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Vampire civ quest day 8!
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Lets get this going! I got tomorrow off, so I can run a long session tonight
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>>46232244
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
>>
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Rolled 2 (1d7)

>>46232284
Last we left off, we had sent an expedition into the Westerlands, finding it populated by many weak and fragmented human tribes. After establishing some trade relations, one of the tribes disrespected us, in response we infiltrated their camp and turned their leader, he now serves our leader, Camilla and with our urging has launched a war of conquest against the other Westermen. We are currently covertly providing arms, training and other supplies to his forces, using necromancy and other magics to fake scenes of caravan raids.

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 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. Build a siege workshop
G. Raise a specialist military unit(ie. Heavy Cavalry)
H.Other(write-in)
>>
>>46232244
Welcome back, Shmeh.
>>
>>46232368
>D. Establish a fishing village along the eastern coast
That fishing village is long over due.
>>
>>46232368
> D
Fishing village is always needed
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>D
More food=more thralls
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>>46232447
Forgot my name
>>
>>46232368
You still here shmeh? Just asking because I was in a CIV thread last night and OP just left without telling anyone.
>>
>>46232371
How's it going?

>>46232501
>>46232447
>>46232398
Several wagons full of settlers and supplies are sent across the eastern plains, following the path the scouts have marked. They immediately set up a small village on the coast, mostly living off lumber trading and fishing.

Meanwhile in the Westerlands, our newly turned human chieftain has successfully conquered another tribe, our superior armaments and training, along with his men having full bellies due to our food, have given him an insurmountable edge against his opponents.

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 another longship
D. Establish a road across the eastern plains, to our new fishing village
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 siege workshop
G. Raise a specialist military unit(ie. Heavy Cavalry)
H.Other(write-in)
>>
Rolled 5 (1d7)

>>46232630
forgot tech roll
>>
>>46232630
>A. Create a heart-shaped gem to store souls
Want to start a way to resurrect Cain
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>>46232596
Yep I plan to run a few hours at least, I always let you know when I'm done so don't worry about that
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>>46232630
> D
>>
>>46232284
Shit yeah, bitches. OP you are the highlight of my tg experience m8
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>>46232630
>F.
In case of Orcs, lizard-men or some kind of betrayal...
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>>46232630
>G/H
Create a commando/assassin group who are specialists in thralling and then building up elements of other tribes and civs. We're never going to win through sheer might, so lets win through coercion and espionage. We are vampires after all.
>>
>>46232774
>>46232855
Changing vote to this
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>>46232656
This one sound good. Changing to this.>>46232855
>>
>>46232855
I like this, supporting.
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>>46232902
>>46232894
>>46232855
Camilla gathers together 5 vampire warriors, specializing in thralling, training and covert operations.

They are led by a turned knight named Veras who has been with us since the beginning.

He and his men, are well practiced in combat as well as a variety of magics, including shadow magic, blood magic and necromancy.

The council(the players) are woken up in the middle of the night, due to the arrival of a rider bearing news, apparently the Dwarves have gotten wind of the success of our recently turned chieftain and have launched a punitive raid against him and his tribe, potentially undoing our work there.

How do we react?(write-in)
>>
>>46233033
Alright, fuck these fucking dorfs. Gather up our forces and undead and lead a flanking attack on them. Trap them between the orcs and our own forces and grind them down, allowing none to escape.
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>>46233033
Send our newly established Commando group to do hit and run tactics against the Dwarves. With orders to light themselves on fire if they're ever caught...can't have then know we're helping our supposed enemies.

Also covertly supply enchanted armors to our orcs in the north to help protect them against Dwarven weapons
>>
>>46233119
Keep in mind that they are many times stronger than us, and are unaware of our involvement with the chieftain as of now
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>>46233033
Time to put those Secret Ops to good use. Convert a few of those dwarves to convince the others it's not worth it to attack.
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>>46233139
About what size is the dwarven force assaulting the orcs?
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>>46233033
Hold a peace treaty putting ourselves as mediators. Sue for peace and the end to the fighting, making ourselves look like soft and loving neighbors. Whilst secretly we push for terms the our human cheiftan stops the raiding in exchange for the assimilation of the smaller nearer tribes.

