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Giant Civ Quest Part 3: A New Dawn

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Thread replies: 371
Thread images: 2

File: Home Turf.png (249KB, 759x635px) Image search: [Google]
Home Turf.png
249KB, 759x635px
Spring is time for many things and after the fury of the Long Night fades, your people thrive. A new wave of newborns cry in their mother’s arms, for once the fear of starvation doesn’t threaten your tribe.

Welcome back to Giants on Ice.

Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Overabundant (Consume 12 Units of food per turn) 88 Buffalo Meat
Livestock: 4 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Frost-Witch, Ice-Shaper Jyoti, THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobester Traps, Carpentry
Diplomacy: None
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 HArdwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 1 Mammoth pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Will wait like 10m for people to show up, if not enough come Ill try again later/tomorrow.
>>
I missed the end of the thread last night so I'm not entirely sure where we need work. I suppose if nothing is life threatening, one can not go wrong with magic research.
>>
>>37311397
How bad of me, I forgot to link the last threads!
>http://4archive.org/tg/thread/37263290
>http://4archive.org/tg/thread/37287139
>>
Checking in
>>
Rolled 5 (1d6)

>>37311233
Research basic plant agriculture.
>>
>>37311575
>>37311569
Hey welcome to the party!
>>
Rolled 7 (1d100)

>>37311575
I'll second developing agriculture.
>>
>>37311674
Rukova, I see you changed your name! Ill have to be sure to fix that!
>>37311575
Just a heads up, researching 2 thing is possible but it will confer negative modifications to action rolls.
>>
>>37311233
Aww shit. Till what time will you be around OP? In the Uni now and would rather not be super distracted by Civ threads

Fuck you coursework!
>>
>>37311718
Figured I was fully necro, so the frost part made little sense.
>>
>>37311743
Ill be around most of today, so if the thread doesnt get enough love I can try later.
>>37311749
Love it (Hope you dont mind being our necro)
>>
Rolled 36 (1d100)

>>37311718
Hmm, if there might be problems, I'm going to change to suggest that we construct a pen for mammoths, help separate the bull and sows.
>>
dice+1d6

backing agriculture
>>
>Build pen for mammoths
>Research Agriculture
>Other
>>
Rolled 3, 5 = 8 (2d6)

>>37311821
whoops
>>
Rolled 12 (1d100)

>>37311821
Agriculture
>>
>>37311811
Be sure to type your roll in the options section!
>>
>>37311841
>>37311811
>>37311575
A few of your tribe dig about in the dirt by the waterside, finding it dark and rich. They discuss a bit about what to grow in this harsh land and start clearing the land for a precursory garden.
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 76 Buffalo Meat
Livestock: 4 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: None
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation, Researching Agriculture 5 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 76 (1d100)

>>37311910
Try and capture some more mammoths. The less we have to worry about food, the better, and only having one bull means we could lose the ability to breed them if something goes wrong.
>>
Rolled 36 (1d100)

>>37311910
>H. Other
We need to train more Mystics
>>
Rolled 34 (1d100)

>>37311910
Build that precursory garden. Balanced diets are cool.
>>
>>37311960
Forgot, we have 1 frost mystic in training, we dont have any others who have the spark due to a pretty bad roll
>>
Rolled 87 (1d100)

>>37311910
just noticed you started back up damn WOOT
Im for catching more bulls
>>
Ah, alright then. Do we have a map we can refer to? Would make scouting easier
>>
>>37312053
First post has a map as the image.
>>
Rolled 22 (1d100)

>>37312065
I am so retarded

Scout Eastward then
>>
>>37311910
Still say we should investigate the Orange lights we saw during the Dark. Could be a village we could raid or trade with
>>
>Catch More Mammoths
Your Huntsmen set out hours before sunrise, finding the Mammoths sleeping where the herd rested before. Despite the lack of ropes or feed they manage to grab a young sow, literally carrying her back to the Deep Cave.

