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Vampire civ quest day 10!
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Lets get this shit going!
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>>46297636
Heroes

Lady Camilla Everbright- The legendary beauty of the midlands, master arcanist and our glorious vampiric leader
Palmetto- Mysterious wanderer and master swordsman
Giles- Mercenary captain from the city-states, skilled in combat and tactics


Settlements

Main settlement(unnamed)- lays on the western side of the river, heavily fortified with walls, keep and an underground lair.

Our main settlement has around 300 people in it

Buildings

Large farmsx2
Iron minex1
Smithyx1
Lumber campx1
Library
Arcane Lab
Dark altar(in lair)
Keep
Homes(we have extra for future population)

Northern town/fort
fortified with high walls, set near the old Dwarven imperial highway. They operate a few farms and have a population of around 50, not including the garrison of the fort(between 30 and 100 men, 30 during peacetime)

Our total population runs around 550 people with 55 vampires, the rest are our human thralls, free minded humans and various other servants.

We also control a vampiric Orc who has infiltrated the orcs of the far north and currently leads a warband 50 warriors strong.

We are currently closely allied to the elves, who are ruled by a militaristic leader, their current Archon is Narkos, a renowned mage and warrior

They rule a small town and have a small defense force consisting of rangers

We also have friendly relations with the Dwarves, but have had recent trade disputes due to their undercutting our metalcrafters in local markets.

The Dwarves control a massive Empire and command thousands of troops, their coffers also run deep, allowing them to field large numbers of mercenaries to exist their standing armies.

We have recently established relations with the City-states establishing a trade route by sea

Their relative strength is unknown, but we know they were badly beaten by the Dwarves in a recent war
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>>46297636
Hooray! Happy Easter, Shmeh.
>>
>>46297693
Also forgot to add our new fishing village

It currently has strong fortifications, a small lumberyard, and a shipyard


our own military consists of 100 professional warriors

Specialist units

Light cavalry- 10 light cavalry men, trained in both the bow and the sword, wearing light mail or studded leather, good for hit and run attacks, also an excellent reconnaisance force

Commandos- Equipped with heavy mail, and whatever they want from our arsenals, they are also given a near unlimited budget for their missions, they have magic training and are given emberstones, to destroy themselves and any evidence of our involvement in covert operations. They are experts in stealth warfare, training local elements and diplomacy

We also operate a longboat and 2 captured and refurbished lizardmen warships.
>>
Rolled 2 (1d5)

>>46297743
Last we left off, we were attempting to build up our trade with the city-states, solve the drow pirate problem and counter the Dwarven Empires attempts to annex the Westerlands


Whats our next move?

A. Create a powerful magical item(describe enchantments,purpose and form, ie sword, staff etc)
B. Build a hidden vault(magically reinforced of course)
C. Build Ship(describe purpose)
D. Hire a mercenary company from the city-states(can be very expensive, mercs can also be untrustworthy sometimes)
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. Build a trade outpost in the Westerlands(fortified of course)
G. Other(write-in)
>>
Alright! Looking forward to this!
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>>46297814
>A. Create a mask to increase our necromancy powers
>>
>>46297814
If we are going to be fighting on the sea we need marines
>G. Establish a marine corps
>>
Holy shit this is exactly the same as the other Vampire one you did last summer.
>>
>>46297814
G. Other(write-in)
Try to convert some dwarven citizens into loyal spies, so we can figure out when the Dwarves are going to make their move. Mobilizing an army can be hard to hide, depending of the size of the army.
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>>46297884
Voting for this
>>
>>46297860
Switching to this. >>46297981
>>
>>46297981
>>46297884
>>46297860
Need some sort of consensus

>>46297906
It's not the same, definitely has some similarities though, all my civ worlds share some features I generally stick with shit that works and try to add new features and mechanics, in addition to writing a better world each time. That last vamp civ was a blast though, so I decided to bring it back
>>
>>46297814
F-Try and monopolise
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>>46298096
For the sake of moving along I'll change my vote >>46297981
here to
>F establising another trade outpost.
>>
>>46297981
I'll swap to this to get this thread moving
>>
>>46297981
>>46298162
>>46298085
Our new commando unit is assembled and sent into the Westerlands to conduct conversion operations against the dwarves