Essentially Germany/Hitler at the beggining of WW2
>>
>>46233207
Not human cheiftan, i meant orc chieftan
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>>46233187
Our friendly chieftain has 30 veteran warriors at his disposal, trained and equipped by our men

The dwarves are deploying 100 troops, a mix of heavy infantry and light cavalry to crush him and restore "order" to the Westerlands(leaving it a leaderless mess with no hope of development or unification)
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>>46232368
d
>>
>>46232368
That southern area is desert, right?
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>>46233238
Definitely peace treaty, get the orcs to tell the dwarves that they will settle down and only act within the boundaries of their immediate territory, on the condition that they are given borders and those borders are respected.

We want the darves to think that a controlled government of orcs inside their own borders are better than a chaotic mess of power hungry war chieftans
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>>46233313
Yeah I'll vote for this
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>>46232368
Nice, a map.
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I'd recommend negotiations with the dwarfs, it that doesn't work then we fight them. Then we keep fighting, fight till we reached a dwarf stronghold/city and raze everything between us and them. If they dare disrespect our property, we'll bring hell to the stout, intoxicated beards.
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>>46233304
Yes, its home to the Lizardmen kingdom
>>
>people want to fight the Dwarves
Are you fucking retarded? They have enough people they could just zerg our ass. No plans, no tactics, just a so many bodies we bury ourselves under them.
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>>46233422
They wouldn't be able to trace an army of orc skeletons back to us though.
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>>46233033
Have the commando harrass the Dorf Force while simultaneously make sure no traces of our involvment would be left behind were the western tribe to be defeated
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>>46233422
People are forgetting we're fucking vampires and not humans or elves or some shit. Our strength comes in espionage, subterfuge and diplomacy.
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>>46233393
>>46233313
>>46233238
>>46233207
>>46233169
>>46233133
>>46233119
Our newly formed commandos are deployed to assist our turned human chieftain, Rorgar against the Dwarven Incursion. Our commandos have been equipped with emberstones, allowing them to burn themselves to ash, in the event of their capture. They are under orders to destroy any evidence of our involvement.

With our knowledge of their coming, and our turned animals spying on their expedition, an ambush is laid....

Please roll a d100 to determine the results of the ambush. I will take the average of the first 3 rolls
>>
Rolled 77 (1d100)

>>46233493
Time for 1s!
>>
>>46233493
>>
>>46233493
I do believe I said we should negotiate. Oh well, no point in crying over spilt blood...
>>
Rolled 40 (1d100)

>>46233493
Please help!
>>
Rolled 94 (1d100)

>>46233516
Forgot my roll
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Rolled 71 (1d100)

>>46233493
For Lady Camillia!
This is a sneaking mission.
>>
Nice rolls, 70 average. Hope in the future we can train the commandos for some sweet rolls modifiers
>>
Rolled 7 (1d7)

>>46233535
>>46233533
>>46233510
average of 70.3 a decent success

The ambush is succesful, with nearly a third of the dwarven force being killed, and another third wounded.

They were taken completely by surprise by a Westermen tribe using tactics and launching a complex night ambush.

Our allies lost 10 men in the battle, while one of our commandos died leading the charge, we were able to recover his corpse and our involvement is still secret.

In reaction to the news of the defeat of the Dwarven expedition we graciously offer our service as intermediaries for the two warring parties(in exchange for some trade concessions of course).

The Dwarves agree to accept the sovereignty of Rorgars tribe, in exchange for Rorgar to stop his war of conquest and to stay within a set of borders, defined by the peace talks....

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 another longship
D. Establish a road across the eastern plains, to our new fishing village
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H.Other(write-in)
>>
>>46233672
Alright thats a tech upgrade, we will vote on it after this action
>>
>>46233672
>D. Establish a road across the eastern plains, to our new fishing village
Don't want to look too suspicious.
>>
>>46233672
Do we have a school or any other institute of higher learning?
If not build one.
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>>46233672
>D. Establish a road across the eastern plains, to our new fishing village
100%

All roads shall lead to our capital
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>>46233672
>D. Establish a road across the eastern plains, to our new fishing village
>>
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Made a shitty quick map based on the MS paint one. Because making maps is fun.
>>
>>46233756
Here are stats, forgot to post them in the beginning of the thread..

