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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 8
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You know the rules. First to three votes decides the race and location.
>>
Oyster

Dont mind me
>>
>>46295654
Goblins Subterranean
>>
>>46295654
Goblins, Tundra
>>
>>46295654
>Silmes
>Subterranean
>>
>>46295654
Trolls subterranean.
>>
>>46295654
Undead mountains.
>>
>>46295654
Human mountains
>>
>>46295691 = 1
>>46295713 = 2
>>46295898 = 3
>>46295974 = 4
>>46296003 = 5
>>46296052 = 6

dice+2d6
>>
Rolled 4, 3 = 7 (2d6)

>>46296095
In Options, dear sir.
>>
Rolled 4, 2 = 6 (2d6)

>>46296095
Let's have some good rolling!
>>
Rolled 4 (1d6)

>>46296095
>>
>>46296130
>>46296135
"1d6" My bad
>>
Rolled 2 (1d6)

Begins writing.
>>
Your people have been ousted out of their ancestral home in the mountains, by the greedy dwarves. Pushed out to the frozen north, you make your way past fur trees, and packs of wolves to find a safe place for you to call home. Along the way, many goblins have been left to die in the snow, their faces frozen in pain. You find a clearing in the dense forest. Beaten, and hungry, your people look towards their oldest member of their tribe for guidance.

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic.
E. Mate
F. Your Suggestion

(Also taking names for the leader.)
Population: 20 (10/10 male&female)
Food: meager
Water: meager
Resources: None.
Technology: Stone-age.
Weapons/Armor: spears.
Magic: None.
Architecture None.
Defenses: None.
>>
>>46296407
>A. Try to improve settlement.
We can mate like wild after we have the homes for it.
>>
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>>46296407

>D. Try to improve magic.
We need to find a way to protect ourselves, and we need a way to hunt. This works both ways.
>>
>>46296407
F. Capture/Tame wolves.
Gotta get our mounts before we go gobbo-mongul.
>>
>>46296746
Going from this
>>46296779
To this. I like the beastmaster idea.
>>
>>46296407
A) Shelter before all else

What should we roll?
>>
>>46296820
>>46296407

Remember the survival triangle, food>water>shelter.
We have the first two ( could use improvement though)
>>
>>46296407

Glorious Leader- Gul'nork
>>
>>46296517
Second this
>>
>>46296908
I love this name, but he needs a badass title to go with it. I suggest either the Beastmaster or the Ravenous.
>>
>>46296958

Gul'nork Skull Splitter
Son of Dursk Split-skull

Why are we freezing to death? Where's our fire shaman?
>>
>>46297039
Were not freezing, but if we don't build shelter soon then we might be
>>
Rolled 2 (1d5)

>>46296517 = 1
>>46296746 = 2
>>46296779 = 3
>>46296797 = 4
>>46296820 = 5
Gul'nork sounds good to me (begins writing)
>>
>>46297069
Any chance we can send out a scout party while we improve our magiks?
>>
>>46297069
Our magic has never been on par with other races, but if there ever was a time that we could use it, not would be it. Gul'nork says he will return, after consulting the spirits via the fruit of the gods. Gul'nork, with his long white beard tucked into his belt, strolls out to the forest. After a ways away from camp, he begins to search every stump, underneath every log, and even under the snow itself, all so that he can find the small blue mushroom caps he had heard about in stories. After finding a handful of the mushrooms, he swallows them in one bite.

What does Gul'nork see?

A. Arcane magic (Choose one: One-Element style of magic, telekinesis, druidic magic, shamanic, summoning, Alchemy}

B. Divine magic (Explain religion: What god or pantheon do the lizard follow? How does this manifest?)

C. Witchcraft (Choose one: Hexes/curses, necromancy, shadow magic, spirit manipulation, transformation.)
>>
>>46297137
In the next post, sound good? :)
>>
>>46297290
A-Sharmanic seems like the better fit
>>
>>46297290
Is this in addition to our fire dude?

>>46297311
Sounds good
>>
>>46297290
B. Divine magic (follow the god of wind and light. He manifest himself as a large snow hawk)
>>
>>46297290
A, Alchemy
>>
>>46297290
C. Witchcraft Curse. So we may curse the Dwarves that took our home
>>
>>46297290
C- Necromancy, so that even our fallen may still serve the tribe.
>>
>>46297523
this
>>
>>46297290
A.Druidic or Shamanistic, whichever will give us better options for controlling and improving animals.
>>
>>46297523
this
>>
>>46297574
Undead beasts bro.

