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Vampire civ quest day 9!
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Lets get this going! I'm gonna try to run this for a few hours today
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>>46244084
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/
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>>46244084
Hello, Shmeh. Always a good day with you.
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>>46244130
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
>>
>>46244163
Hey, how's it going?

>>46244177
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.
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>>46244199
All good. Barely woke up
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>>46244199
Last we left off, we had set off with the Elves for a landbased invasion of the Lizardlands to the south...

After 5 days of steady travel, the army arrives at the official border of the lizard territory, a tractless desert. Several turned birds that we have turned, serve as excellent scouts and report no enemies in the area. We believe there is a lizard city approximately 50 miles to the southwest, along the river. We hope our desert approach will catch the lizards off guard.

Unfortunately poor navigation leads us astray in the desert and water is running low, despite the best efforts of the handful of hydromancers in the army.

The sands prove treacherous as well, swallowing several wagons of supplies, as well as a few people

Roll 1d10 to determine the losses of our desert travels...
>>
Rolled 8 (1d10)

>>46244374
Rolling
>>
I assume the lower the number the more bad it is, right?
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>>46244531
You are correct
>>
Rolled 72 (1d100)

>>46244374

I'm going to have some of our best scholars in magic try to further develop our voodoo druidist powers we obtained a while back while we travel. Wouldn't hurt to give them something to do.
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>>46244574

Aww yea! Animal time haters!
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>>46244516
A dozen men are lost to sinkhole in the night, along with 3 wagons of supplies, survivable but a blow none the less, fear of random death by slow suffocation under the sands is having a significant detriment to moral...

>>46244574
I will have a new group come of age this session, you will have the opportunity to have them train as mages, and pursue the secrets of druidic magic or any other magic the council believes we should focus on
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>>46244662

Okay, cool. I rolled a pretty good roll though. Will you remember to give us some bonus in the development of animal-based voodoo?
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>>46244662
Dawn breaks, and one of our bird spies reports signs of settlement, along with what appears to be a well out in the middle of the desert...

Upon approach the army finds a small village of lizards, despite their best efforts, several fast moving lizardmen break out into the desert and hide among the dunes, the rest are captured and coralled in town. We have also located a well, and our waterskins have been replenished...

It is possible that one of the fleeing lizardmen is travelling to their other settlements right now, and will give them advance warning of our coming...

A. Press on with the attack
B. Cut our losses and return home
C. Other

>>46244697
Yea I can do that, make sure to remind me when it comes up
>>
Rolled 32 (1d100)

>>46244723

Lets turn the lizardmen. It's time that we looked past our "human purity" and tried to improve our rankings in some way, regardless of race.
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>>46244723
C. Turn some of the lizardmen into vamps
If enough are turned then they can say that one lizardman is being silly and ignore him.
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>>46244813

Wanna help me with a support roll friend?
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>>46244813
>>46244752
Keep in mind that turning works 100% of the time, but increases our chances of detection as vampires, as well as the fact that they have to manage to feed and stay infiltrated.

Meanwhile we could enthrall them which takes d100+20s due to our increased skills at enthrallment. Enthralment leaves no signs of change, and leaves them completely loyal to us.

Keep in mind as well that the Elves are at the village with us, and are not aware of our true nature, only seeing us as a group of humans with an odd quirky religion, and seemingly amazing good luck
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>>46244866

I say turn them anyway. Even if we get caught, the Elves should be grateful for our military support. I'll let other anons choose differently though if there are such anons.
>>
Rolled 68 + 20 (1d100 + 20)

>>46244866
Say we discover an odd type of hypnosis.
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>>46244943

That's not really needed, as we already have a technique of producing thralls.
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>>46245002
Meant lying to the Elves on why the Lizardmen are under our control.
>>
OP, we have two votes for turning, but one really good roll for thralling. Let's just turn them super secretly and subtly.
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>>46245038

Gotcha.
>>
Rolled 83 + 20 (1d100 + 20)

>>46244723
Enthrall the lizards, and send them in as spies for our cause.
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>>46245055
ok

In the night the lizardmen prisoners are taken out into the desert and turned, leaving us with 30 new lizardmen vampires at our command. We retain one as a guide, leading us to their nearest city, however about the rest of them..

What are their orders?