Heroes

Lady Camilla Everbright- The legendary beauty of the midlands, master arcanist and our glorious vampiric leader
Palmetto- Mysterious wanderer and master swordsman

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.
>>
>>46233672
>D
>>
>>46233672
Give her the D
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>>46233672
G
>>
>>46233797
Nice! what tool did you use?

>>46233832
Our own military consists of 50 professional warriors and another 100 men serving as militia.

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.
>>
>>46233893
Inkarnate.

http://inkarnate.com
>>
>>46233893
Don't forget about our human chieftan and his rapidly expanding tribal power.

I elect our city be named Everbright. After our glorious queen, so her radiance can be spoken of everywhere
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>>46233873
>>46233848
>>46233778
>>46233759
>>46233702
A road is built to the fishing village, linking our main settlement to the coast and allowing us to better support the village, at least until we break through the lizardmen and get sea access through the river...

We have reports of a large group of ragged looking but heavily armed men from the north , showing up at our fishing village.

They are led by a man named Giles and claim to be mercenaries fleeing the City-States after losing their disasterous war with the Dwarves. They are apparently wanted by Dwarven authorities.

His group, despite their rough looks, seems to be well equipped and organized and have the village surrounded.

Giles is demanding that we take his company under contract(500 gold) and protect him and his men from prosecution...

What do we do?(note we have 1500 gold)(write in)
>>
Rolled 7 (1d7)

>>46234005
Also forgot tech roll
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>>46234005
Tell them we are willing to take them in for a campaign against the dwarves. Then butcher them in their sleep
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>>46233756
Also while we don't have a school, we do have a library, dark altar and arcane laboratory
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>>46234038
Nice, second tech we can upgrade, right?
>>
>>46234005
Send our commando unit to turn Giles.
>>
>>46234072
Yep, actually forgot to have you guys vote on the first tech, so you get two
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>>46234005
Tell them that they can disband and be given new names under a new company within our armed forces. They will no longer be mercanaries but proud citizens of the vampire forces.

Not like they have any other choice.
>>
>>46234005
Have Camilla speak with Giles in private and...negotiate to a lower price.
>>
>>46234081
Actually this one instead of>>46234110
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>>46234119
This. Fuck and turn the man, he looks like he could serve as a worthy vampire in our kingdom. And bed.
>>
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>>46234005
>Giles is demanding that we take his company under contract(500 gold) and protect him and his men from prosecution...
>Giles is demanding
>Demanding

Toplel m8

I say we get him to come meet with Camilla in private and have her work her magic on him.
>>
>>46234119
>>46234190
>>46234081
>>46234134
>>46234232

Camilla, along with the the commandos and an honor guard, go to meet with Giles.

She and Giles spend the night "negotiating" in private, while our commandos turn Giles' lieutenants. By morning House Everbright finds itself in possession of an eastern mercenary company(for free).

Now must choose our technological advance(first one)

A. Improved Metallurgy
B. Improved Toolcrafting
C. Advanced shipbuilding
D. Improved Mining
E. Improved Fishing
F. Improved Economics
G. Warfare Specialization(Choose a type of warfare to specialize in, ie. cavalry tactics)
H. Improve Other(write-in)
>>
>>46234005
Meet him in private and seduce and turn the man. His men will make for a fine defensive force.
>>
>>46234291
F
>>
>>46234291
F. Improved Economics
Let the gold pour in. We have to outsmart those Dwarves.
>>
>>46234291
>G. Warfare Specialization
Heavy infantry and sheild walls. An area of warfare none of our peers seem to have mastered.
>>
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We should house the mercenaries and use them to start a war with the lizard-men. If we could recruit the elves also, we could get access to lizard-men land and release the Mercenaries to start another settlement for us.
>>
>>46234356
+1
>>
>>46234359
second this
>>
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>>46234356
>Vampire-led romanesque Legions
Fuck yes
>>
>>46234356
Vote for this.
>>
>>46234291
>H. Improve Other(write-in)
Could we improve on ways to enhance our soldiers through magic even more than what we do now? Super serum style, or give them anti enemy morale auras, I don't know
>>
>>46234371
>>46234356
We actually already did this, I may have forgotten to note it in our stats page, it allowed us to overcome the two orcish warbands, despite their superior numbers, heavy infantry formations+elven archers= domination in those fights
>>
>>46234418
Can we further improve our skills in this field even more? How about outfitting our troops with specialized equipment for it?
>>
>>46234291
>H. Improve Other
Alchemy/Chemistry
>>
>>46234458
Im okay with that

