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Vampire civ quest day 6!
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Lets get this rolling!
>>
>>46137220
Here are archives of the old threads

day 1 archive https://desustorage.org/tg/thread/45971430/
day 2 archive https://desustorage.org/tg/thread/45996057/
day 3 archive https://desustorage.org/tg/thread/46020979/
day 4 archive https://desustorage.org/tg/thread/46063793/
day 5 archive https://desustorage.org/tg/thread/46118954/
>>
>>46137271
Last we left off we had successfully ambushed a group of lizardmen raiders, who had come up the river from the south. A number of them were captured along with 3 of their ships, 2 of which now belong to us.

Whats our next move?

A. Dig a deep moat around the walls of the settlement
B. Sends an Expedition north(may lead to colonization)
C. Establish farms on the east side of the river
D. Scout the river
E. Build another longship
F. Send hunters into the forest
G. Sends scout east to find the coast
H. Other(Write-in)
>>
>>46137271
I highly recommend new players read through the archives, at least 3-5 since they are more relevant to what we are actually doing, plus it gives something to do between responses
>>
>>46137220
So early though? Not that I'm complaining
Aww yes!
>>46137317
A. Dig a deep moat around the walls of the settlement
We can't let those geckos raid us like they did with the Elves.
>>
>>46137220

Survival bump #1
>>
>>46137510
Survival bump #2
>>
>>46137317
A. We should focus on improving our defenses before we expand
>>
>>46137317
C. Establish farms on the east side of the river

Hopefully they can be useful to boost population.
>>
Rolled 6 (1d7)

>>46137629
>>46137384
A wide moat is built around our settlements defenses, covered with sharpened sticks, pits and then filled with water, enchanted with blood sickness, infecting any in the moat with open wounds.

Our defenses are now quite formidable and would be very costly even to a much more powerful, well prepared foe to try to take.

Whats our next move?

A. Expand the iron mines
B. Sends an Expedition north(may lead to colonization)
C. Establish farms on the east side of the river
D. Scout the river
E. Build another longship
F. Send hunters into the forest
G. Sends scout east to find the coast
H. Other(Write-in)
>>
>>46137752
>D. Scout the river
Want to see if there's any nasty things.
>>
>>46137752
Expand the iron mines and let the dwarves know we can provide them with raw iron for their warshops
>>
>>46137752
C. Now that our defenses are attended to, we should cultivate our human populatuon.
>>
>>46137791
Well, since I wanted the farm next, I switch to this. >>46137815
>>
Rolled 7 (1d7)

>>46137866
>>46137815
Fields on the eastern plains are planted, although we only have enough families to farm a few plots, this will lead to a food surplus and also opportunity for more farmers to come in.

This also opens up trade opportunities with our food surplus.

The Elves are vengeful and wish to launch a counter raid on the lizards, they wish to buy a longboat from us and for us to join them on this raid, they ask we provide 2 ships.

What should we do?(Write-in)
>>
>>46138072

Also tech vote after this
>>
>>46138072
I say we build the additional longship and help our elven allies. Also are the orcs we enthralled a while back still under our control?
>>
>>46138072
Sell them the boats. Always good to help allies.
While we enthrall some more lizards for more experiments and spying.
>>
>>46138072
Sell them the boats,but don't follow them into a war of agression
>>
>>46138181
>>46138243
>>46138139
Construction is begun on the boat for the elves, which will take several weeks, in exchange they provide more magic knowledge on the elemental magics and nature magics along with a nice bag of gold.

The two ships we have agreed to commit to the raid require 5 men each to crew them with capacity of up to 20.

The elves want to launch the raid as soon as the ship is built, in order to return before winter.

Next please select our technological breakthrough

A. Improved Metallurgy
B. Improved Toolcrafting
C. Improved Shipbuilding
D. Improved Mining
E. Improved Fishing
F. Advanced Magic
G. Warfare Specialization(Choose a type of warfare to specialize in, ie. cavalry tactics)
H. Improve Other(write-in)
>>
>>46138396
C. Improved shipbuilding
>>
>>46138456
>>46138396
Anyone else?
>>
>>46138636
Survival bump #2
>>
>>46138396
C. Improved shipbuilding
Sorry. Went to the store.
>>
>>46138396
>C. Improved Shipbuilding
>>
>>46138840
>>46138810
>>46138456
With the combination of improvements in land based construction, experience and the advice of elven shipbuilders we have improved our shipbuilding techniques.

The new vessel enters the water with a splash, a sleeker longboat, longer and with a slightly deeper draft, allowing for increased capacity. Improvements in sail design and the steering shaft also increase speed and manueverability.

Also longboats will be produced to this standard in the future.

How many troops are we willing to commit to this effort? Should we send our third ship?(we have 3)(Write-in)
>>
>>46138986
Enough to crew the ships.
>>
>>46138986
Fill the requirement but use our third ship as a backup for escaping and such.
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>>46138986
Man the ship with a skeleton crew to run the ships.
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>>46138986
Do not send the third ship. And name it something fierce.
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>>46139254
>>46139097
>>46139064
Two ships are sent with their required crew along with a handful of infantry to protect the crews.

Our third ship will hang back, loaded with troops to support a breakthrough or escape if need be.

The ships leave the Elven village together, along with two Elven ships loaded with rangers and warriors, including their newly built longboat.

Around 20 miles down the river, it forks into several smaller rivers along with the main river. Our people take note of the fork and continue down the main, along with the Elves.

Another day passes and they sight what appear to be fortifications on the river, likely some sort of river fort. Our ships halt immediately and go to shore.

It is unclear whether we were spotted.

Elven rangers are sent to scout the fortifications while the rest of our force stays in camp.

They report a large fortress complex guarding the river, manned by ~50 enemy soldiers. It will require deception, diplomacy or siege weapons to pass these defenses.

The expedition returns home, leaving several watchers along the river.

Whats our next move?