>New Frost Mystic trained, Enter Chtol Frostwalker
While his spark of magic may be weak Jyoti expects him to be a strong asset in further learning frost magic.
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 76 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: None
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation, Researching Agriculture 5 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 94 (1d100)

>>37312119
>>
Rolled 62 (1d100)

>>37312149
Second
>>
>Scout the Lights you saw in the Long Dark
>>
Rolled 20 (1d100)

>>37312119
If we're going to scout, probably best to see what they are.
>>
Rolled 86 (1d100)

>>37312155
>>37312149
Third.
>>
Chtol can just meditate and attune himself to the magicks. He should be getting better at it.

>>37312149
Thirded.
>>
Rolled 84 (1d100)

>>37312207
i can go with this
>>
>>37312207
That's....the point of my roll to scout....
>>
>>37312236
I know, I was just agreeing with you.
>>
File: Not Far south.png (215KB, 759x605px) Image search: [Google]
Not Far south.png
215KB, 759x605px
Your huntsmen must have gotten quite twisted around because despite them saying they saw the lights miles to the south, only a short way to the south your scouts spot what looks like a small village. There are fields growing in the cover of several hills and thin smoke drifts from stone chimneys.

>Send your scouts in to see who lives there
>Avoid the Village
>Other
>>
Rolled 21 (1d100)

>>37312316
>>Send your scouts in to see who lives there
Be sneaky if possible. We don't want to spook these people right off the bat
>>
Rolled 99 (1d100)

>>37312316
dont send them in stay at a distance mainly need to know there numbers
>>
Rolled 16 (1d100)

>>37312316
>Send your scouts in to see who lives there
>>
>>37312316
>Send your scouts in to see who lives there
Let's try to do this peacefully, unless they're a cult of Shabboth or something...
>>
>>37312346
This, if they're humans, we're not quite in the best position yet to deal with them.
>>
>>37312316
Send in the scouts to chill (HEH) with the villagers.
>>
>>37312316
Ok we still gotta harvest our lobster traps, I can't be the only one who forgot those succulent beasties.

Can we tell how big the buildings are?

Send a scout ready to flee if there is trouble
>>
Rolled 99 (1d100)

>>37312366

agreed
>>
>>37312366
Hopefully not, but if they are it would be nice to work something out
>>
>>37312379
>>37312346
Two 99's nice
>>
>>37312346
This. Also, we could move off to the east and light a big bonfire. They might go and investigate and it would be away from our actual camp.
>>
>>37312383
Work something out? The humans drove us from our homelands. I think binding their frozen corpses as thralls to us is the best option for them. Once we are in a position to do so at least.
>>
>>37312346
>>37312379
Compared to the other rolls, it looks like this is the best course of action. Figure out who they are and try and send our most diplomatic individuals if they appear friendly.
>>
>Observe the Village

Your scouts lay flat against the hillside, doing their absolute best to hide their towering forms.
>>37312346
The people of the village are clearly not human, despite your giants waiting and watching for several days they see the same small group of individuals working non-stop
>>37312379
There seems to be several dozen being in the village, only 6 never stop being active.
>>
>>37312416
I meant like temporary peace until we can comfortably survive and use that kind of magic
>>
As an aside, Jyoti is afraid of what may happen if Ice-Quartz were to cut someone or enter their bloodstream since it grows when in contact with water
>>
>>37311233

Anywhere to read part 1/2?
>>
>>37312444
>Send your scouts in peacefully
>Depart back to the tribe, avoid the village
>Attempt to Raid blind.
>>
Rolled 70 (1d100)

>>37312444
Not human, ok, engage in diplomacy.
>>
Rolled 73 (1d100)

>>37312476
>Send your scouts in peacefully
>>
Rolled 74 (1d100)

>>37312476
>Send scouts in peacefully
>>
Rolled 18 (1d100)

>>37312476
Return to the tribe, discuss findings, get together an envoy to send with a gift.
>>
Rolled 36 (1d100)

>>37312444
>>37312476
Send in our fastest scout to investigate and possibly exchange greetings with these non-humans

(sounds like constructs or machines)
>>
Rolled 21 (1d100)