>>46234395
>>46234371
>>46234356
>>46234399
>>46234458
With heavy indoctrination, Iron will and the unbreakable resolve of Lady Everbright our heavy infantry formations are further improved, with development of formations using pikes and crossbowmen supporting each other, creating a literal wall of death on the battlefield. (gives a bonus to combat rolls on the open battlefield
>>
>>46234510
Alright lets vote on the second tech improvement

A. Improved Metallurgy
B. Improved Toolcrafting
C. Advanced shipbuilding
D. Improved Mining
E. Improved Fishing
F. Improved Economics
G. Warfare Specialization(Choose a type of warfare to specialize in, ie. cavalry tactics)
H. Improve Other(write-in)
>>
>>46234510
That sounds badass. I can't wait to see this used in the future.
>>
>>46234527
> F
>>
>>46234527
>A. Improved Metallurgy
>>
>>46234527
Improve Economics. We already began to build a road network, we now need it to be efficient in bolstering our numbers
>>
>>46234527
F. Improved Economics
We're expanding and we need planning.
>>
>>46234527
A. Improved Metallurgy
>>
>>46234527
E
>>
>>46234510
So we have a big row of pikemen supplemented by crossbowmen all packed together into one big block of death?

Fuck yes
>>
>>46234527
Stupid question but, what option leads to muskets?
>>
Rolled 7 (1d7)

>>46234569
>>46234556
>>46234550
Some new legal codes for merchants give them advantages against foreign competition, we also develop improved wagons, allowing for increased loads for tradegoods, increasing our profits(these new wagons can also be used for war)

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 another longship
D. Build a shipyard in our fishing village
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H.Other(write-in)
>>
>>46234608
I don't think we discover blasting power yet, Anon. And to answer your question, it would be Alchemy
>>
>>46234608
We'd probably need Alchemy/Chemistry first.
>>
>>46234634
>B. Build a hidden vault(magically reinforced of course)
Store our most valuable items in there.
>>
>>46234634
D
>>
>>46234634
Lol wow, another tech increase, we will vote on it after this action

>>46234608
We will get there eventually, we have a long way to go, since we haven't even invented steel yet, we also need to make some improvements in our knowledge of chemistry and the natural sciences.
>>
>>46234634
>F. Build a siege workshop
>>
>>46234634
Build Schools.
Don't want to rule over a bunch of illiterates.
>>
>>46234634
> D
What's a costal fishing village without the ability to build ships?
>>
>>46234660
Changing to this.>>46234673
>>
>>46234638
>>46234654
And more precise metallurgy

>>46234634
H. Perform a joint military excercise with all of our different troops, and train them on working together. See of inviting the elves, even if that means to hide the commandos.
>>
>>46234693
Changing my vote to this.
>>
>>46234693
+1
>>
>>46234693
I am cool with this
Especially seeing as we don't have steel yet
>>
>>46234749
>>46234711
>>46234693
A joint military exercise with the Elves is held, practicing against a theoretical lizardmen invasion, combining our elite infantry forces and light cavalry with Elven rangers and mages...

A formidable force is assembled, with each group responding well to orders and completing their objectives.

Next tech upgrade!