A. Expand the iron mines
B. Sends an Expedition north(may lead to colonization)
C. Establish farms on the east side of the river
D. Establish a signal fire system along the river
E. Build another longship
F. Send hunters into the forest
G. Sends scout east to find the coast
H. Other(Write-in)
>>
Rolled 4 (1d7)

>>46139510
>>
>>46139510
>D. Establish a signal fire system along the river
No time for mistakes.
>>
>>46139510
A. Expand the iron mines. Maybe we can find somethin else living there.
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>>46139554
Supporting this, we could also greatly improve our number of weapons
>>
>>46139510
C. I still believe our tiny population is our weakest asset.
>>
>>46139851
>>46139510
I thought we had farms already?
>>
Rolled 4 (1d7)

>>46139747
>>46139554
The mines are expanded, although our pool of miners is now spread thin, it will require more miners to get the most efficiency out of the mines.

In the process of digging new shafts and expanding existing ones, we have stumbled upon an ancient chamber, filled with what appears to dwarven ruins along with artifacts of potentially great value, including a small library filled with several tomes of dwarven history, along with religious texts. In addition we find several scrolls of knowledge that will help improve our knowledge of smithing.

Finally the A badly dilapidated crossbow of advanced design was found among the corpses in the ruins, its iron rusted and wood rotted, several mechanisms are required and can now be remade for our own weapons (unlocks crossbows)

A. Send an expedition west, into the forested hinterlands
B. Establish a new town in the north, next to our fort
C. Build another longship
D. Send hunters into the forest
E. Sends scout east to find the coast
F. Other(Write-in)
>>
>>46139885
>>46139851
We already got the new farms, I accidently left the option on the list, please disregard it
>>
>>46139902
>E. Sends scout east to find the coast
Time for more trading routes.
>>
>>46139902

>E. Sends scout east to find the coast

I like this. More potential allies or thralls.
>>
>>46139902
A. Send an expedition west. Those hinterlands could contain some humans that we could enthrall, as well as some valuable timber and minerals
>>
Does anyone have a map or something?
>>
Rolled 2 (1d7)

>>46140006
>>46139944
A small party of scouts is assembled to cross the eastern plains into the lands beyond and find the eastern coast.

The party leaves at first light.

>>46140052
I will make a map before the next thread which will be sometime this week, either tomorrow night or tuesday night

What shall we do next?
A. Send an expedition west, into the forested hinterlands
B. Establish a new town in the north, next to our fort
C. Build another longship
D. Send hunters into the forest
E. Hold a festival to celebrate the vampiric cult(may involve involuntary turnings and feedings)
F. Other(Write-in)
>>
>>46140121
E. But make sure that only thralls/humans that have been approved are turned, otherwise both the sire and child will be killed
>>
>>46140121
>E. Hold a festival to celebrate the vampiric cult(may involve involuntary turnings and feedings)
Get the people reproducing as well
>>
>>46140121
>E. Hold a festival to celebrate the vampiric cult(may involve involuntary turnings and feedings)


I mean, no other option really compares.
>>
>>46140121
>E. Hold a festival to celebrate the vampiric cult(may involve involuntary turnings and feedings)
Let's not turn too many, though. Elves might find out we're vampires.
>>
>>46140186
Fuck elves tho.
>>
>>46140260
But they been very good with us, though.
We also need to use the knowledge of nature magic they traded it with us.
>>
>>46140186
>>46140164
>>46140162
The celebrations go on for 3 full days of feasting and drinking, for both the vampires and the thralls, with stories being told of our vampires nobility and great deeds. On the third night, a few select thralls are honored as vampires, granting them nobility and immortality in return for their service to the cult. The vampires then feed on the criminals and undesirables of the village, draining them of all of their blood, punishing wrongdoers and feeding their vampiric masters at the same time.

What shall we do next?

A. Send an expedition west, into the forested hinterlands
B. Establish a new town in the north, next to our fort
C. Build another longship
D. Send hunters into the forest
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46140333
>B. Establish a new town in the north, next to our fort
Might be time for more space.
>>
>>46140333
>Train Crossbowmen
>>
>>46140333
b
>>
>>46140333
E. It might be risky, but the shrine will foster yet more loyalty from our thralls, as well as being radical as fuck
>>
Our population isn't that big. I don't think we need to be spreading out so thin.
>>
>>46140440
That would be kickass but how would our allies react? Maybe we should bring up the topic of the undead/vampire with them very slick like?
>>
>>46140333
>C. Build another longship
Replace the old ones with the better designed one
>>
>>46140333
>F
I think we should diplomatic and share (half) of the dwarf texts and see if we can't improve relations with them.
>>
>>46140566
Let's have Camilla perform a fertility/love ritual next.
>>
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>>46140333
>F
I think we should be diplomatic and share (half) of the dwarf texts and see if we can't improve relations with them.
>>
>>46140333
>D. Send hunters into the forest


I'm partial to the shrine actually, but too much of a pussy to vote for it
>>
Rolled 5 (1d7)

>>46140431
>>46140388
A small farming town is established in the shadow of our northern fort, being a frontier town it has strong defenses built in, including a stone wall with watch towers, connected to the fort.

While the growing season is a little shorter, these northern lands seem particularly fertile, until you reach the foothills of the Khazak mountain range, rich in minerals. The town is a days travel from the foothills, and could provide a good waypoint to establish a mining town in the mountains, once the area is secured.

What should we do next?