>>37312476
>>Send your scouts in peacefully
>>
Rolled 90 (1d100)

>>37312514
this but hopefully with a better roll voting to send them mammoth bones as a gift
>>
>>37312542
This. Also, do we need a complete corpse for Bind Life?
Or can we just use, say. . . A mammoth skull?
>>
>>37312584
Says complete in the description. But if we research necromancy more, it might become possible.
>>
>Send your Scouts in peacefully.
Your scouts are seen almost instantly. The population of the village visibly gather before their homes. The Closer your Scouts get the more visibly human the villagers seem. Worry spreads to your Scouts, memory of the people who drove you from your home setting them on edge. Only when they are within shouting distance do they see something... Different.
The 6 your scouts saw working constantly stand before their tribe, skin an offshade of blue. Their eyes are pitch black and bodies devoid of hair. "Ho, Titans! What brings you to our humble homes?" Their voice rises as one, sounding nothing but organic. Behind them the rest of the village is visibly human, cowering behind their leaders.
>Speak - Write in
>Other - Write in
>>
do you have any specific system you use to resolve success failures or anything? If you do, would you mind sharing? Sorry for interrupting. Just a prospective CM trying to get some starting advice. Please see this OP.
>>
>>37312604
If we discover Rune magic, or if that's even a thing in this game, it may be the solution to our necromancy/cryomancy hurdles
>>
>>37312655
>Speak, tell them we were looking around to see what was around our settlement.
>>
>>37312655
I roll against my players, even their lowest rolls have sometimes been much higher than mine. Sometimes their worst rolls beat me, turning the lowest rolls into at least minor successes.
>>
>>37312654
Curiosity! We wish to know who are neighbours are in this frozen land.
>>
Rolled 94 (1d100)

>>37312654
"Ho, Blue-skin. We are but scouts and we saw your village. In a show of peace, we come here to greet you and make our presence known. If I may be so bold, what manner of creature are you?"
>>
Rolled 44 (1d100)

>>37312654
>>37312725
This please
>>
>>37312689
>>37312715
Make clear that we are looking for friends, not enemies. We greet these newfound peoples with open arms.
>>
>>37312725
Aww yeah, high roll. With that, I'll make be off for a bit. Have to make the long walk back home. See you in a bit OP!

If my speech gets taken, I hope I didn't shit things up
>>
Rolled 99 (1d100)

>>37312725

sounds good! hoping for another good roll
>>
>>37312751
>Rolls a 94
>any possibility we're screwed
Don't worry about it
>>
>>37312654
"Hello! We from Old Frost Country! We are of peacing! War is no! We are of want of knowledge of Not Frost Country!
>we want a map of sorts
>>
>>37312757
>>37312751
These rolls today! How many virgins did y'all sacrifice to the dice gods?
>>
>>37312786
They are pitying us for yesterday holy shit
>>
>>37312786
as many as were necessary
>>
One of your Scouts steps forward. "Ho, Small-kin. We are but Scouts and saw your village. As a show of peace we wished to make our presence known. Forgive our ignorance but what manner of people are you?"

Again as one the blue-skins speak "We are but humble creations of our errant master, born of glass and soul. Homunculi." With a sweep of their hand they motion to the humans behind them "And these are our wards." Almost as an afterthought "How many is your tribe?"
>>
>>37312809
>Continue conversing
>Ask for X?
>Leave, tell them you will return
>Warn them of your tribe
>Other
>>
>>37312809

Them wanting to know our numbers scares me but we could use some allies in this land.
>>
>>37312834
We are a small tribe not many near thirty (trying to find out more about them but also lieng saying we are stronger)
>>
Rolled 40 (1d100)

>>37312847
continue conversing, we can be vague about our numbers and try some neighborly conversation
>>
>>37312809
>>37312834
>continue conversing
Explain we are refugees in this strange land and we want to be careful, don't tell them our numbers.


