units wood.
Locations: Home swamp, Hooper breeding grounds, Skumjamper Village
Structure: Simple mud huts, hopper breeding pen
Livestock: 20 hoppers
Diplo: Claudhappers: encroaching on territory (purple on map). Skumjampers: Allies (gold on map)

2 actions per turn, vote first then roll for the action we decided on
>>
Okay, I vote to die trying
>>
>bump
>>
>>44201654
Build houses, build a granary
>>
Houses auto complete without the needed focus.

1 action on natural poisons to use on weaponry.
1 action on swamp boats
>>
develop mass housing. Long houses that are half dug in to the ground and half lined with stone walls with interspersed exits and storages.
>>
Dang, things are slow tonight.
>>
CritCM, have you decided not to run today?
>>
>>44205028
Guess he is gone
>>
Sorry guys I went to bed
I tried to post that from mobile but it was saying my ISP was blocked, a restart fixed that.
If the thread is still up I'll run in a few hours after I've actually gotten some sleep. Check at 9am central
>>
>>44205556
I'm watching you
>>
This looks pretty cool. We should start mining. I vote for explore any nearby caves.
>>
>>44205556
Develop a longhouse, we Germanic now

Also swamp boats/skiffs might he useful. Especially for trade.
>>
Bamp
>>
>>44204424
Houses
Long houses
Granary
Longhouses with granary built in
Long houses
Boats
Explore any caves
So start on more houses, with storages built in for first action
Do we want boats or scouting for caves?
>>
Old threads
http://suptg.thisisnotatrueending.com/archive.html?tags=CritCM
>>
>>44209055
>Explore any caves
>>
>>44209285
>>
>>44209055
>>44209285
Alright I need d100s, taking first two
>>
rawlin
>>
Rolled 23 (1d100)

>>44209304
>>
>>44209318
In the options field mate
>>
Rolled 100 (1d100)

>>44209318
try this again
>>
>>44209330
>>44209339
Ayyy
Writtan
>>
>>44209339
Oh nice
>>
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The new huts are finished. However, at the rate your tribe is growing they will soon be filled. So a new project is started. These long houses will hold more members than the simple mud huts. There also will be room for storage. They will be done in 8 turns, this can be reduced with dedicated actions.

Sprucke and the other riders go out scouting for any caves. To the northwest, between the two rivers, is a small hidden cave. It looks as if it could be a source of iron. A rare substance in the swamps.
>iron mine found

Growing up is hard for a Bullywug, not all eggs make it to tadpoledom, not all tadpoles make it to adulthood, such is life.


Stats
Pop: 776 male, 690 female Bullywugs, 160 tadpoles, 6000 eggs
Military: 460 warriors, 20 hopper-riders
Workforce: 20 weaponsmiths
Food: 5 turns
Morale: 7.5/10
Tech level: Tribal
Tech Unlocked: simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: every Bullywug has his/her own Stone spear.20 iron spears for J'amp and his most trusted warriors. 60 bows. 30 wooden shields.
Tools: 20 shovels, 20 axes, 20 fishing nets.
Stockpile: 80units Stone, 60units wood.
Locations: Home swamp, Hooper breeding grounds, Skumjamper Village. Iron mine.
Structure: Simple mud huts, hopper breeding pen
Livestock: 20 hoppers
Diplo: Claudhappers: encroaching on territory (purple on map). Skumjampers: Allies (gold on map)

2 actions per turn, vote first then roll for the action we decided on
>>
Research swamp boats

Research mining
>>
>>44209506
Get mining
>>
>>44209545
>>44209552
Two mining
One build boats/skiffs
>>
>>44209506
Messed up on the food
We have 4 turns not 5
>>
>>44209560
Can I get some rolls
D100s, I'll take the first two
>>
Rolled 37 (1d100)

>>44209664
Pro mining too
>>
Rolled 37 (1d100)

>>44209664
>>
>>44209682
>>44209813
Writting
>>
The new huts are finished. However, at the rate your tribe is growing they will soon be filled. So a new project is started. These long houses will hold more members than the simple mud huts. There also will be room for storage. They will be done in 7 turns, this can be reduced with dedicated actions.