The perfect pet
>>
>>46297687
Eh, dead wolves don't breed more wolves, nor do they provide new fur. Not saying we shouldn't go there, just maybe get there second rather than first.
>>
>>46297523
Second necromancy
>>
>>46297523
I agree, necromancy all the way
>>
>>46297290
B. Divine Magic.
The god of penises. Manifests as the ability to transform one's dong into a claymore.
>>
Rolled 6 (1d8)

>>46297327 = 1
>>46297450 = 2
>>46297484 = 3
>>46297491 = 4
>>46297523 = 5, 6, 7 (>>46297542>>46297645>>46297687)
>>46297574 = 8
(Begins writing)
>>
>>46297822
You mind if I link this on the civ general?
>>
>>46297891
Go ahead :)
>>
>>46297822
Gul'nork drops to his knees, puking his stomic empty. Through his new state of being, he begins to see strange patterns and minds expanding modes of thought. But he is distressed by visions of dead goblins, rising from their snowy graves out in the fields where their bodies could no longer handle the intense cold. They reach for them, walking with shambling steps towards him. Gul'nork, in his hallucinations, finds that his feet no longer work; slowly melting into the forest floor. The dead take a hold of his arms and legs, and slowly drag him away... He wakes up, nearly a day later near camp. As he looks at his surroundings, he sees the corpses of five frozen goblins; all looking blankly at Gul'nork, their master.

As Gul'nork returns to camp, one of your brown nosing subordinates informs you that while you where speaking with the spirits, he took the liberty to send a few scouts around to get the bearings of where they are. To the north, more frozen mountains, to the east lies a human fishing town, westward more forests but strange things happen in the forest, finally south is where your old home was – which one day you vow to retake from the thrice cured dwarves.

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic. (locked. Wizard needs a break before eating mushrooms again)
E. Mate
F. Hunt/forage for food.
G. Your Suggestion


Population: 25 (10/10 male&female + 5 undead goblins zombies)
Food: meager
Water: meager
Resources: None.
Technology: Stone-age.
Weapons/Armor: spears.
Magic: None.
Architecture None.
Defenses: None.
>>
>>46298181
A. Try to improve settlement.

Necromantic Goblins? Dis gon be gud.
>>
>>46298181
>F. Hunt/forage for food.
Also, should probably send scouts east. See if the human town is friendly to the dwarves, and if they aren't then we can think about diplomacy
>>
>>46298181
Can we split between foraging and improving settlement?

Since we have sone tireless laborers now.
>>
>>46298181
Send leader and five undead into the forest where weird things happen. Weird things may be very good to a necromancer.

While doing that improve settlements with the other goblins, forming a large mass of houses
>>
Reporting
>>
>>46298181

I think we need to get settled down.

G. Get the zombies working on the settlement while the other hunt/forage.
>>
>>46298218
I don't think necromantic goblins are going to win much favor from humans.

Better off strengthening ourselves and killing them. Then rezzing them of course.
>>
>>46298181
G. Wolf husbandry
>>
>>46298181
A. Try to improve settlement while sending scouts to the village.

Let's assume they're not going to be friendly, it's safer that way.
>>
>>46298264
Seconding
>>
>>46298181
A. Try to improve settlement.
>>
>>46298290

Let's see. In either case, we need to act from a position of strength.

>>46298304
>>46298264
>>46298238

Looks like 3 people for this so far.
>>
File: 1452770712304.gif (1 MB, 400x227) Image search: [Google]
1452770712304.gif
1 MB, 400x227
>>
>>46298339
Four →>>46298313
>>
To what extent to the undead function?

Mindless zombies? Or could the pass for alive with a little makeup and perfume?
>>
>>46298216
>>46298313

>>46298238
>>46298264
>>46298298
>>46298304

>>46298339>>46298375
Try 6. 2 for just settlement improvement (including me) and 4 for various dual options.
>>
>>46298440
I put to explore the forest and build houses, if we can't do both in going houses
>>
Gul'nork Orders the zombie workers to begin working on cutting trees and collecting other useful materials. The goblin wives then set out to collect barriers and other useful vegetation, while the husbands take their spears into the forest for any game. (Arbitrary roll of success has determined that the hunt was successful: food is set to satisfied). As the hunter gatherers return. They take the wood collected by the zombies and begin to make frames of huts. Soon you apply mud and clay to make rudimentary Wattle and Daub huts. [Architecture changed to: Wattle and Daub huts]
A goblin is sent to the human town to investigate their attitude towards your people and their attitude towards the bearded menace. He finds that while they don’t trust your kind, they have no problem taking goblin business. This attitude is carried toward the dwarves, but thanks to dwarves craftsmanship – humans value their trade more than any others.

(ONE WEEK HAS PAST SINCE THE FIRST POST)

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic. (locked. Wizard needs a break before eating mushrooms again)
E. Mate
F. Hunt/forage for food.
G. Your Suggestion


Population: 25 (10/10 male&female + 5 undead goblins zombies)
Food: satisfied
Water: meager
Resources: None.
Technology: Stone-age.
Weapons/Armor: spears.
Magic: None.
Architecture Wattle and Daub huts.
Defenses: None.
>>
>>46298711
>C. Try to improve technology.
>>
>>46298711
What water sources are nearby?

A. lets try and get some water to us or something
>>
>>46298711

G. Dig well and look for water sources.
>>
>>46298711

>G Look for any nearby ruins.
We are goblins, we don't have much when it comes to technology. But why should we research when long dead races might have already invented better things!
>>
>>46298711
Alright, we seem to like doing two birds with one stone, so
F/G. Hunt the wolves to their water-source. Capture/tame if possible.
>>
>>46298711
C: Learn how to farm so we don't have to go out and hunt. That way we can focus our men to do more productive things, like mating and producing crafts.
>>
>>46298711
C- Technology.