A. Send an expedition west, into the forested hinterlands
B. Establish a new town in the north, next to our fort
C. Build another longship
D. Send hunters into the forest
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)

A. Send an expedition west, into the forested hinterlands
B. Study the ancient crossbow and develop a model for our use
C. Build another longship
D. Send hunters into the forest
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46140611
>>46140589
Fucking captcha
>>
>>46140641
>B. Study the ancient crossbow and develop a model for our use
>>
>>46140641
shit ignore the top set
>>
>>46140661
+1
>>
>>46140641
I stilł stick with >F
>>
>>46140641
>A. Send an expedition west, into the forested hinterlands

>>46140568
Maybe we could play it off as some "foreign and strange gods" that our thralls worship? So long as outsiders buy it, it shouldn't rouse too much suspicion.
>>
>>46140641
>F. Study the crossbows with the Dwarves.
>>
>>46140641
>Study the ancient crossbow and develop a model for our use


Try to imbue some blood magic on them
>>
Rolled 6 (1d7)

>>46140760
>>46140661
>>46140699
>>46140669
The old crossbow is studied in detail, and through combining the efforts of our greatest craftspeople and our arcanist leader, Camilla, a working replica is made, providing our troops with a potent weapon, capable of piercing armor and being useful with minimal experience and training. Excellent for infantry, who have little to no archery training and militia forces, who generally lack the training and experience to field effective archers in any kind of significant number.

The weapons discovery lead to several other artifacts, that are of some value to our people, are of immense value to the Dwarves, mainly historical and religious texts, that could be shared with them to gain their favor and build our relationship.

A. Share the artifacts with the Dwarves
B. Keep them for ourselves
C. Sell them on the black market(risks being caught), but nets more money and potential valuable intelligence
D. Other(write-in)
>>
>>46140999
A. We should do our best to keep as many allies as possible. We still aren't as well established as we could be
>>
>>46140999
A
we need to get allies no?
>>
>>46140999
>A. Share the artifacts with the Dwarves
We're all friends, right?
>>
>>46140999
>A. Share the artifacts with the Dwarves
>>
>>46141080
>>46141058
>>46141053
>>46141051
A. The texts are sent to our envoy in the Dwarven Empire, who presents them as gifts of state to the Emperor, who grants us with a boon.

A. Slaves from the humans of the wild western hinterlands
B. A ship filled with gold
C. A guarantee of our defence by the Dwarven Empire(will not help offensively, can only be used once and only in a defensive war)
D. A ship filled with mastercrafted weapons, armor and tools
E. Request a boon(Write-in)
>>
>>46141285
The first line is not an option by the way, typo on my part
>>
>>46141285
B
>>
>>46141285
>A. Slaves from the humans of the wild western hinterlands
We need population bad
>>
>>46141285
A. Slaves, we need to get as much thralls as we possibly can
>>
>>46141285
>A. Slaves from the humans of the wild western hinterlands
Free them and make them our citizens.
>>
>>46141285
How many slaves are we talking about?
>>
>>46141350
>>46141344
>>46141331
A ship full of slaves,freshly captured in a recent punitive raid against the hinterland tribes, number 40, the group is made up of men and woman, almost all under 40 years of age.

The slaves are dropped off at our dock and placed under guard. How should we deal with them?

A. Free them and invite them to live as citizens in our town(comes with some food and a small plot of land to farm, or a paid mining job)
B. Enthrall them to ensure they are loyal to the cause, and won't betray us when we reveal our true nature.(Requires a roll)
C. Other
>>
>>46141454
>A. Free them and invite them to live as citizens in our town(comes with some food and a small plot of land to farm, or a paid mining job)
>>
Rolled 12 (1d20)

>>46141454
B. Enthrall them, freedmen will always act out
>>
>>46141454
A. Free them

I like our Chaotic nature
>>
>>46141454
>A. Free them and invite them to live as citizens in our town(comes with some food and a small plot of land to farm, or a paid mining job)
I would pick enthrall but I think many will die. Plus, we might get a good boon with the Western Hinterlands tribes.
>>
>>46141454
>A. Free them and invite them to live as citizens in our town(comes with some food and a small plot of land to farm, or a paid mining job)
>>
>>46141588
>>46141563
>>46141520
>>46141479
They are given land to settle in the eastern settlement, making our farms and mines more efficient, granting us a major increase in manpower. In addition 5 of them agree to join our army, they are skilled in fighting in the western style, using light infantry and cavalry to harrass a foe, before smashing them with heavy noble cavalry. They would be a good option for forming a squad of Heavy cavalry, Light cavalry or Light infantry.

Due to their presence, it may be advisable to keep our true forms concealed
>>
>>46141712
I say we charge them with training and forming a squad of light cavalry
>>
>>46141712
Light cavalry sounds good.
>>
>>46141712
A. Send an expedition west, into the forested hinterlands
B. Raise a specialist military unit(ie.Heavy Cavalry)
C. Build another longship
D. Send hunters into the forest
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
Rolled 3 (1d7)

>>46141826
>>
>>46141826
>B) Light Cavalry
>>
>>46141826
B. Raise a specialist military unit
Light Infantry
>>
>>46141957
Supporting
>>
Is OP killed?
>>
Rolled 3 (1d7)

>>46142145
>>46141957
>>46141809
>>46141795
The westerners are arranged into a light cavalry force, ideal for scouting and harassing enemy units, they are also great for patrolling large areas(Essentially like mounted rangers that don't mind some melee fighting)

They fight with bow and blade, an occasional warhammer or light lance among them and are armored in light mail or hardened leather. In addition to the 5 warriors that fight in this style, another 10 westerners will form a militia that fights as light cavarly as well.

Our envoy reports to us from the Dwarven Empire that the an Elven mercenary band from our neighboring village has signed on for their war against the city-states, demonstrating a budding relationship between their civilizations

Also our scouts return reporting that they have found the eastern coast, passing through plains and then passing a thick band of swampland.

They have charted a map to a location they have marked for settlement.

Traveling down river may lead to the open sea, allowing us to a connect a coastal town with our main settlement by water. We would need to secure safe passage either by force or by treaty through the lizardlands to reach the open sea.
Whats our next move?

A. Send an expedition west, into the forested hinterlands
B. Build a lair under our settlement, for secret activities
C. Build another longship
D. Establish a fishing village along the eastern coast
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46142531
>A. Send an expedition west, into the forested hinterlands
I want to meet with them.
>>
>>46142531
>Train Crossbowmen
I want these guys picking the wings off of flies.
>>
>>46142531
>B. Build a lair under our settlement, for secret activities

Are we vampires or what?
>>
>>46142560
Switching to this.>>46142653
>>
>>46142653
+1
>>
>>46140590
As the Anon who wrote up Camilla in the original thread, I agree.