Sprucke takes a group of unassigned workers to work in the mine. A group of warriors is sent to protect and provide for them. They will send back materials periodically.
>How many warriors and workers do you send?

Growing up is hard for a Bullywug, not all eggs make it to tadpoledom, not all tadpoles make it to adulthood, such is life.

One of the riders finds something in the hopper pen. Small indents in the ground. In those holes are eggs.
>+39 hopper eggs

Stats
Pop: 816 male, 730 female Bullywugs, 4380 tadpoles, 0 eggs
Military: 460 warriors, 20 hopper-riders
Workforce: 20 weaponsmiths
Food: 3 turns
Morale: 7.5/10
Tech level: Tribal
Tech Unlocked: simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: every Bullywug has his/her own Stone spear.20 iron spears for J'amp and his most trusted warriors. 60 bows. 30 wooden shields.
Tools: 20 shovels, 20 axes, 20 fishing nets.
Stockpile: 80units Stone, 60units wood.
Locations: Home swamp, Hooper breeding grounds, Skumjamper Village. Iron mine.
Structure: Simple mud huts, hopper breeding pen
Livestock: 20 hoppers, 40 hopper eggs
Diplo: Claudhappers: encroaching on territory (purple on map). Skumjampers: Allies (gold on map)

2 actions per turn, vote first then roll for the action we decided on
>>
>>44209967
Idk why I said 39 in the text, it should be 40
>>
>>44209967
Half as many guards as workers,

50 workers 25 guards?
>>
Bumping for interest
>>
>>44209967
50 warriors, 100 workers.

Explore the flora of the region. Test plants for their properties.

Build a smith; forge, furnace.
>>
>>44210279
This sounds about right!
>>
>>44210279
>>44210307
Alright 50 warriors, 100 workers
Work on building a forge/furnace/Smith
Scout for usuable plants
Sound good? If it is I need d100s
>>
Rolled 98 (1d100)

First roll
>>
Rolled 84 (1d100)

>>44210335
>>
>>44210380
>>44210384
Ayyyyyy
Writing
>>
The new huts are finished. However, at the rate your tribe is growing they will soon be filled. So a new project is started. These long houses will hold more members than the simple mud huts. There also will be room for storage. They will be done in 6 turns, this can be reduced with dedicated actions.

100 workers are sent to work the mines. 50 warriors will protect and provide for them. They take a few of the hopper eggs and once they are full grown they will be used to ferry minerals to the main village.

Work is started on a forge for once iron is sent back. It will be done in 4 turns.

Sprucke, inspired by his recent luck. He takes some of the riders our lt looking for usable plants. They are able to find a type of alge that is good to eat. They should be able to make it grow it near the home village.
>+3 turns of food


Growing up is hard for a Bullywug, not all eggs make it to tadpoledom, not all tadpoles make it to adulthood, such is life.


Stats
Mining camp
Pop: 50 males 50 females
Military: 50 warriors
Livestock: 10 hopper eggs

Main village
Pop: 716 male, 630 female Bullywugs, 4380 tadpoles, 0 eggs
Military: 360 warriors, 20 hopper-riders
Workforce: 20 weaponsmiths
Food: 5 turns
Morale: 7.5/10
Tech level: Tribal
Tech Unlocked: simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: every Bullywug has his/her own Stone spear.20 iron spears for J'amp and his most trusted warriors. 60 bows. 30 wooden shields.
Tools: 20 shovels, 20 axes, 20 fishing nets.
Stockpile: 80units Stone, 60units wood.
Locations: Home swamp, Hooper breeding grounds, Skumjamper Village. Iron mine.
Structure: Simple mud huts, hopper breeding pen
Livestock: 20 hoppers, 30 hopper eggs
Diplo: Claudhappers: encroaching on territory (purple on map). Skumjampers: Allies (gold on map)

2 actions per turn, vote first then roll for the action we decided on
>>
>>44210549
Look for more types of plants.