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. Improve Other(write-in)
>>
>>46234817
>E. Improved Fishing
We have the place for it.
>>
>>46234817
A. Improved Metallurgy
>>
>>46234817
>B. Improved Toolcrafting

Better tools could be what we need to build better everything. And I fear the jew dorfs if we step into their metallurgy buisness too much
>>
>>46234817
A. Improved Metallurgy
>>
>>46234817
>D
Get more gems, metals and stone
>>
>>46234817
>A. Improved Metallurgy
>>
Rolled 3 (1d7)

>>46234835
>>46234847
>>46234897
Our spies have found out more of the Dwarve's knowledge of metallurgy, allowing us to develop a new blast furnaces,allowing iron to be heated enough to remove impurities and become steel.

(unlocks steel)

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 another longship
D. Build a shipyard in our fishing village
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H. Establish a public school system(allows tech to be rolled on a d6)
I. Other(write-in)
>>
I'll be back in like 15-20min
Just got to run to the train station and pick my fiance up
>>
>>46234963
>H. Establish a Public School System.
This civ is shaping up nicely. Glad to see it's going the way I thought it would.
>>
>>46234963
>H. Establish a public school system(allows tech to be rolled on a d6)
>>46234976
See you later
>>
>>46234963
>H. Establish a public school system(allows tech to be rolled on a d6)
Oh, so now that tech rolls goes down to a d6 NOW we wanna roll for schools?
>>
>>46234963
>I
Use our new found knowledge of steel making; outfit our troop with steel weapons and armour
>>
>>46234963
>H. Establish a public school system(allows tech to be rolled on a d6)
>>
Rolled 5 (1d6)

>>46235023
>>46235019
>>46234998
>>46234997
A school is established, with one of our venerable vampires leading the classes, the children are taught the basics of literacy, sciences and of course the glorious history of our people and House Everbright, with every child being indoctrinated from age 6 to 14, steeped in the traditions and stories of our people, especially the contributions and legends of great Vampires past. Humans are taught the ultimate reward is to be turned and rewarded with nobility and immortality for their service

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 another longship
D. Build a shipyard in our fishing village
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H. Other(write-in)
>>
>>46235119
>D. Build a shipyard in our fishing village
Make it profitable.
>>
>>46235119
>F. Build a siege workshop
We've got massed formations of pure armored fuck off death, now let's build things that can kill dozens of our enemies from half a mile away.
>>
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>>46234963
>H.
Congratulations, hope the two of you return safely.
>>
>>46235119
Create a University for higher learning.
>>
>>46235119
>D. Build a shipyard in our fishing village
I hope it can help grow the village into a bigger holding. Although maybe we'd need to specialize into fishing for that
>>
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>>46235119
Fug, I'm slow.
>G.
>>
>>46235119
D
>>
>>46235208
Would the Dwarves get suspicious of us?
>>
Rolled 3 (1d7)

>>46235212
>>46235189
>>46235147
A shipyard is constructed in our coastal village, giving it a new source of income, and allowing us to build larger sea based ships, allowing for more opportunities for trade, diplomacy and war.

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. Fortify our coastal town
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H. Other(write-in)
>>
>>46235248
If they haven't after our raid against them or the adoctrination of our children, then they might be too slow to ever find out
>>
>>46235301
>H. Construct University.
>>
>>46235301
>G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
>>
>>46235301
>D. Fortify our coastal town
>>
>>46235248
It's entirely possible, if so I'd like to change it to >F.
We gotta fuck up those lizards to control their very viable land.
>>
>>46235301
>D. Fortify our coastal town
Got to ensure our investments are protected.
>>
>>46235352
+1
>>
>>46235301
>D. Fortify our coastal town
>>
Rolled 4 (1d6)

>>46235371
>>46235369
>>46235352
A strong stone wall, complete with ramparts and towers is built around the coastal settlement, along with several watchtowers and signal fires along the coast, to watch for enemy fleet movements.