Where do we get water from?
>>
>>46298780

Win. Seconding instead of >>46298761
>>
>>46298759
A frozen river in the forest. Your people have been melting small pots of snow for their water needs at this moment.
>>
>>46298711
C. Try to improve technology.
>>
>>46298780
This.

We need a raiding party soon or the minions will get bored.
>>
>>46298898
There are all of 20 goblins. There are no minions.
They're all a bit more concerned with not dying at the moment.
>>
>>46298711
C. Try to improve technology.

Let's work on our craftsmanship, Goblins aren't known for their gloriously crafted items, but fuck those Dwarves
>>
Rolled 7 (1d9)

>>46298750 = 1
>>46298759 = 2
>>46298798 = 3
>>46298769 = 4
>>46298780 = 5
>>46298789 = 6
>>46298795 = 7
>>46298895 = 8
>>46298898 = 9
>>
>>46298980
Quick question, Should I be rolling which to person's choices wins like I have been, or should I see which gets a majority vote after a period of time? What do you guys say?
>>
>>46299015
I'm actually a big fan of the way you're doing it. It's new (to me at least) and it seems fair

>GM rolls peoples answers to determine answer to his question
>>
>>46299015
I like the way you're doing it.
Stack similar choices together for a larger chance of success.
>>
>>46299015
I like the way that you are doing it because it throws us a bit more curve balls
>>
>>46299044
>>46299048
>>46299050
10-4. I'll be right back with a post in a few. pizza just got here. :)
>>
>>46299015
I'd say wait until the first [x] amount of votes (5 for now, more or less depending on thread activity). Then start a timer for about 3 minutes. Lock votes in, take the option with the most votes.
>>
>>46299015

I like how you are rolling.
It may give us something that the majority of people didn't want, but we are goblins so something chaotic like that fits.
>>
>>46299090

When you put it that way, I can't disagree.

But yea, when there is an overwhelming consensus, probably just go with that.
>>
>>46299015
this
>>46299048
>>
>>46299163
Agreed. No need to roll if 6/7 wants the same thing.
>>
>>46299086
After some time has past your people work to make pots and clay vessels for storing large quantities of water that you boil out of the snow. With the help of the zombie laborers, you manage to dig a deep enough hole to find water. But in the attempt, two zombies are lost: tools fall on their heads, damaging their brains and re-killing them instantly and final [lose two zombies][Water increased to: Satisfied]. One of the goblin wives, wondering what to do with the green berries that typicly make you sick, mashes them into a paste, and finds that it makes for a beautiful dye for: pottery, writing, and clothing.[New resource: Emerald -Green dye]

Population: 25 (10/10 male&female + 3 goblins zombies)
Food: satisfied
Water: satisfied
Resources: Green dye.
Technology: Stone-age (Pottery, hut building, and well making).
Weapons/Armor: spears.
Magic: None.
Architecture Wattle and Daub huts.
Defenses: None.
>>
>>46299597
Start building our population, and maybe have aux zombie troops?
>>
>>46299597

>Build walls around the village.
If we want to build a population we need to make sure our children are safe from what is around us.
>>
>>46299597 Forgot to add this. My bad

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic.
E. Mate
F. Hunt/forage for food.
G. Your Suggestion
>>
>>46299597
You may have forgotten to post the options, but I say we start mating. Get some fresh cannon fodder. Let's rev up our raiding engines, guys.
>>
>>46299597
Make us some goblin babies
>>
E. Mate
Time 4 babies
>>
>>46299700
Mate for all the living goblins
Zombies starts to build defenses
Leader improves magic
>>
>>46299777
i change my answer to this cuase trips
>>
>>46299700

G. Post scout at human cemetery so he can inform for human zombies. Better yet, scout the dwarf the cemetery and get their asses back that way. But first one for now.
>>
>>46299777
Casting my vote for the trips
>>
>>46299700
Get some wolves already.
>>
>>46299823
This, zombie scavenging
>>
>>46299700
If we improve magic can we double up on our necro-powers?
Or do we have to choose another?
>>
>thread dies and we can't raise it from the dead
Feels bad senpai
>>
So do we know what the humans do with their dead?

Raiding party with shovels maybe for, fresh, supplies
>>
Rolled 2 (1d11)

>>46299710 = 1
>>46299716 = 2
>>46299730 = 3
>>46299777 = 4
>>46299800 = 5
>>46299823 = 6
>>46300044 = 7
>>46300154 = 8
>>46300232 = 9
>>46300396 = 10
>>46300784 = 11
>>
>>46300895

Time to make some ugly babies.
>>
>>46300895

He lives!
>>
>>46300781
>family is filtered to senpai
Okay so how many familia shitposters flooded this board?
>>
Your people, now with their huts and stable source of food, finally feel comfortable to be fruitful and multiply. After nine months, baby goblins now inhabit the snowy village. From the mountain, colored lights explode from the sky. The dwarves, with their cursed fireworks; Another sign of their auspicious occupation. The moral of your people have decreased noticeably.