Please roll 1d100+10, I will take the average of the first 3 rolls
>>
Rolled 36 + 10 (1d100 + 10)

>>46298190
Praise Vampire Cain
>>
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>>46298162
>>46298127
A-are you doing this on purpose?
>>
Rolled 17 (1d100)

>>46298190
We may need to reorganize our commandos for this purpose in the future. maybe more like conventional spies and such?
>>
Rolled 52 + 10 (1d100 + 10)

>>46298190
>>
Rolled 2 + 10 (1d100 + 10)

>>46298190
Thats it, I'm saving these commandos with my roll
>>
>>46298314
Anon...
>>
>>46298314
>>46298272
>>46298223
>>46298299


rip
>>
>>46298314
I'm pretty sure you killed them...
>>
>>46298349
He's out of the first three, it's all good. I'm getting an average of 45 for this choice.
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>>46298376
Sounds like it'll be a failed attempt...hopefully not too many of them will die.
>>
>>46298223
>>46298272
>>46298299
average of 45, an average failure.

Our commandos ambush a small party of dwarven traders, travelling through the westerlands, they begin their assault only for one of the Dwarves to make a call on a warhorn, bringing a previously unseen squad of 50 warriors down on our men.

Knowing they have been compromised, our commandos flee into the countryside...

Unfortunately two are wounded and are forced to use their emberstones, burning themselves to ash to prevent being captured...

The commandos successfully break contact and return to friendly territory

Whats our next move?

A. Create a powerful magical item(describe enchantments,purpose and form, ie sword, staff etc)
B. Build a hidden vault(magically reinforced of course)
C. Build Ship(describe purpose)
D. Hire a mercenary company from the city-states(can be very expensive, mercs can also be untrustworthy sometimes)
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. Build a trade outpost in the Westerlands(fortified of course)
G. Other(write-in)
>>
>>46298471
D
>>
>>46298471
>F. Build a trade outpost in the Westerlands(fortified of course)
>>
>>46298471
>F
Lets get that cash money
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>>46298471
>A. Create a powerful magical item(describe enchantments,purpose and form, ie sword, staff etc)

Some kind of medallion that enhances the turning and enthralling processes. Making the resulting subjects more powerful and/or reducing the risk of it
>>
>>46298471
G. Establish a marine corps of human soldiers led by vampire officers trained to fight with cutlass, boarding pike, and crossbow.
>>
>>46298471
F. Build a trade outpost in the Westerlands(fortified of course)
It would be good to wait a bit before trying spying again. Lets see if a base nearby would help operations.
>>
Is there an archive for this?
>>
>>46298471
>F. Build a trade outpost in the Westerlands(fortified of course)
LETS HAVE THE INCOME RAISED.

We have plenty of money you guys should vote on something to buy, better weapons designs/war boats/ magic scrolls. At least ask all of our trading partners what they have for sale.
>>
>>46298535
>>46298528
>>46298503
A few merchants wagons, engineers and soldiers build an outpost in Westerlands, it has stong wooden walls and watchtowers, in addition to good road access and a large warehouse for goods

>>46298531
Yes forgot to post it earlier
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/
day 6 archive https://desustorage.org/tg/thread/46137220/
day 7 archive https://desustorage.org/tg/thread/46189868/
day 8 archive https://desustorage.org/tg/thread/46232244/
day 9 archive https://desustorage.org/tg/thread/46244084/
>>
>>46298589
Why not use suptg?
>>
>>46298535
If we buy anything, I would vote for slaves. We need more people, more towns, more conscript-able warm bodies. We've got to not look like a juicy target for something as big as the Dwarven empire.
>>
Rolled 4 (1d5)

>>46298589
This raises our income by 200 wealth a month

Whats our next move?