Send another raid on claudhappers
>>
Boats and farming
>>
>>44210574
One look for more plants
One raid Claudhappers
One build boats
One farming
>>
>>44210574
>>44210691
Let's combine these two. Look for more plants that can be farmed, while we build some boats
>>
>>44210722
Farming the newly found algea and boats
>>
Farming, maybe we'll find some new plants while transplanting them
And let's build some boats
I need rolls, a good roll for the farming will get us a new type of plant
>>
Rolled 77 (1d100)

>>44210781
Also, forgot to report in. Might not be so active since I'm worldbuilding my own :D
>>
Rolled 57 (1d100)

>>44210781
>>
>>44210816
>>44210840
Alright writing
>>
>>44210816
Gg on rolling.

By the way, is there a map without political view
>>
>>44210886
Well, that's what I'm really doing right now but here >>44182990 we might talk more freely about things
>>
The new huts are finished. However, at the rate your tribe is growing they will soon be filled. So a new project is started. These long houses will hold more members than the simple mud huts. There also will be room for storage. They will be done in 5 turns, this can be reduced with dedicated actions.

The Bullywugs skilled at weaving are able to create something that J'amp might appreciate. They are able to create a prototype skiff out of sticks, bark and vines.
>+1 skiff


Work is started on a forge for once iron is sent back. It will be done in 4 turns.

The workers start to transplant the algae. As they are working they find some other edible plants that they move to areas around the village.
>+2 turns food
>algae farm created
>How many workers will tend the algae farm?

Growing up is hard for a Bullywug, not all eggs make it to tadpoledom, not all tadpoles make it to adulthood, such is life.


Stats
Mining camp
Pop: 50 males 50 females
Military: 50 warriors
Livestock: 10 hopper eggs

Main village
Pop: 716 male, 630 female Bullywugs, 4380 tadpoles, 0 eggs
Military: 360 warriors, 20 hopper-riders
Workforce: 20 weaponsmiths
Food: 6 turns
Morale: 7.5/10
Tech level: Tribal
Tech Unlocked: simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: every Bullywug has his/her own Stone spear.20 iron spears for J'amp and his most trusted warriors. 60 bows. 30 wooden shields.
Tools: 20 shovels, 20 axes, 20 fishing nets.
Transports: 1 skiff.
Stockpile: 80units Stone, 60units wood.
Locations: Home swamp, Hooper breeding grounds, Skumjamper Village. Iron mine. Algae farm.
Structure: Simple mud huts, hopper breeding pen
Livestock: 20 hoppers, 30 hopper eggs
Diplo: Claudhappers: encroaching on territory (purple on map). Skumjampers: Allies (gold on map)

2 actions per turn, vote first then roll for the action we decided on
>>
>>44210886
I actually meant this map: >>44209506

But ill have a look there
>>
>>44211036
There is one
I need to get it off my other computer
>>
>>44211016
How many workers are needed on the farm to feed everyone?
>>
>>44211074
The more workers the faster the farms will grow to meet our needs as of now around a hundred will be sufficient, butvour population grows pretty quickly
>>
>>44211136
Then let's have 200. Can't have enough excess food
>>
>>44211136
Send 100 to work on the farm and start construction of a new farm.

Also send diplomats to our allies to discuss an attack on the purple menace.
>>
>>44211136
Of course, just asking what is that number to feed everyone. I say it should also automatically raise with pop growth so we don't worry about food again.
>>
So either 100 or 200 workers
Start work on expanding the farms
Diplo Skumjampers, plan attack on Claudhappers
This sound like a plan?
If so I need rolls and a consensus on the #of workers
>>
>>44211184
Getting meself an allias

>>44211228
Also switching from 100 to 200, split them on the farms after theyre done
>>
>>44211200
You can do that, automatically have new Bullywugs become farmers
>>
Rolled 43 (1d100)

>>44211228
Yep, good enough.