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic.
E. Mate
F. Hunt/forage for food.
G. Your Suggestion

Population: 35 (10/10 male & female + 10 infants. + 3 goblins zombies)
Food: satisfied
Water: satisfied
Resources: Green dye.
Technology: Stone-age (Pottery, hut building, and well making).
Weapons/Armor: spears.
Magic: None.
Architecture Wattle and Daub huts.
Defenses: None.
>>
>>46301569

>G. Your Suggestion
We should attempt to talk to the local humans.

Normally goblins aren't that diplomatic, but these humans might be willing to assist us.
>>
>>46301569
D: Try to improve magic

If we go for raiding the humans now, we might risk pissing off the dwarves.
>>
>>46301569
B- we need weapons, of the ranged variety mostly. Armor for the zombies who shall be our front line.
>>
>>46301569
> B
>>
>>46301680
Supporting
>>
>>46301680
This
mostly armor
>>
>>46301569
G. Your Suggestion
Diplomacy Humans!
Go in with that sweet Emerald-Green Dye. Get that trading.
>>
>>46301919
I support this. Trade is always good.
>>
>>46301648
This, but we should offer to sell our services to the humans. or learn some way of blasting our foes.
>>
Reminder that goblins have Abysmal diplomacy
>>
>>46301985
Exactly, which is why we should prepare for war.
>>
>>46301985

Goblins are also supposed to start with a shaman attuned to fire, but we use necromancy. I don't think these are average goblins.
>>
>>46301985
Shhhhhhhhhhh
If the humans turn on then we'll just kill them and raise them.
>>
>>46302079
We have one of those too
>>
Rolled 4 (1d9)

>>46301624 = 1
>>46301648 = 2
>>46301680 = 3
>>46301684 = 4
>>46301728 = 5
>>46301807 = 6
>>46301919 = 7
>>46301943 = 8
>>46301951 = 9
>>
While your people look on at the fireworks, some are inspired make more ways of making dwarves pay for their crimes. Some make wooden shields, while others make bolas to trip up their foes (Which has helped hunting out greatly, food increased to: Abundant).

Gul'nork grows restless; months have passed by, with no progress on the retaking of the goblin mountain. This changes with the news that a large caravan of human traders making their way to the town. Some in village say they come from the new dwarf hold. Some say they come from the elves, who use the port as a way to connect to their queen/mother.


A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic.
E. Mate
F. Hunt/forage for food.
G. Your Suggestion

What do we do about the traders?
A1. Attack the caravan. And loot the supplies.
A2. Ask to barter for goods and services.
A3. Leave the caravan in peace. We have no need of their wares.

Population: 35 (10/10 male & female + 10 infants. + 3 goblins zombies)
Food: satisfied
Water: satisfied
Resources: Green dye.
Technology: Stone-age (Pottery, hut building, and well making).
Weapons/Armor: spears, bolas, wooden shields.
Magic: None.
Architecture Wattle and Daub huts.
Defenses: None.
>>
>>46302458
>A2. Ask to barter for goods and services.
>>
>>46302458
>D

>A2
>>
>>46302458
> A: Improve settlements

>A2: Try and barter
No need to make the humans hostile towards us. We can give them dyes and pottery
>>
>>46302458
C

A2
>>
>>46302458
>D. Try to improve magic
>A2. Ask to barter for goods and service
>>
>>46302458
A. Try to improve settlement.

A2. Ask to barter for goods and services.

Let's get us some shinies and intel.
>>
>>46302458
A1-Attack! Slaughter them all and raise their dead.

G- Let's get some wolf mounts up in this shit.
>>
>>46302520
Shit didn't realise magic was open

Changing votes to

> D: Improve magic

> A2: Trade dye and pottery for weapons and/or armour
>>
>>46302561
I don't think we actually have necromancy, besides 5 dead that were accidentially raised when leader went into a trance/dream
>>
>>46302458
>A Improve Settlements.
We need to build some defenses.
>A2.
We got dye, that might be worth something to them.
>>
>A
>A2
>>
>>46302590
I'm pretty sure we do.
>>
>>46302561
Change G to D
>>
>>46302458
D: improve magic
Attack and loot the caravan
>>
>>46302590
We do. That's what won the magic roll
>>
Rolled 9 (1d9)

>>46302489 = 1
>>46302524 = 2
>>46302545 = 3
>>46302556 = 4
>>46302574 = 5
>>46302592 = 6
>>46302674 = 7
>>46302707 = 8
>>46302727 = 9
>>
>>46302971
No. ;_; Humans should be trade partners.
>>
>>46302971
Well fuck...now we have more enemies...

Anyway we can keep our involvement a secret? Like leave none alive and remove any trace that could potentially lead the blame back to us?
>>
>>46302971
Once more, Gul'nork seeks to eat from the fruit of the Gods. Some of the women say that they have found more of the blue caps, but have not found any new spores in a long while. As far as you know, these could be the last of the mushrooms until you find a new supply.

What does Gul'nork see?