Glad to see this is still going.
>>
Rolled 1 (1d7)

>>46142653
>>46142685
>>46142719
A hidden lair, which has several secret well hidden entrances within and without the settlement is built. It has 10 large chambers, with tunnels running between them, in addition to over a dozen small chambers, along with numberous nooks and crannies to store things in.

A good place to perform dark rituals unnoticed and to store secrets, in addition to giving us another fallback point in the event of an attack.

A. Send an expedition west, into the forested hinterlands
B. Perform a fertility ritual(may include gratiutoulsy indulgent feasts and orgies for a full week straight)
C. Build another longship
D. Establish a fishing village along the eastern coast
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46142847
>B. Perform a fertility ritual(may include gratuitously indulgent feasts and orgies for a full week straight)
Babby time!
>>
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>>46142847
Time 4 fug
>>
>>46142847
Build a hospital.
>>
>>46142847
>B, Fertility ritual and weeklong orgy time!
>>
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>>46142847
B.
>>
Rolled 2 (1d7)

>>46143087
>>46142965
>>46142889
>>46143123
A great feast and orgy are organized for our thralls, engaging in carnal pleasures and indulging fantasies that would make a dark god blush. With the vampires leading the proceedings, generously donating many casks of the finest elven wines, cut with a concoction created by Camilla that uses bloodmagic to increase human pheromones

The week ends with people returning to their normal lives. After a month, Camilla begins sensing the faintest signs of new life in the village, with many women impregnated.

Soon we will have a new generation of thralls to expand our people and further develop our civilization.

A. Send an expedition west, into the forested hinterlands
B. Perform Arcane research/Enchanting(write-in)
C. Build another longship
D. Establish a fishing village along the eastern coast
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46143235
D. Establish a fishing village along the eastern coast
>>
>>46143235
>Perform Arcane research/Enchanting


Research on ways to imbue crossbow bolts with blood magic
>>
>>46143235
>B. Perform Arcane research/Enchanting
Let's research how to improve our offense enchantments.
>>
>>46143266
I feel like we should save this after our the thralls are born.
>>
Rolled 2 (1d7)

>>46143344
>>46143305
After some considerable research and time invested, Camilla develops the ability to enchant the tips and edges of weapons with elemental and other magical properties. We could do this before with bloodmagic but this unlocks all types of magic, in addition it improves the quality of the enchantments as well.

Gives a +10 combat roll bonus, unlocking fire arrows,frost arrows, lightning arrows, light arrows, dark arrows etc.)

In addition our orcish vampiric allies report that the orc warlord Karn the Reborn, the same warlord that attempted to raid us 5 years ago, under the title Karn the Undefeated. He commands a massive orc host, from the farthest northern reaches, he has ogres marching with him as well. Rumors are that he is backed by demons and that Karn will not stop until he rules the world.

Our spies have infiltrated his host as a small warband, and may be able to perform acts of sabotage.

A. Send an expedition west, into the forested hinterlands
B. Launch a raid northward, to defeat the orc host before it gains too much strength
C. Build another longship
D. Establish a fishing village along the eastern coast
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46143593
>B. Launch a raid northward, to defeat the orc host before it gains too much strength
The spark must be doused in water before it becomes a blaze.
>>
>>46143593
>B. Launch a raid northward, to defeat the orc host before it gains too much strength
A cover of darkness, a well-placed spot of misfortune, and no more orc.
>>
>>46143593
F. Share our reports with the elves, request they send an assassin to eliminate Karn, in coordination with our orcs. Should it prove successful, support our orcs in taking over Karn's host
>>
>>46143702
Well, fug. I really like this idea.>>46143663
>>
>>46143727
It's clever, but I don't feel it healthy to depend on another nation's strength for things. Would dip our diplomatic standing
>>
>>46143702
Supporting this. See if there are obscure cultural practices among the orcs we could use to establish our guys as the new boss.
>>
>>46143772
Yee. This is a tricky one. On one hand, I like it but on the other hand, so many things could go wrong.
>>
>>46143841
We might lose some people in the attack, but I think it's better in the long term to take this risk and grow our own strength than be weaker in the face of a foreign power.
>>
>>46143818
>See if there are obscure cultural practices among the orcs we could use to establish our guys as the new boss.
How to be the new Boss of Orcs:
Step 1: Kill the current Boss
Step 2: Kill anyone who might try to replace you as Boss
Step 3: ????
Step 4: Profit
Did you succeed?
>Yes
Congrats, you're the new Boss of the Orcs.
>No
You're dead.
>>
>>46143702
>>46143818
>>46143772
>>46143727
Well I will comment that there is a tradition of challenging leaders to duels to the death, but our spy is only the leader of a small warband and would need significant renown and power to realistically challenge Karn's position.
>>
>>46143841
Let us consider the variables here. Obviously this risks our agents within the Orcs as well as whatever agents we deploy for the mission, but what else? Depending on how we describe this to the elves, our ability to mindrape our enemies into servitude could give them a hint to our vampiric nature, so we might have to decieve them almost as much as the orcs themselves. What else do we need to think of to make this plan safer?
>>
>>46144006
>>46144044
Then I'll stick with B >>46143663
>>
>>46144006
I see, perhaps we could assault the orcs in such a way that increases their station within the greater horde? Maybe they could appear to drive us off after we kill Karn...
>>
>>46144044
>>46143967
>>46143930
>>46143841
>>46143818
>>46143772
>>46143727
>>46143702
>>46143663
Formal vote

A. Attempt to ambush the orcish host, crush them while they are still weak
B. Attempt to assasinate Karn, in conjunction with our agents
C. Other(write-in
>>
>>46144129
B. This assassination could spare countless thralls, and potentially increase our forces by a significant amount
>>
>He commands a massive orc host
>We have 2-300 people
>Of which we only have at least 60 fighting men
I don't think we're nipping anything in the bud.
>>
>>46144129
>B. Attempt to assasinate Karn, in conjunction with our agents
>>
>>46144129
B. Attempt to assassinate Karn, in conjunction with our agents
We don't have the numbers.
>>
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>>46144129
>Assassinate da big Ork
>Becom da biggest smasha'
>Get da Waaaaaaag
>fight da stinkin Swampeys (Lizardmen)
>>
>>46144129
Our orcs are vampires right? I'd say they're reasonably well equipped to take him out.
B
>>
>>46144239
>>46144181
>>46144154
>>46144318

Our spy and his warband grow close to Karn, to gain his trust and to have the right to camp near the chiefs tent, giving them good political access.