Do we diplo the skum to make a joint attack against our enemy?
>>
>>44211286
Yep that's what the idea was for
>>
>>44211228
Sorry, was reading older threads
>>
>>44211286
Alright one more roll and I can start writing
>>
Rolled 42 (1d100)

>>44211228
>>
>>44211286
>>44211441
Alright writing
BTW once we start planning the raid and caring out the turns will be shorter and we can't due full actions while we do that
>>
The new huts are finished. However, at the rate your tribe is growing they will soon be filled. So a new project is started. These long houses will hold more members than the simple mud huts. There also will be room for storage. They will be done in 3 turns, this can be reduced with dedicated actions.


Work is started on a forge for once iron is sent back. It will be done in 2 turns.

With so many hands helping on the farm, work is started on expanding the farm. Work done in 2 turns

Growing up is hard for a Bullywug, not all eggs make it to tadpoledom, not all tadpoles make it to adulthood, such is life.


Stats
Mining camp
Pop: 50 males 50 females
Military: 50 warriors
Livestock: 10 hopper eggs

Main village
Pop: 716 male, 630 female Bullywugs, 4380 tadpoles, 0 eggs
Military: 360 warriors, 20 hopper-riders
Workforce: 20 weaponsmiths. 200 farmers.
Food: 5 turns
Morale: 8.5/10
Tech level: Village
Tech Unlocked: simple Stone working. Mud construction. Stone tools. Weaving.
Weapons: every Bullywug has his/her own Stone spear.20 iron spears for J'amp and his most trusted warriors. 60 bows. 30 wooden shields.
Tools: 20 shovels, 20 axes, 20 fishing nets.
Transports: 1 skiff.
Stockpile: 80units Stone, 60units wood.
Locations: Home swamp, Hooper breeding grounds, Skumjamper Village. Iron mine. Algae farm.
Structure: Simple mud huts, hopper breeding pen
Livestock: 20 hoppers, 30 hopper eggs
Diplo: Claudhappers: encroaching on territory (purple on map). Skumjampers: Allies (gold on map)

1/X
>>
>>44211519
J'amp, Sprucke and a small group of riders head to the Skumjampers village. They are greeted by M'tik, the leader of the Skumjampers.
"Hello friends. Why have you come to visit? Our people have been busy with our war against the Claudhappers. There have been many attacks on our people."
>Say what
>>
>>44211557
"That's why we are here. We have suffered their attacks for too long, but, we need your help if we are to achieve any significant victory. So what say you, friend?"
>>
>>44211599
>>
>>44211599
>>
>>44211599
"Hmmmm, a joint attack. I believe with our combined strength we could deal a great blow to the Claudhappers. How would you like to handle the attack?"
>>
>>44211697
"Join me and my warriors in a common camp close to the Clowdhappers. We can asses our forces and plan for a major attack there. I will tell you now that we are willing to send 200 of our finest warriors, well versed in the art of hopping and striking. We also need to scout their defenses, we wouldn't want to hop right in the middle of their army now would we?"
>>
>>44211697
"We could do a joint attack on their front, but meanwhile send our new skiff around to attack them in their backs!"
>>
>>44211752
Agreed on a scouting part first.
>>
>>44211752
>>44211759
Which is it guys?
>>
>>44211898
Unless you guys want to send scouts, establish a base and then respond to what the scouts find
>>
>>44211898
I suggest we work on the scouting first and then finalize our plans. Really vouching to use the skiff though.
>>
>>44211898
Well, let's scout first. I guess the skiff is kinda impractical for battle, like 5 warriors on it MAX?

>>44211941
>>44211941
>>44211943
How?
>>
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>>44211943
>>44211957
Scouts are sent out to see what the Claudhapper defenses are like
Meanwhile we make a joint camp to prepare for battle
>Pic related
We're red, allies are gold enemies are purple
Dots are groups of troops solid is the village
Our scouts we're able to make it in and out undetected
Also, the skiff isn't super practical for battle, we can swim.
But our bows don't work when wet so we could use it to move archers into range. We can fit about 10 Bullywugs onto it.
>>
>>44211898
Scout. Several on hoppers
>>
>>44212038
Two things
The picture is upside down
And the solid red and gold is our camps
>>
>>44211957
Hivemind, thats how.