A few weeks later a merchant ship from the City-States arrive, wishing to do business. They are interested in food, slaves, lumber and metal ores. They are willing to trade weapons, knowledge, slaves and horses along with many other crafted goods

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. Set up a trade route with the City-States
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H. Other(write-in)
>>
>>46235463
D
>>
>>46235463
>H. Construct University.
>>
>>46235463
>D. Set up a trade route with the City-States
>>
>>46235463
>D. Set up a trade route with the City-States
It starting to look like it was a good idea to make that fishing village.
>>
>>46235463
> D
>>
>>46235463
>D. Set up a trade route with the City-States
>>
>>46235517
>>46235502
>>46235473
>>46235530

What do you guys want to trade them?

We have excess food, crafted goods and arms. We also could provide lumber and iron ore, but it would start to cut in to our own uses, unless we increased production in those areas.

We will also need to build a tradeship

(Write-in)
>>
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>D.
I'd also like to say (F, Build a siege workshop) for the next voting round.
>>
>>46235463
D. We need slaves for bigger projects
>>
>>46235565
Food. Everyone needs food.
>>
>>46235565
food for knowelge
>>
>>46235565
Crafted goods and arms. For slaves and horses.
>>
>>46235565
Trade crafted goods and 25% of our lumber/ores, we keep most our goods. Sell just enough to establish trade.
>>
>>46235565
Better to trade what we have in excess with, the food, crafted goods, and arms in exchange for slaves and horses
>>
>>46235565
Trade food, but plenty of crafted goods and arms, as well as small numbers of enchanted items. The more labor we put into producing something the more value we add to it.

See how many slaves we can get in return.
>>
>>46235565
>Export Crafted goods we make ourselves and whatever trinkets we can get cheap from the elves
>>
>>46235600
Miss read.

Give them food for horses
>>
>>46235565
Give them arms and crafted goods, get slaves and food
>>
Rolled 3 (1d6)

>>46235581
>>46235600
>>46235583
>>46235612
>>46235613
>>46235615
>>46235630
>>46235678
We trade the City-States a shipment of food, plus a sampling of many of our crafted goods and arms.

In exchange a ship containing slaves taken from a variety of sources, along with a dozen horses aboard is sent to our coastal settlement a few days later.

As its contents are disgorged, around 50 slaves get off the boat, a mix of local slaves, mostly human men and women with a few gnomes, dwarves and orcs as well.

The horses are healthy and of decent stock, a good supplement to our herd from the eastern plains.

The merchants ask that we build our own tradeship to improve the route in the future, and to watch out for Drow pirates operating in the area, the merchant referring to them as "cruel, pointy-eared bastards".

In addition Narkos, Archon of the Elven town, has asked us to join him in a campaign against the lizardmen to the south, bypassing their river fort and marching an army directly into their territory, catching them by surprise.


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 mercenaries from the Westerlands(Rorgar's men, plus others)
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 siege workshop
G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
H. Other(write-in)
>>
>>46235793
>F. Build a siege workshop
For bringing down lizard forts.
>>
>>46235793
H. Press the slaves into our army and make preparations to attack the lizards alongside the elves.
>>
>>46235793
>H. Construct University.
Gonna get this eventually.
>>
>>46235842
I support this.
>>
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>>46235793
>F.
Drow pirates eh?
>>
>>46235793
> D
>>
>>46235793
C> Build a Q-ship( A ship disguised as a normal merchant but heavily armed) to lure the Drow out and end the threat.
>>
>>46235824
I'd rather have huge siege scorpions, which could eventually be set on any kind of ship

>>46235793
F. Build a siege workshop

Tell the elves they better give us at least 60% of the loot this campaign might yield, we haven't forgotten past grievances
>>
>>46235884
Changing to this.

Great idea anon!
>>
>>46235890
>>46235861
>>46235824
A siege workshop is built, allowing the construction of battering rams, along with some primitive catapult and ballista designs(these can be affixed to ships).

Narkos awaits an answer about our participation in the campaign against the lizards...

A. Join the campaign(list terms of our involvement ie loot, how many men we are sending)
B. Politely Decline
C. Other(write in)
>>
>>46236027
A.Send Giles and his mercenaries
>>
>>>>46236027
I say we send our infantry and scouting light cavalry, but don't see the point in sending our crossbow militia.