The Elves now ruled by an Archon, a militaristic authoritian leader named Narkos, agree to send us one of their ranger's a master of all manner of weapons and shadow magic to strike Karn down, ideally in his sleep. With our spy in position to help our assassin to escape and to control the aftermath of the assassination.

Roll a d100 to determine the success of this action, I will take average of the first 3 rolls
>>
Rolled 51 (1d100)

>>46144354
REV UP THOSE 1S!
>>
Rolled 30 (1d100)

>>46144354
I hope I don't fail
>>
Rolled 57 (1d100)

>>46144354
How much do we need to be successful?
>>
Rolled 25 (1d100)

>>46144354
>>
Rolled 33 (1d100)

>>46144354
This sounds liek something with at least a DC of 70
>>
>>46144368
>>46144381
>>46144392
>46
We flubbed
>>
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>46
Farwell, my orc loves.
>>
>>46144368
>>46144381
>>46144392
Cain take those orcs
>>
>>46144392
>>46144381
>>46144368
>>46144404
Since you guys planned it and thought it out so well I applied a +10 to the rolls giving you an average of 56 instead of the 46 you wouldve gotten, giving a very average but positive result.

The assassination fails when our assassin is spotted by an alert guard seeing a fluctuation in the air, fortunately they get away relatively easily, breaking contact with the guard. Karn reacting to being told of his near death after waking up in the morning, immediately orders a purge of rival tribes, our spy and his warband eagerly fight for him, gaining his trust as his bodyguard unit, crushing his rivals.

Unfortunately this has led to an increase in quality of the orcs troops, with the rival warlords out of his way Karn has much more centralized control of the training and equipment of his troops as well as the tactics and strategy they employ, reforming his army on a human model, with squads of 10 warriors, companies of 100, battalions of 1000....

Whats our next move?

A. Send an expedition west, into the forested hinterlands
B. Deal with Karn and the orcs(write-in)
C. Build another longship
D. Establish a fishing village along the eastern coast
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet be time to show our hand)
F. Other(Write-in)
>>
>>46144599
>F. Do military exercises with the Elves and Dwarves
>>
>>46144599
>B. Deal with Karn and the orcs(write-in)
Go tell the Dwarves about everyone's impending doom
>>
>>46144599
>B. Deal with Karn and the orcs(write-in)
I really don't want to let this threat lay. We could try to use our spy to frame the Dwarves maybe, with some fabricated evidence we provide.
>>
>>46144599
>B. Deal with Karn and the orcs(write-in)
We need to get the dwarfs in on this. Hordes of orcs is bad for everyone
>>
>>46144599
Spread word to other peoples/nations of the looming Orc threat.
>>
>>46144599
>B. Deal with Karn and the orcs(write-in)
Send out diplomatic missions to the Dwarves and the Elves, Karn is a threat to all of us.
>>
>>46144637
>>46144648
>>46144703
>>46144725
>>46144742
Supporting all of these, we need the best commanders and soldiers from all nations, let us form a coalition.
>>
>>46144725
>>46144703
>>46144684
>>46144648
>>46144637
>>46144742
Riders are sent to the Elven town and the Dwarven Empire, with messages to their leaders, imploring them to join us to combat this common threat.

The Archon, Narkos agrees to send 100 troops, consisting of their noble cavalry, rangers, mages and all of their warriors, the largest force they have ever fielded.

He demands that the Elves are given half the loot and the prisoners.

The Dwarven Emperor Thorin Blacksteel decrees that the a company of the Imperial Auxilary Light Cavalry raised from the Western Hinterlands peoples friendly to the Empire, they will join us in a month, they are led by a Captain Durin Ironbeard, an enthusiastic cavalrymen, one of the few in the Empire.

The Dwarves demand half the loot and prisoners from the campaign

With our total forces we can field 80 fielding 30 warriors, and 50 militia without leaving at least 10 men(militia) at all of our settlements and forts.

Our warriors are equipped with the finest iron mail suits, with iron helms and the well made iron swords, spears and shields These are enchanted with for strength and durability in addition to elemental properties, with warriors choosing their preference.

Our militia are armed with light mail, iron helms, crossbows, spears and shields With their weapons sometimes getting enchanted if the enchanters have extra free time.

What should we do?(write-in)
>>
>>46144968
Are there any mountain passes or narrow ways that Karn's host must cross to reach us?
>>
>>46144968
I don't think we can take the orcs in a 1v1 situation. We should focus on trying to make them fight among themselves
>>
>>46144968
Well we could all ways forego loot and accept both the elf's and dwarf's help. Probably better than being killed by an orc horde
>>
>>46144968
>with squads of 10 warriors, companies of 100, battalions of 1000
>battalions of 1000
>battalions
>s
>Elves send 100
>Dwarves send 100
>We got 80
We need a Russian Winter or something save us.
>>
>>46145059
We should promise them both more than that and have them fight for it
>>
>>46144996
Yes there are a few, the most common path taken from north to south is the old Dwarven Imperial highway, now not much more than a dilapidated gravel path, controlling the highway and any settlements or fortifications guarding it is essential for any war in the north.