I just thought it would be neat to include our novelty build into our plan, even if it only gives a slight advantage. If it would only carry 5 men Id agree on not using it, but using it to flank our enemy with a few dozen warriors would be nice.
>>
>>44212038
10 doesnt seem ideal. Perhaps its better to expand first and use it in the future. Ill agree on whatever munky suggests considering the skiff.

Also, do we have intel on their numbers?
>>
>>44212066
Yeah, don't get me wrong it's a great plan but we don't have but one.

>>44212038
Let's have our cavalry, if we brought any, and simulate a charge. If the hoppers are not available, let's have an ambush ready at let's say, half way, send some of our guerilla/arcers to draw them in a trap and just pile drive thm
>>
>>44212140
OOORRR... Send some of our allies troops to hold the line while we hop to and from their flanks with HALF our forces, while the other half sneaks into the village through the thicket on the left of the purple thingy
>>
>>44212186
This. Let them use the narrow land to hold the line vs larger numbers, meanwhile wreak havoc to their village.
>>
>>44212140
All of out military is at our disposal
They have an estimated 150 warriors and 40 hopper-riders
Our allies have about 200 warriors that we know of
>>
>>44212255
Wreak havoc real sneaky beaky like*
>>
So its looking
Have allies meet them on open ground, have hoppers charge into them
Send most of forces to flank?
We could try and use the skiff if you guys wanted
>>
>>44212313
Leave 60 plain soldiers home.

100 to flank through the thicket, including our elite. Wait with them until main enemy body is engahed. Use the skiff to get 20 archers on that little island to harass their flanks. Retreat them if they get comprimised. Use the hoppers to hit and run in order to lure them into our main body. Use rest of our soldiers to pair up with allies to confront them on the middle ground.

Njah?
>>
>>44212450
That's perfect +1
>>
>>44212450
Our hoppers are good for hit and run, they are trained as shock calvary. So they can charge through them better than they can hit and run, but they can still try
Our regular soldiers are great at hit and run however
It will take 2 trips to move that many archers to the island, is that okay?
Also if we get another person to support we can do that
>>
>>44212529
Oh didn't see this
Is >>44212450 okay?
Our do you want to make any adjustments based on >>44212538 ?
>>
>>44201654
link to previsious thread?
>>
>>44209084
Here they are
>>
>>44212538
Load the skiff with bows and let our men pull it to the island.

Full out charges are very risky. They mainly succeed because retreating soldiers soften up the front line. Just do whatever is best to lure the fuckers out first. If a possibility presents itself, cry out havoc and release the hoppers of war.
>>
>>44212660
Sounds good I need rolls
3d100 I'll take the best 2
Overview of plan
Get archers to island, rain fire down on them
Have allies soldiers and a few of ours meet main group of enemy.
Have hoppers ready to charge when their lines break
Send most of our soldiers to flank all sneakibeaki like
>>
>>44212755
>>
>>44212755
>>
>>44212821
>>44212843
dice 3d100 in the options field
>>
Rolled 84, 92, 8 = 184 (3d100)

>>44212864
>>
Rolled 38, 97, 97 = 232 (3d100)

>>44212864
Just had a nice wank bare with me
>>
Rolled 93, 81, 45 = 219 (3d100)