A. Join our army(Elves will notice)
B. Send them back to lizardmen territory to spread confusion and terror
C. Other(write in)
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>>46245113
>B. Send them back to lizardmen territory to spread confusion and terror
>>
>>46245113
>B. Send them back to lizardmen territory to spread confusion and terror
Fifth column Ho!
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>>46245113

Similar to how Rome was split in two, lets have them tasked with creating their own specifically lizardmen vampire empire, that we will eventually absorb.
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>>46245113
>B. Send them back to lizardmen territory to spread confusion and terror

That's an insane amount of blood we going to need now. They better start enthrallment on a huge scale of the lizards. Just to stay alive, but hey that looks good for number of workers.
We should have lizards try and rule their lizard breathern and orcs do the same.
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>>46245221
>>46245255

Good to see we have the same sadistic idea.
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>>46245221
>>46245138
>>46245131
>>46245255

The Lizardmen travel all across the realm, spreading rumors of rebellions, invasions and dark gods rising, causing confusion and open civil war in some areas.

Meanwhile our army continues forward towards the lizardmen capital. Finding it well defended but poorly fortified, as the lizards apparently never believed an enemy force would cross the desert to fight them....

The lizards sally forth, taking the fight to us as
an army of 500 lizardmen marches towards us, and our army forms battle lines to meet them...

Please roll a 1d100+10 to determine the success of this battle, I will take the average of the first 3 rolls
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>>46244084
Oh shit that is early
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Rolled 21 (1d100)

>>46245336
We should really give out training to our vassal states.
>>
Rolled 39 (1d100)

>>46245336
>>
Rolled 22 + 10 (1d100 + 10)

>>46245336
Oh, geez
>>
Rolled 90 + 10 (1d100 + 10)

>>46245336

Whoops, forgot to add +10
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>>46245393
fuck..
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>>46245387
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>>46245393
>>46245379

Dear Diary,

I hope that OP will be forgiving today, because I just rolled an unnatural 100.....
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>>46245387
>>46245379
>>46245370
Average of 33, a failure before gods and men....

The lizards put up a suprisingly strong fight, led by their King himself, a massive dragonkin, adorned in bright blue armor

The battle line, despite our mens iron dicipline, collapses under a wave of fire from lizardmen pyromancers that even our elven mage allies were unable to defend against, burning the first rank of our line to a crisp and leaving many more with searing wounds and deep burns.

They followed up the wave of fire with a massive infantry charge...

Despite these setbacks Giles and Narkos are able to rally our troops and regroup a few miles back from the battle, however we have lost a third of our first, now down to 200 men from the original 300 we set out with....

What do we do now?

A. Try to attack again...(I will use your 90 for the average, because im a nice guy)(roll a 1d100, I will take average of the first after the 90)
B. Retreat(this will derail the efforts of our turned lizards and end any dreams of a lizard vassal state)
C. Other(write-in)

Also keep in mind that our commando team is standing by, if we could think of a way to use them...
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Rolled 73 (1d100)

>>46245499

A.

https://www.youtube.com/watch?v=IMy1ZLyaSqk
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>>46245516
>>
Rolled 91 (1d100)

>>46245499
C. Have our commando take down the pyromancers then attack
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Rolled 69 + 10 (1d100 + 10)

>>46245499
A
>>
Rolled 10 (1d100)

>>46245499
I'd really rather flee for now. The river fort is much more important to us than this elven campaign
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>>46245584
A little late for that, Anon
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>>46245499
>A
We're going to keep head butting them till theirs nothing left but a bloody stump with legs
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>>46245563
I like the plan. Gives our commandos something to do while we fuck their shit up.
>>
These God rolls....
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May our dark, vampiric God give us a mighty roll. So we may spill the blood of those who challenge her children.
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>>46245516
>>46245393
>>46245418
>>46245563
Average of 84.7 a strong success...

In the middle of the night, our army fakes their retreat, allowing our commandos to infiltrate the city and eliminate the enemy pyromancers, they do so, however Veras and his team are slain to the last man in the process...

At dawn, our combined army launches another assault, meeting the lizardmen once more on the battlefield, sans pyromancers.

No longer restrained by the need to cast protective magics against enemy mages, our mages and are allied elven mages, rain arcane death on the lizardmen, while the our crossbowmen and Elven ranges rain death of a more mundane variety.

This is followed up by a combined charge of our infantry and cavalry, breaking the lizards completely and chasing them back to their city...

In the aftermath of the battle the city is sacked and the inhabitants coralled, Giles is honored for slaying the lizardmen king, taking his head as a trophy...

We have agreed to taking 40% of the loot, but all the prisoners belong to us...