A. Create a powerful magical item(describe enchantments,purpose and form, ie sword, staff etc)
B. Build a hidden vault(magically reinforced of course)
C. Build Ship(describe purpose)
D. Hire a mercenary company from the city-states(can be very expensive, mercs can also be untrustworthy sometimes)
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. Covertly supply Rorgar's tribal confederation(he is our vampiric minion and chief of several tribes) with arms and training, so that they may more effectively resist the Dwarves
G. Other(write-in)
>>
>>46298630
Desu seems to be working fine
>>
>>46298739
>F. Covertly supply Rorgar's tribal confederation(he is our vampiric minion and chief of several tribes) with arms and training, so that they may more effectively resist the Dwarves
Do the ol' "setup raids" trick. That worked out well. If we could, supply a necromancer to raise some zoms for them.
>>
>>46298739
F. Covertly supply Rorgar's tribal confederation(he is our vampiric minion and chief of several tribes) with arms and training, so that they may more effectively resist the Dwarves
Let's send some very-well equipped slaves against them, only they suck horribly in combat and Rorgar takes all their stuff. It looks to any outside observers that we're trying to kill him off, but we're secretly supporting him.
>>
>>46298739
>F
>>
>>46298739
So what's going on with our Orc in the north?
>>
>>46298739
>F. Covertly supply Rorgar's tribal confederation(he is our vampiric minion and chief of several tribes) with arms and training, so that they may more effectively resist the Dwarves
>>
>>46298739
B. Build a hidden vault(magically reinforced of course)
>>
Rolled 5 (1d5)

>>46298802
>>46298794
>>46298786
We send a few wagons full of supplies to get "raided" by Rorgar's troops, complete with a necromancer to add a few corpses for extra believability. Between our commando's training his men, our food supplies and arms. plus a few mages, Rorgar and his band of 100 warriors actually stands a chance of fighting off small forces of Dwarves...

Unfortunately the Dwarves have started construction of their fort on the western border, it will be complete in a few months a give them a stronghold as well as power projection into the region...

>>46298848
Hes been sitting tight, launching the occasional raid on his rivals and consolidating his warband, he has 100 warriors and their families behind him at this point, and is a moderate sized warband among the northern orcs

Whats our next move?

A. Create a powerful magical item(describe enchantments,purpose and form, ie sword, staff etc)
B. Build a hidden vault(magically reinforced of course)
C. Build Ship(describe purpose)
D. Hire a mercenary company from the city-states(can be very expensive, mercs can also be untrustworthy sometimes)
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. Buy something from the city-states(trade risks a drow pirate attack)
G. Other(write-in)
>>
>>46298938
G. Send some suicide zombie bombers to the fort
Say the land is curse for Dwarves to live on
>>
>>46298938
>G
Start creating a marine corps to fight on the high seas. Exactly like >>46298527 said
>>
>>46298938
G. Can we establish an embassy in the dwarven empire? To keep tabs on their politics while conducting espionage.
>>
>>46299022
switching to this>>46299009
>>
>>46298938
G. Other(write-in)
Stage a raid on the fort in construction, or several raids. Our commandos are to link up with the barbarian forces and blend in. They can use arrow fire to take the targets off at range with the tribals, if able. Harassment of the engineering and construction elements of the Dwarven forces is to be a top priority.
>>
>>46298990
That to this.>>46299105
>>
>>46298938
Hey we got a tech increase! well vote on it after this action
>>
>>46299105
>>46299118
>>46299040
>>46299009
Okay guys

A. Form a marine corps
B. Support the tribals in raiding the fort before its completed

Please choose between these 2
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>>46299265
>A. Form a marine corps
>>
>>46299265
B.Support
>>
>>46299265
B, the Dwarves are more of a threat to us than the Drow would ever be.
>>
>>46299265
the thirsty. the bloody. the marines.
>>
>>46299265
Is it an option to send our mercenary captain to help plan the raid on the Dwarven fortress construction and then oversee the creation of our marine corps personally?
>>
>>46299265
wait no i choose support from this
>>46299320
>>
>>46299265
>B. Support the tribals in raiding the fort before its completed
>>
>>46299265
b
>>
>>46299265
A.marines
>>
>>46299265
If not mu suggestion here >>46299333
Then ill support >A
>>
>>46299379
>>46299363
>>46299362
>>46299344
>>46299320
>>46299316
>>46299299
>>46299290
Damnit 4-4 tie, need a tie breaker
>>
>>46299420
b
>>
>>46299420
>A. Form a marine corps
I can change just to get it out the way.
>>
>>46299379
I'll change to b, the marines can wait I suppose
>>
>>46299420
B. Dwarves are expanding more than we like.
>>
>>46299420
>420 check'd

My support is for the Marines. We can always raid the fortress later with siege weapons (given to the tribesmen of course)
>>
>>46299440
>>46299363
>>46299362
>>46299316
>>46299299
>>46299460
Alright were gonna go with support to keep this moving

The tribals are amassed, along with our commandos and a few mages, providing crucial arcane support for the operation.