>>44212864
>>
>>44212881
>>44212946
>>44212954
These are good like crazy good
Writing
>>
>>44212996
Pretty sure we just obliterated the claudhappers
>>
>>44213022
I hope so.
>>
The battle is swift and vicious
Your archers are into position before the enemy notices a thing. And their first few volleys take out most of those on watch
The Claudhappers send their calvary to attack, but they ride into a line that does not give.
M'tik is seen with a small group of his men
The are seen throwing balls of glowing green light into the enemy hoppers, when hit the hoppers seem to freeze midair, and come crashing down
Your main body of troops makes it into the village, killing the few guards who stayed behind.
When suddenly a large Bullywug rides in on a huge hopper.
"I demand Cruk-Cruk! Are you a coward face me!"
It is the leader of the Claudhappers, R'dr the Strong. Cruk-Cruk is the ancient Bullywug way of ritual combat, the winner is the Chief. If you win this challenge the Claudhappers will submit to you.
>Do you face his challenge?
>>
>>44213104
That huge hopper doesn't sound pleasant. Will the Cruk-Cruk be on foot?
>>
Btdubs we are still rolling in good mojo from last round
So any actions the next few turns will get a bonus
>>
>>44213142
Cruk-Cruk is on foot
You fight with nothing but a spear
Other than it being solely 1v1 there are no rules
>>
>>44213174
Shower the fool with poisoned arrows. We have no time for outdated bog-chivalry.
>>
>>44213174
I think we could take him, perhaps his large stature will limit his speed. We don't want to lose morale or men in further combat.
>>
>>44213212
We could win the respect of our allied tribe and the Claudhapper survivors if we duel him, absorbing their men would bolster our military.
>>
>>44213212
This is an option
However, morale will suffer, and the Claudhappers will fight to the last. He is very big, but perhaps not as fast as we are
>>
>>44213268
>>44213258
Very well then, duel the bloated brute. But have each bow readied.
>>
>>44213212
I'm against this guy. No, we do it the right way.

>>44213174
1V1 Cruk-Cruk as honour demands!
>>
>>44213305
Agreed, honor goes out the window if we are in danger.
>>
Alright rolls, 1d100
I'll take the highest
>>
Rolled 16 (1d100)

>>44213369
Let's kill us a clan leader
>>
Rolled 58 (1d100)

>>44213369
>>
>>44213369
This better be good
>>
Rolled 85 (1d100)

>>44213369
>>
>>44213406
R'dr dismounts
The brute towers over you
You takes a short heavy jump, attempting to skewer you in one show of strength
But he is too slow
You launch yourself to the side, then back where he landed putting a small wound on his side
He turns, swinging his spear like a club, but you duck it and jab your spear into his foot
He bellows in pain as you jump away
He is bleeding from the two wounds
>what do now?
>>
>>44213486
Let's put on a show for the tribes, how about we try and do a fancy finishing move?
>>
>>44213519
This okay?
Waiting 5 then going for it
no need to roll, I'm using the same roll and rolling against it
>>
>>44213519
This, but first taunt. Make him limp in front of his people.
>>
>>44213599
>>44213570
>>44213519
Ohhh fucking yess
>>
>>44213599
Okay dokey, let him limp then we'll perform a finisher.
>>
>>44213599
The brute is even slower than usual
He attempts to jump at you but you easily avoid it
"What's wrong R'dr? You to fat to fight a REAL Bullywug? Come on and fight you over grown tadpole!"
He lunges at you and you are able to injure his other leg
He is almost completely crippled with all of his wounds.
You jump high into the trees.
You launch yourself downwards toward him.
As you are flying at him your spear begins to glow with a brilliant green light. You pass straight through him like a hot knife through butter. The hole left behind is growing as if he was melting.
Your armies, allies, and former enemies erupt into cheers. For you have won Cruk-Cruk! You have conquered the Claudhappers.
M'tik approaches you as the glow fades from your spear.
"I can't believe it. You are chosen. To preform a 3rd level spell in combat, with no training. You must be the one the Elders have spoken of. The Skumjampers will follow the Big Chief!
>What do?
>>
>>44213792
Accept EVERYTHING.. I mean there's got to be some spoils of war there for the taking right?