>>46145060
I was giving formation examples but I will say that our spies estimate that there are between 500-600 orcs in his host, which grows every month(approximately 1/2 a turn) as he gains more warriors to his cause, he will likely have 1000 warriors in his horde within 3 years.

Also take note that we have technology and equipment in our favor along with our magic cancelling out most of theirs. Leaving it to mostly be decided by the tactical skill of our commanders and the resolve of our troops to fight bravely against tough odds
>>
>>46144968
I don't think the loot and prisoners are an issue. We can use our Orc spies to take control of any remnants that aren't killed or captured. Either integrate them into our civ or use them as a deniable raiding/assassin party
>>
>>46145172
Our northern fort/settlement guards the imperial highway btw
>>
>develop our magic
>create a plague that vamps are immune to
>introduce it to the orcs via our spies
Bio-warfare is a horrible, and beautiful thing.
>>
>>46144968
We're desperate, chances are slim and they grow stronger every day. Do we dive into the dark arts?
>>
>>46145060
I was thinking something along the lines of Parthian tactics. It doesn't matter what the size of his army is if he can't force a battle. Kill his scouts, burn the land in front of him, harass his camp and poison what we don't take. The necessary sacrifice on our part will be giving ground in front of his force
>>
>>46145172
I suggest a formation of a raiding party that uses Guerrilla warfare to annoy and harrass the Orcs, burn tents, equipment, kill scouts, enrage the war leaders so that they rush into attacking a well fortified position.
>>
>>46145194
But than we would wipe out all of our cute little thralls
>>
>>46145227
We do have an allied detachment of 100 light cavalrymen...
>>
>>46145172
>>46145193
Alright, we need a skeleton force to occupy the fort, but we must make it seem as if the fort holds all of our host. Set up roadblocks along the highway, and force Karn to commit to attacking the fort. When his army is invested, spend a number of days maneuvering our coalition behind him without raising any suspicion. We can use our Orc Thralls to delay the construction of siege weaponry if we need to. When our army is in position, both behind and in front of Karn, we envelop him and destroy his army, as well as killing Karn once and for all
>>
>>46145200
yes.

Like this:>>46145194 and this:>>46145227

Poison the land next to them. Immediately.
>>
Doesn't Camilla still have those two Orc bodyguards? Having those around is probably bad publicity with this upcoming war, we could send them to meet up with our saboteurs.
>>
>>46145241
Very good, we can have the Elves harass their camp from afar and draw them int a fortified position. This position can be defended by our men and the elves, and once the Orcs are committed the Dwarves can hit them with the heavy cavalry and so discord and bedlam in their lines.
>>
>>46145253
Are the various bands and camps close together in one big camp, or would it be possible to pick off and burn fringe camps? To decrease their numbers and lower morale?
>>
What's the terrain where the orcs are currently like? Forest, plains, hills, etc.
>>
>>46145289
>we need a skeleton force
Yes. Why haven't we thought of this before? Where are our necromancers?
>>
>>46145298
also supporting
>>
>>46145362
The warhost camps together, but it is highly disorganized and fragmented, with chiefdoms, and other independent warparties keeping to their own section, still not entirely friendly, despite pledging themselves to Karn. Fortunately most of their defenses are aimed inward, with infighting and distrust still rampant in the warhost, especially among the smaller groups.

The outer section of the camp will be vulnerable for the time being, but will be near unassailable if Karn secures full control and fortifies his position.

>>46145434
They are camped next to the imperial highway 20 miles north of our fort/settlement. They have camped with the most warbands and Karns own troops on the a central hill, while the more distant and smaller independent groups camp around the base of the hill, with the most outward groups generally the least politically relevant and considered cannon fodder, to slow down enemies if the warhost is attacked.
>>
>>46145463
So we're going full Ermor now? I don't think raising an army of unholy dead is going to endear us to our stalwart allies.
>>
>>46145463
+1 for fucking secret skeleton army.
GM man, please can we have this as our first secret underground experiment shit?
>>
>>46145463
We have knowledge of necromancy but lack any practicing necromancers at this point. However bloodmagic can still poison and kill people quite effectively.
>>
>>46145495
Would it be possible to use our light cavalry to raid and pillage the outer camps, not to the point that they are wiped out. But just enough so that (with the help of our orc spies) we can sow dissent between the warboss and his chieftans. Because he is not protecting them, not organizing the army correctly and that there are possibly better orc chieftans to take control (Civil war style)
>>
>>46145510
The elfs are the ones who gave us knowledge of necromancy, so i doubt they care
>>
>>46145510
They don't have to know. This is a secret defense force hidden in mausoleums beneath our towns, not an orc hunting force. Hell, they'll probably be made out of Orc skeletons.
>>
>>46145589
Oooh, I like this idea, might help reverse his consolidation of power we accidentally caused.
>>
Let's capture some scouts, infect them with a blood plague and release them into the lands.
>>
>>46145689
>>46145683
>>46145628
>>46145622
>>46145589
>>46145520
>>46145510
>>46145495
>>46145479
>>46145463
>>46145434
>>46145362
>>46145348
>>46145344
>>46145289
>>46145253
>>46145241
>>46145227
>>46145200
It seems the three choices are

A. Using light cavalry and skirmish tactics, harrass and weaken the orcs, hopefully getting them to turn on each other
B. Use Arcane to poison the orc horde
C. A combination of both
>>
>>46145780
>B. Use Arcane to poison the orc horde
>>
>>46145780
>C. A combination of both
These are not mutually exclusive options, and given how outnumbered we are, we should be throwing everything and the kitchen sink at them.
>>
>>46145780
>B. Use Arcane to poison the orc horde
>>
>>46145780
>C. A combination of both
Infect certain parts of the land. Make the Orcs hate the leader.
>>
>>46145780
A. Our best bet is have our Orc thralls and our cavalry sabotage and divide Karn's army. Any excessive use of magic will turn our allies against us, as well as make us pariahs in this land
>>
>>46145792
>>46145780

Its actually Arcane arts not just Arcane, typo
>>
>>46145780
C.
>>
>>46145780
>C. A combination of both
>>
>>46145780
>C
although be careful about exposing ourselves as more than just good natured folk.
>>
>>46146030
This is one of the most ugly types of war, barring outright genocide. I don't think this will lose us allies, but it may have other nations take another impression of us.
>>
>>46145780
>B. Use Arcane to poison the orc horde
>>
>>46146093
Just play the dindu nuffin card. We had no choice.
>>
>>46145917
>>46145833
>>46145822
>>46145805
It takes several weeks to develop the poison, after extensive testing on her orcish thralls, a sufficiently lethal gas is developed, killing orcs in extended contact, but even brief contact with the poison will slowly but surely sicken them, with the toughest survivors lasting 5 years tops.

distributed by our troops the gas bottles will shatter, releasing their gaseos contents, killing massive numbers of clustered orcs in moments.