We should take half the loot and every slave.
>>
>>46236027
>A
We want all captured enemy and 40% of the loot. Also we ask that when we march our armies back with the Elves that they help us take the lizard men river fort.

If they agree to these terms we will commit 80% of our professional warriors and 100% of our militia men to their war.
>>
>>46236089
I agree with this, but I doubt they'll go for the terms.
They might go 50/50, or if you really want all the prisoners/slaves, we'll probably have to take a smaller cut on loot.
>>
>>46236027
A. Send a division of cavalry on the campaign, and lay siege to the river fort at the same time using our infantry and siege engines. All prisoners go to us, and they can have 2/3 of the loot.
>>
>>46236027
>A. Join the campaign
Send out our elite legionaries and cavalry, and have a longboat fitted with ballista and held in reserve for now.
>>
>>46236027
>>46236068
I like that idea, it'd be a good way for our new soldiers to show their worth

>A. Join the campaign

Also yeah, let's insist that we take all slaves
>>
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>>46236027
>A.
Send our mercenaries.
(Do we still have our elf spy? If so, can we use them to influence the elves into war?)
>>
Let's take the captives instead of loot, and maybe send a commando along to keep an eye out for items of special interest.
>>
>>46236027
Lets also have our Commando corps on standby to turn or enthrall potential higher ups
>>
>>46236161
We still need loot, we're not exactly rich.
>>
>>46236140
We do, even though he is basically a random low level emmisary, and their current leader has things locked down tight

>>46236161
>>46236140
>>46236135
>>46236132
>>46236127
>>46236117
>>46236114
>>46236089
>>46236068
We seem to be in agreement about taking a smaller cut of the loot and demanding all prisoners, but what about our forces we are willing to deploy

A. Our primary conventional forces, leaving decent sized garrisons in our territory(heavy infantry, and crossbow armed militia)
B. Light cavalry
C. Commandos
D. Combination of the options
>>
>>46236232
B. and C.
We have new horses to replace them if shit hits the fan
>>
>>46236232
>A. Our primary conventional forces, leaving decent sized garrisons in our territory(heavy infantry, and crossbow armed militia)
>D. Small numbers of Light cavalry and commandoes to support the primary forces, time for our joint tactical training to pay off.
>>
>>46236232
Deploy Cav and heavy Infantry.
Keep Militia.
>>
>>46236232
C. Commandos
To sabotage buildings and supplies
B. Light cavalry
>>
>>46236232
D.Commandos with a light cavalry escort and the mercenaries
>>
>>46236232
> D
Light cavalry and crossbow militia. Also can we take some catapults with us for the inevitable sieges
>>
>>46236268
>>46236269
>>46236278
>>46236288
>>46236291
>>46236300
Our light cavalry, most of our heavy infantry, commandos and Gile's mercenaries make up the invasion force, supported by several siege weapons, with some of our heavy infantry and our militia staying back in our territory.

At dawn the army marches south to join the Elves, numbering around 150 men, joining another 150 Elves, consisting of Rangers, warriors and mages.

Alright guys thats all I got for tonight unfortunately. I will probably run this in the early afternoon tomorrow if anyone would be interested in that.

Please follow my twitter Shmeh Hosting @Teamshmeh for scheduling updates

Thanks for playing!

Feel free to discuss the civ and longterm plans for the future in the thread
>>
>>46236363
Thanks for running.
>>
>>46236363
If the campaign is sucessful, we should enthrall some lizardmen to give us the edge when taking on the river fort
>>
>>46236363
Thanks for running dude.
>>
>>46236363
Things are looking really well for our people

I wonder if we might finally be secure enough to build that Great Vampire Shrine sometime soon.


Say, did we ever give our main town a name?
>>
>>46236363
Thanks for running :) ill be sure to keep an eye out tomorrow for the invasion
>>
>>46236440
We'll never be 'secure' enough what with having 500 or less people total, while the Dwarven Empire spans in the thousands at the least.
Unless we can get them cool with the idea that we're vampires.
>>
>>46236440
No we haven't. I wouldn't mind calling it Sanguinisque, which is Latin for 'Home of blood' (rough translation)
Thread replies: 201
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