With their king dead, and rumors spreading the lizardmen realm is in chaos...

Whats our next move?(write-in)
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>>46245783
Put our strongest and smartest enthralled lizardman in charge in exchange for peace and direct access to trading.
>>
>>46245783

Turn the prisoners and send them in the direction of our Vamplizard empire.
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>>46245783
Enthrall enough high ranking lizardmen to ensure we can take control of the river fort close to Everbright
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>>46245812
Seconding this.
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>>46245812
Sounds good.
Make them a vassal state under us, and enthrall any and all rebellious forces to work at our main camp.
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>>46245911
>>46245842
>>46245812
The prisoners are brought to a remote part of the desert, a few miles outside the city, away from the prying eyes of the elves, and anyone else.

Our bloodmages prepare a massive enthrallment ritual, for almost 200 lizardmen

Please roll a d100+10 to determine the sucess of the enthralmment, I will take the average of the first 3 rolls
>>
I'd prefer to have the lizardmen "independent" and conquering land for us, but whatever the majority wants.
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Rolled 41 + 10 (1d100 + 10)

>>46245999
>>
Rolled 29 + 10 (1d100 + 10)

>>46245999
Here goes nothing.
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>>46245999
>>
Rolled 6 + 10 (1d100 + 10)

>>46246049
>>46245999
>>
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Welp, there goes most of the geckos.
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>>46245999
>>
>>46246069
>>46246031
>>46246028
average of 35.5 a failure...

Without Camilla with them to serve as a steady guiding hand, our inexperienced bloodmages mishandle the ritual, leaving us with only around 70 lizardmen thralls, the rest either dead, or left as broken empty husks...

The thralls are tasked with rebuilding the city, with a handful of the strongest and smartest turned, serving as the ruling cabal of this new vampire-lizardmen realm. (the elves believe we came to some sort of political agreement)

A few come with us as spies to fool the defenders of the the river fort.

They are able to convince the defenders that the rumors are false, causing the garrison to stand down and grow lax in their defense, allowing our army to easily take it in a night attack..

What should we do with the fort(After enthralling the prisoners of course)?

A. Raze it so it can never be used against us
B. Garrison it with our own troops
C. Have loyal lizardmen garrison it for us
D. Other
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>>46246195
>C. Have loyal lizardmen garrison it for us
Build a little village for breeding and living if it's needed.
>>
>>46246218
+1
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>>46246195
>C.
Holy bat tits that was brutal...
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>>46246195
>(the elves believe we came to some sort of political agreement)

Tell the elves the agreement came after we showed the Lizardmen how cruel we could be when adinistering justice. And that is why there are so few lizardmen left, and why we should be feared.

C.

Lets not raze the fort, it looks like a nice option to backstab the elves some day
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Reposting from last thread
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Rolled 3 (1d6)

>>46246269
>>46246265
>>46246244
>>46246218
Most of the old garrison are successfully enthralled, and ordered to remain at their old posts, securing the fort for us. In addition due to our sneak attack the fort is mostly intact, with some minor repairs needed to bring it to full fighting condition.

We allow rumors to spread that the justice of House Everbright can be both just and harsh, even if it results in killing 2/3 of a towns population...

For now their capital and river fort have been secured for us, essentially turning the northern half of the lizard realm into our vassal state. However the more heavily populated southern coastal towns are still in flux, with several independent warlords emerging...

Back at Everbright there are celebrations of the victorious army, however they are dampenend by the loss of half the men we set out with...

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 memorial to the fallen
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)
>>
>>46246028
>>46246480
>G. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
>>
>>46246480
>F. Build a memorial to the fallen
Time for grieves. Also, didn't we built a shipyard in our fishing village already?
>>
>>46246480
F
rember the undead
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>>46246480
>F. Build a memorial to the fallen

Make it include a token of the life of every lost soul so that someday we have the power to use it to bring them back to our glory
>>
>>46246532
You are correct, ignore that one
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>>46246480
>H.
Build a memorial for the fallen, then throw a celebration to raise the population
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>>46246594
Let's celebrate the lost souls of the (un)dead by fucking! We need the babbies.
>>
Rolled 1 (1d6)

>>46246594
>>46246557
>>46246537
>>46246532
>>46246690

A glorious monument is built, honoring the fallen in all wars fought by House Everbright, the names of the dead engraved on its walls, to be preserved for all eternity...

Following this somber occasion Camilla hosts a fertility festival, involving feasting, drinking and fucking to a degree that the god of pleasure would blush.