Oh oh, Rukova, we need to send someone to gather the remains of our lost tribesmen and enshrine them in the Death Altar. We probably can't raise them for a while but they should have a place of honor for their sacrifice
>>
Rolled 61 (1d100)

>>37312878
My roll oops
>>
Rolled 50 (1d100)

>>37312834
continue conversing
>>
>>37312834
Ask about their masters. Do they have a goal or mission to complete?
>>
Rolled 16 (1d100)

>>37312890
Keep forgetting roll fuck
>>
Rolled 33 (1d100)

>>37312907
Should probably roll.
>>
>>37312888
so much for rolling 99s...
>>
Rolled 20 (1d100)

>>37312890
Seconding. On both fronts.
>>
"Have your people lived here long? Do you still search for your maker?" Your scouts manage to relax a little, leaning on clubs rather than gripping them at their sides.
"Our maker will never return, we have come to peace with this long ago." Gesturing back to the humans behind them the group disperses, setting about the labors of their community. "We have lived here for a very long time and plan on living here much longer! Still you have not answered, how many are you?" The curt way they bring it back makes it very clear they are used to being answered when they ask.
"Oh we are not many, forced from our homes in the south by... Other humans."
The Homunculi seem to have other things to do about their village and inform your scouts of that. Wishing them to return again with some more forewarning, they may be willing to trade.
>>
Why do you want to tell them we are a small tribe? Golumns with a master are suspicious, especially immediately adding for our numbers.
>>
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 76 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (5 turns for Food Preservation, Researching Agriculture 5 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 7 (1d100)

>>37313050
Research frost magic to negate the cold from affecting our tribe
>>
Rolled 17 (1d100)

>>37313050
Gather trade good. We now have someone to trade with, so it will be important that we have something to trade with.
>>
Rolled 92 (1d100)

>>37313096
copt that
>>
>>37313050
We could try trading Mammoth bones or pelts with them

We're gonna need axes and tools to collect more Hardwood and such
>>
>>37313096
We cant research more than 2 things at once.
>>
>>37313133
What else are we researching?
>>
Rolled 20 (1d100)

>>37313050
>Engage in Diplomacy
might be time, given our new neighbors
>>
Rolled 42 (1d100)

>>37313133
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

Build a proper entrance to our cave house
>>
Rolled 49 (1d100)

>>37313050
Breeding time we need to increase our numbers also need to make shields out of some of our hardwood
>>
The Tribe is divided
>Gather Hardwood
>Engage in Diplomacy
>Other
>>
If the tie is not broken, I will break it randomly
>>
>>37313178
We have 3 babies just born, our females will not be able to birth again til next season.
>>
>>37313263
Gather hardwood
>>
Rolled 97 (1d100)

>>37313215
Engage in Diplomacy
>>
>>37313110
>Gather hardwood.
Harvesting the odd Hardwood tree your tribe manages to only bring back a few small arms-full. The next few days are uneventful, your tribesmen focusing mainly on their research. (-1 turn on both research projects)
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 52 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (1 turns for Food Preservation, Researching Agriculture 1 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37313287
Just got back, seconding this, as long as we can make them not attack us.
>>
>>37313372
Well shoot, you got back just too late!
Glad youre back Rukova
>>
Rolled 90 (1d100)

>>37313368
Let's maybe build a watchtower?
>>
>>37313406
Sounds like a plan. Doesn't look like we need another roll though.
>>
Rolled 75 (1d100)

Homunculi are quite passive aren't they? Enslave them as well as any humans we don't want to smash
>>
Rolled 48 (1d100)

>>37313368
Recover remains of our fallen tribesmen that died on the hunt, enshrine them in the Death Altar.
>>
Rolled 63 (1d100)

>>37313449
seconding this
>>
Rolled 26 (1d100)

>>37313368
Capture more buffalo and mammoths for domestication
>>
Rolled 10 (1d100)

>>37313449
>>37313406
These seem like the best for now. I'd rather not try to enslave being we don't know enough about yet.
>>
Rolled 63 (1d100)

>>37313449
yeah this sounds good
>>
Rolled 25 (1d100)