We should also look into getting a level 4 spell? :^)
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>>44213792
Become the big chief.
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>>44213821
Do you guys want to ask M'tik anything? We know nothing of magic and even less of the Prophecy. All we know is that someday a Chief will unite all of the swamp and he will receive great power.
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>>44213792
Holy shit. R'dr got serious messed up. Let's take over the Claudhappers.
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>>44213792
Well...Damn

I gladly accept, friend. You know more of this ability than I, I would take you on as an advisor and teacher
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>>44213792
>glowing spear
>combat spells
>magic finisher
>tehfuq
Guess I'm reading earlier threads again...


>>44213821
This. Inquire on magic.

Also assume controll over the tribe and its village.

How should we reward our allies?
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>>44213844
Yeah, sure. Let's have a good ol' BBQ in our back yeard to celebrate our victory and consolidate our power. We can ask the guy about magic and all that bullshit there.
>>
It's been fun guys, but I need to go, I'm going to see Star Wars. Anyway, carry on the honor of our tribe.
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>>44213905
None of this has happened before, that why I was wondering what you guys wanted to ask
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>>44213944
"Great M'tik, your people seem well versed with the arcane lore. Now we shall feast, but I wish to speak with you and your wise elders of this prophesy. Im sure that our powers combined will bring us a great future. So tell me about these spells, and tell me of these magic spheres you used in battle while you join us in a grand celebration!"
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>>44213792
Take over the Skumjampers and Claudhappers.
They are now villages in your vast frog empire.
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>>44213944
Take him on as an adviser, he and his tribe clearly know magic. We should ask him about it. How it works, etc. Then ask if he can train us in this art.

We have a sizeable chunk of the swamp now. We'll need to develop a lot more
>>
This all seems strange to you
But you do know that the Claudhappers now answer to you.
You let out a victory croak!
There is celebration in all 3 villages.
During the festivities you pull M'tik aside and ask him about this Prophecy, and about magic
"The Prophecy is that one Chief will rise and bring all of the swamp under his control. They say he will wield great power. One of the signs is that he will vanquish his enemies with mysterious power.
And that leads us to the magic. You gave had now magical training, yet you used a 3rd level spell. Perhaps I could help you unlock more magical abilities. Let me check something."
M'tik approaches you and pokes a few of your warts and wipes some film off of your skin.
"Ahh I see you have already developed the marks of a Toxic Mage. Those Toxin glands, they are advancing to the point of your whole skin being covered with poisons. Toxic magic allows you to come up with different posions to use. Your glands and skin can be used to poison weapons, but that 3rd level spell the imbument, only works under your will. The first toxin is always a basic toxin that causes damag over time, we saw your acidic poison and I'm guessing your 3rd is a mild paralytic."

>You can now train with M'tik to level up your magic. You are at lvl 3 toxic magic
>Others can be trained in magic but it will go slower for them

You are Big Chief now. But even the Big Chief cannot be in more than one place at a time.
M'tik can easily watch the Skumjampers village for you. Sprucke as shown great talent and could run the Claudhappers village for you.

You survey the Village and find that only 300 Claudhappers survived. 100 warriors and 200 females.
They also have a series of egg clutches numbering 1000.

M'tik assures you hd will send a messenger with the supplies and population of the Skumjampers.

You are able to find Hopper eggs numbering 200, along with 80 hoppers that were still pened up during the attack.

1/X
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>>44214200
Further talks with M'tik discover that he is a level 5 toxic Mage, and has retinue of 25 level 4 wizards.

He says soon you will be ready to meet with the Elders.

You croak with pride as the sun sets on your victory. Soon all the tribes with be lead by you, J'amp Guud Big Chief of the Swamps!

Thanks for running guys, keep checking the general for threads.
Any questions I'll stick around a bit
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>>44214285
You're off for tonight? In that case thanks for OP'ing. Hope we"ve been good players to you.

When will you likely rehost?
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>>44214364
Yep I'm done for the night
Probably tomorrow, around 9-10 am
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>>44214285
Thanks for running
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>>44214364
>>44214526
Thanks for playing guys this was my favorite thread so far
Thread replies: 155
Thread images: 4

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