Emboldened by recent victories, improved prosperity and the optimistic possibilities of the future, our people revel in the festivies, including our large population of freedmen, who are slowly learning the truth of their overlords nature(and are surprisingly okay with it, compared to their previous overlords)

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. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
G. Other(write-in)
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>>46246835
>F. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
Moar roads
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>>46246835
Build a University.
>>
>>46246893
+1
>>
>>46246835
>G. Other(write-in)

Sure, lets build that university. Have it focused on technology and magic. I don't want no social studies vampire yippies on it tho
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>>46246893
This.
I want my fuck mothering muskets
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>>46246855
This.
>>46246893
I feel like this would be a tech improvement thing. If not I'll vote for it next time for sure.
>>
>>46247011

Don't forget about that super bonus upgrade to our animal voodoo powers you promised us!
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>>46247128
No idea what you're talking about.

If you guys want to really make a difference for muskets I'm sure we could use a turn to actively research towards that.
But we should have commandos set up again. Also once we have it a self destruct on the guns. Only vamps and enthralled units can wield. So it doesn't fall into enemy hands.
>>
>>46247011
>>46247006
>>46246961
>>46246893
>>46246999
A university based on the study of the sciences and the arcane is established, with a handful of our most promising young citizens selected to study there

Unfortunately, we lack enough specialists and scientists to teach more than a handful of students at this point, and it would behoove us to search for experts to teach our university

Tech now rolls on a d5

In addition a new group of adults have come of age, we can direct them into certain fields of society

A. Have them gain the bounty of the land as farmers
B. Have them search for the riches of the earth as miners
C. Have them learn the secrets of the arcane as mages
D. Have them learn the tricks of the trade as merchants
E. Have them master the ways of the battlefield as warriors
F. Other
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>>46247266
Dubs confirm battle plan
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>>46247327
Diplomats.
At some point for our tech rolls, not immediately, I want to research Propaganda.
>>
>>46247327
>Diplomats
>>
Rolled 16 (1d100)

>>46247327

Train voodoo bokors.
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>>46247327
>E. Have them master the ways of the battlefield as warriors

We need to replenish our losses.

I'd also be in favour of getting necromancer mages to do so.
>>
>>46247327
>D. Have them learn the tricks of the trade as merchants
>>46247349
That's what our commandos are for.basic training in everything war related and spy shit is maxed our to the best of our resources.
>>
>>46244574
>>46247266

This.
>>
>>46247327
>C.
We got a university for this, use it.
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>>46247426
+1 for commando units from the new population.
>>
Rolled 100 (1d100)

>>46247327

Alchemists.
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>>46247449

Well now we FOR SURE have gunpowder...
>>
>>46247449
I don't see the use for this right now. But if the dice gods demand it. Then so it shall be.
>>
>>46247497

Hey man, muskets and chemicals and shit.
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>>46247497
Behold..!
>>46247444
>>46247449
The Gods demand alchemy!
>>
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>>46247449
Caine hath blessed
>>
Rolled 310, 381, 629, 87, 411 = 1818 (5d702)

meh, i can also roll bulshit when it isn't asked for
>>
>>46247645

He asked for occupations, and alchemists are an occupation. Stop being so Na.
>>
>>46247671
when rolls are needed, they are asked for, and it is never on the coming of age phases. But it isn't the first time in this thread where people who haven't been on previous ones just roll on unneeded times because why not
>>
>>46247671
Rolls have always been used to determine success degree, not to choose an alternative
>>
Rolled 5 (1d5)

>>46247520
>>46247497
>>46247475
>>46247449
Via the new university we train a group of our people in the arts of alchemy, the science of changing matter and energy into other types of matter and energy, also known as Transmutation following the laws of conservation of mass and natural providence.

They can now make other metals into gold for example, repair objects using alchemy and make special materials, such as nullsteel, a magic cancelling metal, effective for mage hunting

Word arrives at Everbright that the Dwarven Emperor Thorin Blacksteel has died suddenly, leaving his brother Logan Blacksteel, a famous Dwarven general and known political hardline on the throne, this may lead to a reinterpretation of past agreements, and the prosecution of conflicts outside the Dwarven Empire for him to secure his reputation...