A. Arcane magic (Choose one: One-Element style of magic, telekinesis, druidic magic, shamanic, summoning, Alchemy}

B. Divine magic (Explain religion: What god or pantheon do the Goblin follow? How does this manifest?)

C. Witchcraft (Choose one: Hexes/curses, shadow magic, spirit manipulation, transformation.)
>>
File: goblin_diplomats.jpg (31 KB, 223x310) Image search: [Google]
goblin_diplomats.jpg
31 KB, 223x310
>>46302971
>>
Rolled 19 (1d20)

>>46303034
This arbitrary roll is to see how stealthy your fighters are.
>>
>>46303039

>C. Witchcraft
Transformation! Instead of taming wolves, lets turn into them.
>>
Witch craft curses and spirit manipulation

Also we should start hunting and have the hunters collect all the bones they can find make ourselves some undead bone constricts of mixed animals
>>
>>46303039
> A: Shamanic
Should help with taming wolves
>>
would it help if I made a stat sheet for Gul'nork?
>>
>>46303039
>>46303090
This
I would love some wolf buddies please
>>
>>46302971
>8/9 people vote a2
>one fucker screws it up for everyone
>>
Excellent.
>>
>>46303039
YFW you go out to commune with the spirits and wake up rapromancying an elven carivan
>>
>>46303039
A. Arcane magic: Fire magic. Burn baby burn!
>>
>>46303128

We could still work with this. Considering it was 8/9 vote, these could have been some of our goblins deciding to go solo instead of us making the order.
>>
>>46303039
Hexes/curses. It fits the necromancer vibe, and we can use this to curse either the humans or the dwarves crops. We could take both of their land.
>>
>>46303201
Also op did a stealth check and rolled a 19/20
>>
>>46303081
This.
So much this.

>>46303102
Yes please
>>
>>46303128
>>46303128
What part of "Diplomacy: Abysmal" do you people not understand?
>>
>>46303338
Exactly.

Why are you guys trying to go passive?
We're goblins for christs sake.
If we don't attack something they get bored and burn *our* shit instead.
>>
Rolled 4 (1d7)

>>46303078 = 1
>>46303081 = 2
>>46303090 = 3
>>46303107 = 4
>>46303166 = 5
>>46303210 = 6
>>46303279 = 7
>>
>>46303404
Wew wolfies here we come
>>
>>46303338
When they're better equipped, better trained and physically stronger...survival first, bloodlust later
>>
Well hopefully they'll be useful for raiding this caravan.

If not undead mounts are good too.
>>
>Tame wolves
>breed wolves
>kill parents to be undead,
>live wolves are kept safe & used for breeding
>repeat
>>
>>46303509
I am down for this. We get undead mounts and I'm sure we could use the live wolves for hunting as well
>>
>>46303509
>>46303555
Works for me.

Hopefully we get some good loot from those squishy humies.
>>
Gul'nork eats the last of the blue-capped mushrooms. He expected to see more visions from the dead, but this time, the vale of reality is ripped from his eyes. Gul'nork looks at the same hut that he decided to eat the mushrooms in, but now he can see the multitude of spirits that float through the walls of the hut. Mostly, as Gul'nork looks around, are animal spirits; reenacting what they did in their lives. But some are not so friendly. Demons and other ill omens can also be seen. One particular spirit, one of sadness resentfulness born out of your people’s recent suffering, sits above the lodge of Gul'nork’s hut. With a psychic shout, the spirit shakes with fear. Other spirits, take a look at what is happening, finaly having someone who can see them. With more shouts, other spirits of misfortune leave the village. Other, friendlier spirits, are grateful for the disappearance of the evil malignant spirits; who apparently hunt down weaker spirits for strength. When they ask how can they repay Gul'nork for his kindness, he asks for their assistance in taming the wild beasts that live out in the deep woods.
>>
>>46303755
Within moments, your people hear the howling of dreadful direwolves. This is not what Gul'nork expected. These wolves where the size of small horses, thick with warm fur, and teeth that look about the size of knives. Your people scatter to their homes, but none of the beasts attack. They look towards Gul'nork for orders. The goblin chief knew what to do. With a point of his finger, he yelled “KILL”. With frightening speed, the wolves descend upon the traders, their screams of pain quickly stopped as another neck as ripped open. The wolves return, awaiting more orders like loyal family dogs. With mirth’s of laughter, he orders the men of the village to loot the carts, and to cover their track when returning back to the village. Being pulled by the traders own horses, the Goblins return with: carts of fabric, leather, farming tools, books (though your people cant read), and what appears to be a dwarves loom. The wives are in awe of the loom, as it is rolled into camp along with two strongboxes that the goblins cannot open.