To our surprise the Elves recommend poisoning the horde as well, surmising that while its destructive, the Elves will do whatever it takes to protect the sacred forest. They are brought in on the project, while dwarves are not informed of the plan.

Please roll d100+30s to determine the result of our poison raid

I will take the average of the first 3 rolls
>>
Rolled 94 + 30 (1d100 + 30)

>>46146163
Please help, Elder Vampire.
>>
Rolled 72 + 30 (1d100 + 30)

>>46146163
For Lady Camilla!
>>
Rolled 53 + 30 (1d100 + 30)

>>46146163
>>
Rolled 53 + 30 (1d100 + 30)

>>46146163
Cain bless
>>
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>99.6
Praise be upon Camilla and Cain!
>>
>>46146215
>>46146198
>>46146196
average of 103 A flawless victory

The mounted rangers and are own light cavalry are equipped with glass bottles and smaller vials full of the deadly glass, each man taking as many they can carry, discarding any food and camping equipment for the raid.

With over 50 raiders assembled, the ride out into the night , surrounding the camp. They ride in several small groups riding close to the camp and tossing their bottles as quick as possible, the gas massacring the outer camp, killing whole families in several clans, nearly exterminating them. Even with remaining orcs fleeing into the center camp, the host has over half of its fighting strength in less than an hour.

What should we do now?(note that the gas only poisons orcs, although its not healthy for other sentients to breathe or ingest either) (Write in)
>>
>>46146353
Give them a choice. Either they give up and be taken prisoners or die.
>>
>>46146353
Have our riders use flaming arrows and any other methods available to burn down the encampment from a distance, as well as riding down and survivors. Karn must not escape
>>
>>46146353
the host has lost* half of its fighting strength
>>
>>46146353
How long until the gas dissipates?
>>
>>46146353
Set fire to the outer camps. Turn their fortification into an inferno.
>>
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>>46146423
yea that seems about right, the orks are nothing but a blight at this point, mercy would seem to be a bad choice
>>
>>46146353
Raid! RAID AND PILLAGE! we must strike whist they are weak and recuperating. Do not attack the head on, merely slaughter the weak and make examples of those trying to stand and find on the outer rims.

Also use the orc agents to spread rumors that the Orcish gods are displeased by the warband and their leader and that is why they sent the great plague.
Orcs be mad stupid yo.
>>
>>46146443
Sorry, amending that we leave one side untouched, so they can rout in a direction we control.
>>
>>46146475
This!
>>
>>46146475
Supporting the spreading of rumors, but can we not kill all of them? We could enthrall a good chunk of them, they would be mad useful as laborers/militia/boytoys for Camillia.
>>
>>46146621
Let's enthrall a sizeable group for breeding.
>>
>>46146621
Except the dwarves and elves called half of the spoils each.
We don't get shit unless they feel generous.
>>
>>46146667
Tell them they can keep all of the goods and we the orcs. What would the Elves and Dwarves need them for?
>>
>>46146667
Which is why we agree to grant a number of them clemency if they lay down their arms. Clemency meaning enthrallment, of course.
>>
>>46146667
Thats why i think we should let a large chunk rout, so that are high tier spies in the orc army can gain control of the remnants and bring them within the fold. They're not necessarily "prisoners" they would actually be "free" but we would just thrall them anyway.
>>
>>46146729
They wanted the prisoners too.
>>
>>46146750
Meant for
>>46146710
>>
>>46146750
Is there any way to convince them to not take them?
>>
>>46146746
our* not are
>>
>>46146667
man this sucks, We need need to increase our forces. We're getting the shit end of the stick here. We gain less than everyone but are essentially taking the same risks.
>>46146710
except >>46144968
We "agreed" to it already.

Once this is over, we should see about making an elite group of 20 specialized in raiding and capturing slaves. Se we have a consistent addition to our ranks.
Also anyone interested in giving a few slaves for our leader to train enthrallment so she has a bonus to this. so we don't break as many every time.
>>
>>46146746
Exactly. Our allies only have claim to the prisoners, any Orcs that are ostensibly free don't count. All we need to do is find a way to kill Karn and enthrall any other leadership within the horde. Once we pull that off it will be a simple matter of enthralling the rank and file orcs.
>>
>>46146800
Yeah, it annoys me that we never got an opportunity to renegotiate the terms set by our allies.
>>
>>46146800
I agree.
We should raid small tribes of humans/lizard folk/orcs that aren't associated with any large faction. Enslave and enthrall them and build up an army to eventually conquer the lizardpeople and take control of the rivers.
>>
Can Camilla offer her "services" instead or convice them to look the other way?
>>
>>46146710
Slaves
>>
>>46146813
I'm sure our allies will love it when we 'cheat' them out of their 'rightful' spoils because of perceived technicalities.
>>
>>46146941
but theyre not "prisoners" theyre just s defeated orc tribe with an orc leadership that may or may not be enthralled or vampiric. How would the elves or dwarves know any better?
>>
>>46146443
>>46146470
>>46146475
>>46146479
>>46146493
>>46146621
>>46146645
>>46146746
>>46146750
>>46146875
>>46146847
>>46146839
The remaining orcs are hemmed in to the central hill camp, avoiding the swift painful death of the poison gas, which has mostly dissipated. Our raiders continue to ring the camp, firing fire arrows and constantly keeping pressure on them, throughout the late afternoon and night, lighting several major fires in the center camp. Our spies are instructed to gather and lead a group of survivors out through an "opening" in our lines

The rest of the army is called up to crush the orc host at dawn. when Camilla is contacted by our spy that Karn has died, allegedly to the poison gas, succumbing after inhaling some at the edge of the killzone.