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. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
G. Other(write-in)
>>
>>46247743

He did give us F as an option. Besides, most people here seem to like the choice of the dice gods. If OP wants otherwise, he can change it.
>>
>>46247756
Also we have a tech increase! we will vote on it after this action and to be honest guys I will give you gunpowder eventually, but theres no need to rush, I find that it makes the games less exciting, especially when there is not enough build up to it
>>
>>46247756
>C. Build Ship for trading
But it also for ambushing those damn Drow pirates
>>
>>46247756
>F. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)

We should build a hidden vault. Store our magic items designs and such.
>>
>>46247786

It should be noted that he DID promise us a percent bonus for rolls related to evil Druidism/military animal husbandry.
>>
>>46247783
>He did give us F as an option.
Was your write in option to have the vampire queen roll dice?
>>
>>46247786
This is true. It will be no fun if we could just shoot our way into dominance
>>
>>46247809
+1
>>
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>>46247809
+1
Fuck those knife ears
>>
>>46244662
This was my previous response regarding druid magic, the council opted for alchemists instead, but you will have opportunities to get druids in the future, if you can convince people to vote for it
>>46247828

And while im pleased that you guys are this passionate, I would prefer that you only roll when prompted in the future
>>
>>46247809
Supporting, we should establish a navy
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>>46247923
Understood.
>>
>>46247923

Of course, I was going to wait until that tech roll you said was coming up. Besides, it would be smart to work on improving our alchemists first.
>>
We should upgrade our boats. We this next vote.]
We should also see about spending money on buying some dwarf weaponry designs. And other tech if available.
>>
>>46247809
>>46247844
>>46247880
>>46247951

A tradeship is built using our improved shipbuilding techniques, sleek with plenty of room for cargo, this particular tradeship is special, with a hidden ballista platform, lowered into its forward hold, to be raised to the deck of the ship for battle, and weapon racks hidden throughout the ship....

Our envoy reports that the new Dwarven Emperor, Logan Blacksteel is preparing a campaign to not only raid the westerlands, but expel its human inhabitants and resettle with Dwarven colonists. In addition he is already building a road to the area along with laying the foundations for a strong fort near the Dwarven border with the Westerlands....

Now for our tech increase

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. Magic Specialization(choose a type)
I. Improve Other(write-in)
>>
>>46248050

Improve alchemy not an option? Oh well, ship upgrading sounds smart.
>>
>>46248050
>H. Magic Specialization: Necromancy
Let use the dead bodies to scare off those Dwarves.
>>
>>46248085

I'll vote for alchemy if OP allows it. That or necromancy.
>>
>>46248050
H. Magic specialization Necromancy
>>
>>46248170

Necromancy first, and alchemy second? Sounds like a plan.
>>
>>46248120
+1
>>
>>46248120
Sounds good.
>>
Rolled 2 (1d5)

>>46248170
>>46248159
>>46248120
>>46248267
We launch a renewed focus into the arts of necromancy, our contacts all around the world looking for knowledge, finally a merchant in the city-states has come through for us, providing for (200 Wealth) a necromicon from a lost civilization, now translated into the common tongue. Our necromancers can now control up to 10 undead at a time, as well drain the lifeforce of living things, transferring it to themselves, they can also use their own lifeforce to heal other people as well. In addition there are some other lesser known necromantic abilities they can now use...

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. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
G. Other(write-in)
>>
>>46248342
>F. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options)
We must quickly setup our scare traps.
>>
>>46248342
F. Establish a road from our settlement into the Westerlands(helps trade and may lead to settlement and other future options

Can we see about buying designs/weapons. From our trade partners.
>>
>>46248342
>F.
Those stout little clumps of pubic hair gonna learn a thing or two...
>>
If we do use zombies, could we possibly put spirit bombs in them?
>>
>>46248342
G. Rebuild are army, equip them with expert training and equipment. No more Militia, we only want a competent professional army, also focus on the rebuilding of the commando unit. Emphasis should be placed here with an avenue to expand our special forces.

Think the UK governments expansion of the SAS after the desert campaign during WW2
>>
>>46248380
Let's buy shit
>>
Rolled 3 (1d6)

>>46248432
>>46248380
>>46248356
A road is established into the Westerlands, making it much easier and more convenient for our merchant caravans to reach the area.

Our loyal vampiric human chieftain Rorgar and his tribe have formed a tribal confederation and raised a force of 100 hardened veteran western warriors to oppose the Dwarves, however they lack siege weapons and are still badly outnumbered by the Dwarves, who are taking the Westermen threat much more seriously than they have in the past...