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic.
E. Mate
F. Hunt/forage for food.
G. Your Suggestion

Population: 35 (10/10 male & female + 10 infants. + 3 goblins zombies)
Food: satisfied
Water: satisfied
Resources: Green dye, 1 cart of fabric, 1 cart of fabric leather, 1 cart of fabric farming tools, 1 cart of fabric books (though your people cant read), a dwarven loom.
Technology: Stone-age (Pottery, hut building, and well making).
Weapons/Armor: spears, bolas, wooden shields.
Magic: None.
Architecture Wattle and Daub huts.
Defenses: None.
>>
>>46303768

I don't know what we should do with the leather and fabric but "GUL'NORK WANTS WHAT'S IN THE BOXES"

and probably use the tools for farming or somesuch.
>>
>>46303768
A. Try to improve settlement.
We need to make this place more defensible, especially after killing some traders.
>>
File: wolf.jpg (20 KB, 432x259) Image search: [Google]
wolf.jpg
20 KB, 432x259
>>46303768
A
A sort of "Dire Wolf Ranch" would be nice
>>
>>46303768
> Write in
Can we use the fabrics and leather fabrics to make saddles and armour for our new mounts?
>>
>>46303768
>A
Need to prepare for a possible counter attack if the humans find out what happened to their traders.
>>
>>46303891
Your guy's roll >>46303061 to avoid detection was pretty high. the humans will see this as a wild animal attack. I don't want to influence your vote, but I thought you should know.
>>
>>46303882
This.

But we need to get in those strongboxes too.
>>
>>46303768
I'd complain about all these people trying to do the most stereotypical thing for goblin mounts...buuuuuut DIRE WOLVES.

G. Use the fabrics and leather fabrics to make saddles and armour for our new friends.

>>46303768
Pop should read 33. 20 adults, 10 infants, 3 zombies.
And could we please get some direwolf numbers?
>>
>>46304018
Agreed. Direwolf numbers would be great OP
>>
Why am I the only one who wants to know what's in the boxes?
>>
Just an FYI. I'm heading to bed. But I will be on here later to continue this thread later. Just in case, I've archived this thread here: http://suptg.thisisnotatrueending.com/archive/46295654/ . check in anytime around 12pm to midnight central time to jump back into this game.
>>
>>46304049
BECAUSE ONLY COWARDS USE METAL BAWKSES
WE...WE TOOK AWAY THE METAL BAWKSES

...

Actually, wait, that's a good point...Still It's something that we should probably put on the back burner for now.
>>
>>46304067
What's the time where you are now?
>>
>>46304067
Thanks for the game OP
>>
>>46304118
Agreed.

Can't wait till next time.
>>
>>46304117
1:42 am

>>46304118
No problem. I cant wait to see where this story goes.
>>
So any reason we didn't collect the dead traders and make more undead?
>>
>>46304900
Excellent question.

I'm sure that we can go back and get them
>>
is thread alive now?
>>
>>46307049
Well Op isn't back but keeping the thread from deletion wouldn't hurt.
>>
Rolled 16 (1d20)

>>46304900
>>46307036
>>46307049
>>46307060
Still here. Just need for a class to get out, and I'll be back posting. I'll say that you have whatever you roll for in human zombies; I'll address it in the next post.
>>
Rolled 1 (1d6)

>>46303842 = 1
>>46303858 = 2
>>46303882 = 3
>>46303891 = 4
>>46304018 = 5
>>46304031 = 6
I'll post around 12pm central time.
>>
>>46303039
A
>>
Your wealth grows, And now your army grows. Gul'nork pulls from his source of magic, and calls to the corpses in the field. They spring to un-life, and shamble into camp. 16 humans, all of which are taller and stronger than your average goblin.

Gul'nork orders his new recruits to begin chopping down trees and making a wall around the goblin village. Your men, who are more dexterous than the corpses, use their ill-gotten tools to shape the wood into frames and posts to make up the wall. Within a week, your people have erected a wall that encircles the village. Spikes facing outward, are also placed along the parameter of the village. While this is going on, the wives use the loom, and find that they can make blankets and bolts of cloth faster than by traditional means, and with the green dye, they are able to make detailed patterns in the cloth. Soon, your goblins are dressed not only in warm handmade clothes, but are somewhat fashionably.

Your strongest warriors have tried to pull apart the strong boxes; but have only succeeded in exhausting themselves out. Apparently these are dwarves strongboxes, and very hard to break; but they are only used for special items.

Population: (35 Goblin villagers, 20 adults, 15 infants. 3 goblins zombies, 16 human zombies, 12 loyal dire wolves.)
Food: meager.
Water: satisfied
Resources: Green dye, 1 cart of fabric, 1 cart of leather, 1 cart of farming tools, 1 cart of books (though your people cant read), a dwarven loom, and two locked strongboxes.
Technology: Stone-age (Pottery, hut building, and well making, weaving).
Weapons/Armor: spears, bolas, wooden shields.
Magic: None.
Architecture Wattle and Daub huts.
Defenses: walled city, spiked parameter.
>>
All hail OYSTERIOUS

>religion
>>
>>46308924
we need food
>>
>>46308924
Helps if you give people choices :\