>>37313368
we need to check our lobster traps
>>
>>37313514
That's what I've been saying too! They were masterwork rolls for their creation too, somehwere in the 90s i think
>>
>>37313368
we should grow food supply then build defenses and last but not least grow our population as quickly as feasibly possible. then we can focus on more advanced projects like a true civilization.
>>
>Recover the fallen
Your huntsmen go out looking for the remains of those lost in the Long Dark, sadly they only find the bodies of two. One with his leg twisted beyond repair and the other not far from the first, his flesh stripped away leaving only pearly bones behind. (+2 Giant skeletons) The sight of the long dead bring bad memories back to your tribe.
>The preliminary garden is now clear of shrubs, ready to be seeded with seeds you do not have.
>With some excitement your giants have managed to preserve meat by smoking it dry.
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 52 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 30 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (1 turns for Food Preservation, Researching Agriculture 1 turns)
>>
>With no small amount of concern The Child has gone missing in the night.

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 31 (1d100)

>>37313636
FIND THE KID
>>
Rolled 46 (1d100)

>>37313636
Search for the Child.

Catch buffalo.
>>
Rolled 68 (1d100)

>>37313636
>>37313652
let's hope he has sight and found us something good
>>
Rolled 94, 80 = 174 (2d100)

>>37313652
find the kid attempt to buy seeds from homonculi
>>
Rolled 81 (1d100)

>>37313514
I think one of our actions should be this
>>
>>37313607
FIND OUR CHILD, then we can focus on growing crops
>>
Rolled 42 (1d100)

>>37313636
WHERES THE KID?!
>>
>Search for The Child

Catch buffalo
or.
Trade with the homonculi for seeds
or.
Check the lobster traps
>>
>>37313693
screw that find the kid. we need to figure out what dark heresy she's up to and if its helpful or not.
>>
Rolled 82 (1d100)

>>37313693
yes, espcially now that we have 2 actions
>>
>>37313707
I change to lobster traps too
>>
Rolled 53 (1d100)

>>37313636
FIND THE CHILD

IF NOT TRADE THE HOMUNCULI FOR SEEDS FOR OUR NEW GARDENS
>>
>>37313707
Lobster traps

No use getting seeds if we haven't discovered agriculture
>>
>>37313707
Okay well in that case lets check the traps. We need the food!

altering the course of
>>37313717
>>
Your scouts comb the hillsides and all over the valley for The Child, much to their chagrin they find nothing but shrubs and some small game. (No child +10 food)
The Lobster traps are all tripped, their nets deep beneath the mud, with a small amount of work you manage to pull in quite an amazing haul. (+30 Live Mudcrabs)
Current Season: Early Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 40 Buffalo Meat
Livestock: 5 Mammoth Sows, 1 Mammoth Bull, 2 Calfs (+8 milk per turn +1food if eaten)
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 79 (1d100)

>>37313707
trade with the Homonculi
>>
>>37313832
Is there another way of finding the child? Can we send out another scouting party?
>>
>>37313832
we need to become agricultural. though im worried about the child
>>
>In case there has been any confusion, this is the same child who slew a dozen buffalo.
>Not one of the newborns.
>>
Rolled 42 (1d100)

Go out and light a big bonfire and have a couple of Giants stand watch. Maybe the child is lost and can't find home.

Trade with the Homunculi.
>>
Rolled 22 (1d100)

>>37313832
gather seeds
>>
>>37313906
that is just even more reason to worry..
>>
Rolled 2 (1d6)

>>37313832
Trade with the Homunculi for seeds (if they want anything).