While the Dwarves have posted a few sentries and have a small force of 50 men camped nearby, they are clearly not expecting the tribals to have the gall to attack a dwarf fortress,albeit an incomplete one

Please roll a d100+10 to determine the success of the operation I will take average of 3, as per usual
>>
>>46299420
>B
It will be easier to pass it off as the tribals if we don't involve siege engines, and I'm fully against a warmongering empire expanding further around our borders.
>>
Rolled 32 + 10 (1d100 + 10)

>>46299509
>>
Rolled 38 + 10 (1d100 + 10)

>>46299509
>>
Rolled 67 + 10 (1d100 + 10)

>>46299509
Here goes
>>
Rolled 89 (1d100)

>>46299509
Those mages need to stay with the tribals, and adopt tribal ways. We cannot lose deniability on this or we'll get sodomized by a dorf army.
>>
>>46299540
That'll do
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>>46299540
Think you just saved us ahaha
>>
>>46299540
>>46299532
>>46299527
average of 55, a very average success

The tribals and our commandos unleash a wave of barbarian fury on the unsuspecting Dwarves in a night raid, unfortunately one of their sentries is able to sound his horn, warning the others and calling the entire dwarf encampment to battle.

Despite our commandos and limited arcane support, it is pyrric victory for the tribals, with most of their force dying against diciplined dwarven steel.

A few riders are able to get around during the battle, killing the engineers and burning the fort, denying the Dwarves a key strategic objective...

While successful and despite giving them no direct proof, the Dwarven Empire may start suspecting our involvement given the sudden uptick of skilled night attacks, whenever they push into the Westerlands...

now for our tech increase

A. Improved Metallurgy
B. Improved Toolcrafting
C. Advanced shipbuilding
D. Improved Mining
E. Improved Fishing
F. Advanced Economics
G. Warfare Specialization(Choose a type of warfare to specialize in, ie. cavalry tactics)
H. Magic Specialization(choose a type)
I. Improve Other(write-in)
>>
>>46299706
I. Improve our Vampire powers
>>
>>46299706
> F
More money
>>
>>46299706
>A. Improved Metallurgy
we've got to increase our weapons.
Also improves money coming in cause our weapons and armor will be better quality when sold.
>>
>>46299706
>G. Warfare Specialization
Marine warfare (boarding, naval combat, etc)
>>
>>46299731
I vote for this, maybe vampire charm power? For diplomacy and negotiation.
>>
>>46299706
A. Improved Metallurgy
Steel is king in war.
>>
>>46299743
Swapping to this >>46299778
>>
>>46299706
A
>>
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>>46299706
>A
We shall reign with blood and steel
>>
>>46299762
>>46299779
Won't the dwarves sell us superior dwarven weapons and armor as long as we keep neutral relations with them?
>>
Rolled 2 (1d5)

>>46299778
>>46299795
>>46299731
Arcane study into the ancient Vampires, reveals new methods of manipulation and charm, allowing us to improve our enthallment and Vampiric gaze. We also get in touch with our predator instincts, improving our senses, especially at night....

Gives bonuses to enthallment and nightfighting

Whats our next move?