Please roll a d100+10 to determine the success of the final battle with Karn's host

I will take the average of the first 3 rolls to determine the success of this operation
>>
>>46146941
I don't know if the dwarves have had any impact on this battle yet. That Dorin guy is still a month off, right?
>>
>>46146941
Then they shouldn't have demanded exorbiant shares of the loot while denying us a penny. If they want to charge an ork stronghold outnumbered 3 to 1, they shouldn't have stiffed the guys putting up the infantrymen who would get slaughtered doing it.
>>
Rolled 61 + 10 (1d100 + 10)

>>46147031
Here we have it, the first decisive engagement of the battle.
>>
Rolled 80 + 10 (1d100 + 10)

>>46147031
>>
Rolled 92 + 10 (1d100 + 10)

>>46147031
Can we vote to force them to leave? They've lost their head honcho and half of them are dead. And we aren't getting ANY of the captured prisoners.
>>
Rolled 67 + 10 (1d100 + 10)

>>46147031
Praying
>>
>>46147043
He arrived shortly after we developed the poison concoction which took over 3 weeks.
>>
>>46147097
yeah see, he's arrived late to see us kill half of them at once. I think with this display we can renegotiate terms with the dwarves.
>>
>>46147097
So he got here after we already set up a plan they didn't require his help, and wound up working better than we ever expected? Now he's going to walk off with half the loot while not pulling his effort, man, fuck dwarves.
>>
>>46147063
>>46147075
>>46147080

Cain smiles upon us this day
Also orc spies best spies. We should use the remnants of this war band to round up slaves and "sell" us the people they have enslaved.
>>
>>46147132
The Dwarves were there.
>Renegotiating terms after the fact
Not only will they refuse, but it'll make us look bad as a people. No one will want to deal with us cause of the precedent of us reneging on our word.
>>
>>46147097
>>46147132
>>46147208
Let the dwarves have their baubles, all that matters is that we have endured too see another night
>>
>>46147208
I agree, the imminent threat is gone and we look like a force not to be fucked with. Plus us and the elves have some good relationship going on, lets just chill and use the orcs that we have led away from the fighting to round up a bunch of slaves and deal with our shitty pop.
>>
>>46147265
Also, and i hope everyone agrees. We need to start looking at building a professional army. So blacksmiths, training grounds. stables etc.
>>
>>46147080
>>46147075
>>46147063
Average of 87.6, a strong success

To our shock and dismay, our spy reports that shortly before he was to attempt the break out, Karn whos body was taken into his personal tent along with one of his mysterious priests and has awoken, covered in demonic growths, before he was metaphorically reborn by the power of the dark gods, now he has literally transformed into a dark champion.

Fortunately the horror of his dark ressurection scares many of his followers, allowing them to escape with our spy, his host bolstered to 50 warriors and their families.

Karn himself leads his most faithful and fanatical warriors down the hill in a charge against the center of our army, including the leaders of all 3 forces.

Light cavalry move to intercept cutting down many of the orcs from the flanks while the orcs that actually survive long enough to get to our lines find themselves on the business end of a spearwall. Nearly all of the orcs are slain in a few moments of ruthless butchery, all except Karn the reborn, firing a blast of raw arcane energy, wiping out a dozen of the western mercenaries, instantly reducing them to dust particles.

After sustained fire from our men, the massive orc goes down, but not before slaying a dozen of infantrymen, ours along with several elves.

What should we do in the aftermath of the battle? Renegotiate the terms? (this is a write-in) also im going to have to step away for an hour or so, feel free to talk about the civ and the general future strategies.
>>
>>46147246
Pretty much this. Let's just lick our wounds, accept that we most likely strengthened alliances, took care of a major threat, and looked good from military and political point of view.
We might not get any phat lewt, but some things are worth more than material gain.
>>
>>46147308
Let the Dwarfs and Elfs take their loot. Yet once the battlefield is clear of valuables, we should round up and gather all of the corpses for our necromantic research.

Not to mention to get in contact with our personal orc horde.
>>
>>46147308
I say we let them have our share of the hard loot, while we get their share of the slaves in exchange. We need them far more than they do, and as a mercenary band the most they could do with them is trade them for more gold anyway.
>>
>>46147304
Our biggest problem is just numbers.
We only have have a few hundred people total. We just don't have the numbers necessary to make a major fighting force and support it.

>>46147308
Keep to the terms of the agreement. Propose a massive celebration sponsored by all 3 races, mostly cause the other 2 are bigger and have more resources than little ol' us do, to help solidify and strengthen or alliance.
>>
>>46147308
Boys, its cool. Not a bad loss all in all. I suggest our newly acquired orc war party should be immediately enthralled and sent to gather more thrall subjects and we should look to expand our conventional army capabilities and also our resources. Expanding the iron mines and maybe trade routes also
>>
>>46147403
Talking bout the dwarves here, incidentally. We're dealing with a far smaller and less defended population then they are.
>>
>>46147308
First of shmeh, thank you for hosting these threads, they've all had a lot of unique discussion and emergent worldbuilding!

Secondly I agree with this sentiment >>46147304
We need to prepare ourselves for the other would be warlords, and a standing army could be useful for both expansion and the protection of our thralls.

Finally I think that we should further refine our upper vampiric society, that is to say establish a more defined hierarchy. I say we have different clans of our vampires manage different aspects of our civilization, with all of them reporting to Camilla (think VtM).
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