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. Raise a specialist military unit(ie Commandos)
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet to be time to show our hand)
F. Establish a trading outpost in the Westerlands(well fortified of course)
G. Other(write-in)
>>
>>46248616
A. Create a skull mask to raise and better control the dead
>>
>>46248616
>B. Build a hidden vault(magically reinforced of course
>>
>>46248616
Still this plz:
G. Rebuild are army, equip them with expert training and equipment. No more Militia, we only want a competent professional army, also focus on the rebuilding of the commando unit. Emphasis should be placed here with an avenue to expand our special forces.

Think the UK governments expansion of the SAS after the desert campaign during WW2
>>
>>46248693
I like this.
>>
Rolled 2 (1d5)

>>46248616
Should've been a d5, right?
>>
>>46248693
+1 to this, the Dwarves are very obviously interested in expanding their influence, what's to say we aren't next?
>>
Rolled 2 (1d5)

>>46248693
>>46248724
>>46248894
Time, money and energy I spent reforming our army, disbanding the militia, and expanding the size of our regular forces.

The infantry legion is given additional training, better equipment and expanded as some of our militia are folded into the regular forces, in addition 10 volunteers are used as the basis for a new commando unit.

Gork, our loyal vampiric orc warchief has reported to us that they have found a vein of highly valuable mithril in the northern mountains...

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. Establish a mithril mine in the northern mountains
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet to be time to show our hand)
F. Establish a trading outpost in the Westerlands(well fortified of course)
G. Other(write-in)
>>
>>46248989
Put a greater emphasis on our Commandos. Put Palmetto and Giles at the head. Turn them if we must.
>>
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>>46248693
We undead commandos now
>>
>>46248989
>Gork
BRUTAL BUT KUNNIN'!!!
>>
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>>46249053
>Gork
>not Mork?
Wez kunnin but BRUTAL
>>
>>46249031
+1
>>
>>46248989
D, Mithril mine plz.
Only the best for our brave armed forces.
Also we sell that shit to the city states
>>
>>46248989
Build what I guess would be a newstation? Pump out journalists, dig up some stories, start making/spreading newspapers, and get to work on the mass propaganda front.
>>
>>46249031
Sounds good.
Spies that can get in and out of any where.
>>
Rolled 3 (1d5)

>>46249200
>>46249031
>>46249100
Commandos are given additional magic training, as well as studying other cultures and languages at the university, allowing them to be more well rounded so that they can be effective in larger variety of missions.

News has spread that the Drow pirates have attacked a city-state merchant convoy, captured several ships and were allegedly seen butchering and enslaving their crews...

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. Establish a mithril mine in the northern mountains
E. Build a greater shrine to the Vampiric cult(will partially reveal our true nature to outsiders,it may not yet to be time to show our hand)
F. Establish a trading outpost in the Westerlands(well fortified of course)
G. Other(write-in)
>>
>>46249333
>F. Establish a trading outpost in the Westerlands(well fortified of course)
>>
>>46249333
>C. Build Ship(describe purpose)
Ramming and boarding.
>>
>>46249333
The drow pirates are going to become an issue, and they would make a great addition to our ability to fuck with people if they were enthralled.
I suggest using the commandos to find out where there main base of operations is and wreck their shit.
>>
>>46249421
What if the Drows are employed by the Dwarves? Seem strange they attack city-state ships.
>>
>>46249333

Improved alchemy would be interesting now that we have discovered rare minerals in our mines.
>>
>>46249442
Fighting back then init, plus the dwarves won't know if we just enthrall them or turn them
>>
>>46249462
Aside from the mithril, which we currently don't have, what rare minerals have we found?
>>
>>46249511
We just have farms an iron mine, and a gem mine at this point
>>
>>46249534
That's what I thought.
That post had me wondering if I missed something.
>>
>>46249534

My mistake, I misread.
>>
>>46249333
>G.Other
Send some trading ships to the city states designed as city state ships, lure in the drow pirates, and then,bam.
The crew is commandos
The cooking staff are necromancers
The cargo is undead skeletons
The Figure Head is our fearless hot as fuck leader
>we pirates now
>>
>>46249698
>>46249623
>>46249582
>>46249534
>>46249511
>>46249500
>>46249462
>>46249442
>>46249421
>>46249389
>>46249346
Since we don't really have a consensus here and I have to anyway, I'm gonna stop here for the day.

I will probably run either tomorrow or sunday and will give you guys a heads up on the civ general or twitter.

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
Thread replies: 168
Thread images: 15

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