A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic. (Can only improve on necromancy or shamanism, until you can find a mage to teach you a new school.)
E. Mate
F. Hunt/forage for food.
G. Your Suggestion
>>
>>46309102
agreed
>>46309184
F
>>
>>46309184
A. Farms would be nice for food in the long run.
>>
>>46309184
G. barter the stuff the wives have been making. We can still make allies with the humans, and maybe spread rumors; blame the dwarves for killing the humans?
>>
>>46309184
A. Try to improve settlement.
>>
>>46309431
>>46309743
I'm agreeing with these anons stable source of food then we gets our warring on maybe with training an actual army or at least soldiers to differentiate
>>
>>46309184
G
Religion for social organization
>>
>>46309184
A. Try to make farms. A stable source of food can allow us to focus on weaponry and such. Question to the GM: Does improve armaments mean improving the quantity or quality of our weapons?
>>
>>46309184
A- Build farms.
>>
>>46309184
Farms..and breeding?
>>
>>46310108
Fuck on the soil to make it richer. WE WILL PLANT OUR SEED ONTO THE GRAVE OF OUR ENEMIES!!
>>
>>46309184
Farms and Necromancy
>>
Ok clanmates I'm going for a while.

Always remember.

The clan comes first,
Do no fear death for even the dead can serve.
Don't trust anyone.
>>
>>46310471
I am not taking advice from someone i cannot trust
>>
Rolled 9 (1d10)

>>46309210 =1
>>46309431 =2
>>46309495 =3
>>46309743 =4
>>46309840 =5
>>46309883 =6
>>46309934 =7
>>46310013 =8
>>46310108 =9
>>46310229 =10
>>
>>46311019
Your people now use the tools to create rows in the earth. Much of the heavy work is done by your new zombie slaves, while teams of dire wolves take the work of plough horses. Outside of your walls, squares of black earth are exposed to the sun, a stark contrast to the snow that surrounds your village. Some goblins plant red barriers, some plant potatoes, garlic, and onions and other winter hearty plants. With this, your people are set for food when the plants grow. A month passes, where not much of anything really happens, your zombies tend to the fields, while your people busy themselves with the day-to-today stuff. This peace is broken by the arrival of three humans, two with breastplates and cross bows, one with a fancy garb, holding a scroll. He wishes to speak with the leader of this village, on behalf of the leader of the human port town.

“You seem to have built quite a community of… your kind… in my mayor’s forest. While we welcome any who wish to live in my baron’s land, it seems that you have neither asked for land deeds, nor paid taxes for said land.”

What is Gul'nork’s response?
A1. If we ingratiate ourselves with the humans, perhaps we will be safer? Integrate with the human settlement (You’d legally answer to the humans for anything)
A2. Ahh, three more zombies for the taking (attack the massagers, and convert them into the undead)
A3. Tell them of our plight against the dwarves, perhaps they will take pity on us.
A4. Your suggestion

(Will be started after the first choice is resolved)
A. Try to improve settlement.
B. Try to improve armaments.
C. Try to improve technology.
D. Try to improve magic. (Can only improve on necromancy or shamanism, until you can find a mage to teach you a new school.)
E. Mate
F. Hunt/forage for food.
G. Your Suggestion
>>
>>46311870
A4. Your suggestion

"We are willing to buy these lands off him but we will not pay a tax, mostly because we have no money although we can supply labour at a lowered cost."

B. Try to improve armaments.
>>
>>46311870
A4. Unleash the wrath of zombies and direwolves upon them.

After that, we should prepare to raid the fishing village to add more corpses to our army and wait out a potential attack.

As for usual options, B. We should supply armor to our zombies and live men.
>>
>>46311870
A3. we can say that their neighbor is getting greedy, and that the human port is next on their list of land to grab.

B. Lets make some bows.
>>
>>46311870
>A1. If we ingratiate ourselves with the humans, perhaps we will can fuck them up later. Coming here demanding payment, who do they think they are?

>B. Try to improve armaments
>>
GM, does the river flow towards the fishing village (when it's not frozen)?
>>
>>46311870
I'd like to lump my vote in here
>>46311928
sounds the best option to me, might get humies out of our hair for a bit at least.
>>
>>46313199
As it so happens, it does. The river flows from the inland with fresh water, and meets the sea near. its at the point where the river and ocean meet, where the humans live.
>>
>>46311870
>A1
Seems like a safe option for now, we can always backstab them later.
>D.
Necromancy!
>>
>>46311870
2A

A
>>
Rolled 5 (1d6)

>>46311928 = 1
>>46312008 = 2
>>46312116 = 3
>>46312117 = 4
>>46313934 = 5
>>46314190 = 6
>>
>>46314359
Re-rolling for one last person join the vote>>46314192
>>
>>46314414
And nothing changed at all with the reroll.
>>
Rolled 10 (1d20)

>>46314414
Gul'nork, from up the walls, says that if the mayor is willing to negotiate terms of sale, the goblin people would be willing to work something out. (Arbitrary 1d20 Roll determines success)
>>
>>46314476
The messenger leaves to convey your proposal. A day passes before you get a response. The messenger, who now comes with three new guards. Says that the land is not for sale, unless the goblins where willing to do some dirty work. The mayor values the land for the forest and the river access, but he is willing to wave ownership of the area if the goblins would mind dealing with a tribe of particularly viscous kobolds living in a mine about 100 miles away from your village. Apparently they have already attacked a few caravans of traders, and have stopped supplies coming to the town.