A. Create a powerful magical item(describe enchantments,purpose and form, ie sword, staff etc)
B. Build a hidden vault(magically reinforced of course)
C. Build Ship(describe purpose)
D. Hire a mercenary company from the city-states(can be very expensive, mercs can also be untrustworthy sometimes)
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. Buy something from the city-states(trade risks a drow pirate attack)
G. Other(write-in)
>>
>>46299952
>G. Other(write-in)
Begin building our base of operations in the westerlands, and have our tribal buddy night attack it. We'll begin a long campaign of skirmishes to draw attention away from ourselves and back on the tribals.
>>
>>46299919
yes and that all goes out the winddow if they choose to want to rule us. Or just get tired of us on a whim.
Which is why I want to trade with the dwarfs for better Metallurgy before that happens. to close the gap between the two "nations" See what else they have for sale. We've a shit ton of money.
G. Buy something from the dwarfs
>>
>>46299952
G. Train a Navy
Or if we don't have enough boats then build a war ship
>>
>>46299999
2nd
>>
>>46300007
Supporting this!
>>
>>46299999
Let's send a diplomatic mission with the overt purpose of hiring dwarven master-smiths to improve our metalworking industry. As well in secret their mission will be the enthrallment of important figures in the dwarven imperial court.
>>
>>46300080
Supporting this
>>
>>46300080
Let's do this. Send our commandos in and enthrall a bunch of blacksmiths, and gather the secrets of smithing among them. Leave them in the city to not arouse suspicion and we know when they are gearing up for war
Those that don't survive we cover it up.
>>
>>46300080
>>46300031
>>46299999
We send additional money to our envoy, along with several guards and officials, to establish an official embassy.

A nice old city manor is found, with a large study, formal room, and many bedrooms and offices. It also has excellent underground storage and access to some of the old city tunnels...

Our ambassador is given the mission of hiring Dwarven master-smiths and inviting them to live in Everbright, teaching our people the secrets of Dwarven steel...

Several promising candidates show interest, but not before agents of the Imperial Guard, The emperor's body guard force and private army, deliver a warning both to us and the candidates that the spread of such knowledge outside of foreign lands is forbidden...

What do we do?(write-in)
>>
>>46300191
I like this. We enthrall several smiths, and get some spies and some smith knowledge
>>46300192
>>
>>46300192
Say we wouldn't dare share our dear ally's knowledge to filthy barbarians.
We're going to combine their knowledge with ours to make something new.
>>
>>46300192
How good is our necromancy, can we recover the expertise of a master-smith from a corpse? If so we could stage an "accident" for a master-smith and smuggle his corpse out of the country.
>>
>>46300276
We have advanced in the ways of necromancy so I would allow you guys to roll a dice to see how much of the undeads mind is left intact

I would do d100+10, average of 3, with 50 or more giving you the necessary knowledge
>>
>>46300242
This
>>
>>46300242
Yup, this sounds good.
>>
>>46300242
Dis
>>
>>46300276
Changing to this for sure...make sure its smiths that didn't show interest...no need to have anybody asking questions
>>
>>46300382
>>46300348
>>46300242
>>46300191
Our vampire in the Dwarven capital, one of the lowly support staff(who actually runs the operation) to the ambassador travels the city at night, watching and waiting for the opportunity to catch the smiths alone, attempting to enthrall several...

Please roll a d100+10, to determine success, average of 3 like always
>>
>>46300242
Seems like a safe bet, might not be as good as having them directly oversee our industry but they could make us whatever we need. Master-smiths are probably well placed to discover all sorts of interesting things as spies.
>>
Rolled 48 + 10 (1d100 + 10)

>>46300445
>>
Rolled 74 + 10 (1d100 + 10)

>>46300445
>>
Rolled 90 + 10 (1d100 + 10)

>>46300445
Wish
>>
Rolled 18 + 10 (1d100 + 10)

>>46300445
>>
>>46300470
Cain bless
>>
>>46300470
>>46300463
>>46300461
nice.
>>46300445
I would assume the vamp leading the commando's do.
>>
Rolled 56 + 10 (1d100 + 10)

>>46300445
>>
>>46300470
Well god damn anon...great roll
>>
>>46300461
>>46300463
>>46300470
Average of 80.6, a strong success

Several master-smiths and other important figures are enthralled to our service, and now make infrequent but extremely important visits to our embassy, giving us critical information about the Dwarven Empire and its activities and technology.

Alright guys, I have to go for the night

Please follow me on twitter Shmeh Hosting @TeamShmeh for scheduling updates, I will also try to say something in the civ general if one is up. Unfortunately some things in my personal life have changed and I have just gotten a lot more busy, but I will try to run the civ at least on the weekends, if not the occasional weeknight.

Thanks for playing guys!
>>
>>46300585
Thanks for your time as always. Take it easy
>>
>>46300585
Thanks for the run, Shmeh. It was fun.
>>
>>46300585
Thanks, as always, for running a great game
>>
>>46300585
Thank you!
>>
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>>46300585
Thanks for the fun
Thread replies: 125
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