A1. You have a deal
A2. We are not the mercenaries of other races, no dice!
A3. Your suggestion.
>>
>>46314631
A1. You have a deal
but,
A3. Your suggestion.
We want access to the mine after. You know, so we can make sure the kobolds can't come back and not so we can upgrade to iron weapons.
>>
>>46314631
A1. You have a deal + mine will be our (if it's possible)
>>
>>46314631
>A1. You have a deal
Sovereignty and kobold zombies? Sounds good to me
>>
>>46314710
Also let's try to get some info on the kobolds
>>
>>46314631
>A1. You have a deal.
>>
>>46314631

A3. Tell Humans that we agree and we shall begin preparations, but in fact send diplomat to kobold's mine and suggest them to make joint attack on human city.
>>
>>46314903
>>
>>46314903
Genious amigo
>>
>>46314903
I vote this. Fuck those who buy the bobbles and trinkets of dwarves.
>>
>>46314631
I'd like to vote with;>>46314903
this time.

their supply lines have already been cut for a while so they're obviously weakened.
>>
>>46314903
this is so evil I love it
>>
>>46314631
A3 go along with them, buy be prepared to use the dead kobolds to betray the humans.

Also note that we share a river, and they're downstream. We should take advantage of this.

Poison the river with some magicks in the future? Launch future underwater undead assault? Think about it, guys.
>>
>>46314683
Changing from above to
>>46314903
I love this plan.
>>
>>46314903
Best part about this is the number of ways it benefits us.

>no matter who dies in the brawl we get zombies
>if the kobolds are weakened, we can just kill the rest and take their mines with the zombies
>If the humans are wiped out we got a new fishing outpost
>>
>>46314903
Going with this, just because of how cool it sounds.
>>
I leave for a few hours and you immediately start cooperation with the humans?

Guys, we talked about this.
>>
>>46316513
Did you read this? >>46314903 and >>46315766
>>
>>46316536
That was after you tried "negotiation"

Making the best of a bad situation. Definitely the best option given the circumstances.

I will enjoy this outcome
>>
Gul'nork smiles as he lies through his teeth. But as the massagers to the human town leave, the goblin chief orders a wolf and three other riders to meet him near the village gate. He then orders that bows and arrows be made while he journeys to the kobold mine. The wives work fiber into the twine that make the bowstrings, while the men carve and whittle bows. They are much shorter than human bows, but they will do the trick.

Two days pass, as Gul'nork and his party make their way past freezing winds and jagged rocks. Ice and snow are a constant factor in this inhospitable land. As you arrive to the mine, the can see why the kobolds made their home underground; free from the ice and winds. A couple of nearly frozen kobold guards wait at the entrance; their reptilian bodies not made for the weather. They jump to attention as they see Gul'nork upon a fearsome direwolves. With a hand held up, Gul'nork dismounts his charge, and approaches the guards; telling them that he wishes to parlay with the kobold leader. One of the guards runs into the tunnel to relay the message, as Gul'nork’s party and the lone guard wait awkwardly in the snowing weather.
>>
>>46316654
Moments pass before a garrison of kobold arrive, saying that they will take you to their high priest. Gul'nork feels more at home in the tunnels, reminding him of his old mountain home. Deeper and deeper in the mine Gul'nork goes, the more he sees that the kobolds have done nothing with the carts or tools. But here and there, a kobold rushes from the corridors of the tunnel; apparently busy with some task or another. Finally Gul'nork enters a rough hewn opening into a natural cave. Stalactites and Stalagmites as tall as a two-story house. Here and there, ore glitters off the walls. In the center, a large flow of lava bubbles; and over which an ovoid object hangs over the heat of the lava.

The priest, who apparently was chosen by how tall he was, greets Gul'nork. And asks why he has come. After an explanation Kar-kar the kobold priest, ponders.

“So you want us to help you double cross the humans into their town. We have no interest in the town. We only serve the egg. For when it hatches, we will reign supreme.”

How does Gul'nork convince Kar-kar to aid him?
>>
>>46316677
"The humans wanted your people killed, if they ever find out about this egg, they will do everything in their power to destroy it."
>>
>>46316677
The humans know about the egg and are coming for it, they want to destroy it before it hatches.
>>
>>46316677
We have powers overr the spirt world, for your aid I will return the favor by empowering the egg you cherish so dearly.
>>
Can we use magic to sense what's in the egg?

Like it's obviously a dragon but will it be friendly?

Can we poison it before it hatches? Make ourselves an undead dragon ally.
>>
>>46316677
>If they kill you, you can't protect the egg. We should destroy them first, together. Then you and your egg can have your fun.
>>
>>46316866
GM don't count my post for a vote, I already voted here >>46316800

If the dragon dies it can't grow to become powerful. A high risk high gain move would, assuming it's a dragon, to let it grow and somehow kill it. Then we have a weapon of mass destruction.
>>
>>46316943
How are we supposed to kill a dragon?

We're better off poisoning it as soon as it hatches.
Thread replies: 255
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