Research necromancy (totally biased)
>>
Rolled 49 (1d100)

>>37313832
FIND THE CHILD
>>
Rolled 66 (1d100)

>>37313933
Seconded.
>>
Rolled 64 (1d100)

>>37313953
GOTTA FIND THAT KID
>>
Tribe is conflicted.
>Trade with the Homonculi
>Research Necromancy
>Try and Gather seeds ourselves
>Search for The Child

If not broken I will break it, blah blah
>>
Rolled 1 (1d100)

>>37314024
breaking it child and necromancy
>>
Rolled 73 (1d100)

>>37314024
search for the kid
>>
Rolled 72, 41 = 113 (2d100)

>>37314024
find the child and try to gather seeds ourselves
>>
>>37314024
Find the kid and gather seeds ourselves.
>>
Rolled 94 (1d100)

>>37314098
Roll
>>
>>37314121
I like this and I'll back it. it'll let us start to research farming which we sorely need. passive food gen is a must with how hungry these giants are.
>>
>>37314121
Agreed. Let's do this.
>>
Unhappy you send your Scouts out to redeem themselves. This time the search is more in the mountains than before, digging through snow piles and looking into crags. One of your more driven scouts dives into the glacial lake, swimming to the bottom of the lake bed in his search. Depressed and with their heads hung low they return. No Child, they fear the worst.
Your other kin are much more lucky, finding ragged wheat growing out of the harsh dirt they gather several handfuls of this rare foodsource. (Found Ragged Wheat seeds)
>>
>>37314189
Current Season: Spring
Temperature: Comfortable(8/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 24 Buffalo Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 46 (1d100)

>>37314214
well, let's see about planting our seeds
>>
>>37314214
Time to learn farming I say. We need to progress past the tribal stage.

Is that 1d6 for research or 1d100 for direct farming (crappily done most likely)
>>
Rolled 73 (1d100)

>>37314214
Research Agriculture

Ask Rukova to contact the spirit world. See if the kid is there. If he isn't, it means that he is still alive and we should continue looking for him.
>>
Rolled 79 (1d100)

>>37314214
Child is lost, spent two turns looking and will probably come back to bite us later. For now:

Plant/cultivate seeds
Build watchtower
>>
>>37314262
We know how to farm, kinda
>>
Rolled 7 (1d100)

>>37314262
This. Rolling.
>>
Rolled 14 (1d100)

>>37314214
>>37314262
Voting this
>>
Rolled 67 (1d100)

>>37314262
Rukova, do us proud
>>
Rolled 63 (1d100)

>>37314214
Time for my dream of a balanced diet to come true!
Plant the seeds in the garden.
>>
Seems like the general idea for this turn is to ask the spirits for help finding our potentially demonic child and starting a farm.

Can we all agree on this? Just trying to make CM's life easier here.
>>
Your garden doesnt spend long unseeded, almost as soon as the seeds are in hand they are returned to the garden, pushed deep into the dark soil.

You ask for Rukova to look into the spirit world, trying to find the child. After several days before her shrine, eyes sealed with fatwax she concludes that The Child is not there, she must still be alive.

>The seasons are as fickle as the wind, the temperature soars, Summer is here. With the new comfortable climate, the rains come
>Everything is fucking wet.
>>
>>37314349
That's fine, if I can speak to spirits, never tried it before.
>>
Rolled 88 (1d100)

>>37314368
I think we should work on building a watchtower. We have a lot to keep watch for. The child, the animals we hunt, and our new buddies, the hommunculi.
>>
Rolled 88 (1d100)

Welp. I suppose we can only suspect the Homunculi at this time.
Diplomacy time?
>>
>>37314368
kinky
>>37314435
^seconded
>>
Rolled 59 (1d100)

>>37314435
Create a watch tower.>>37314426
>>
Rolled 21, 64 = 85 (2d100)

>>37314426
>>37314435
Seconding both, let's hope I can help with a good roll
>>
With the turn of the season our scouts spot a column of Small-Kin approaching from the south. Going to greet them they find none other than our Blue-skinned neighbors. "We would like to offer this token of peace between our people, we hope to see more of you in time." (+12 barrels of Homonculi mead)
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 24 Buffalo Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37314479
NOPE, more virgins for the dice gods...
>>
>he casually asks how large your tribe is as though it's an after thought
>claims they have no master and have been there for many years
I warned you about those Homuniculi bro.
>>
>>37314480
Create some axes to cut trees down better. we can use mammoths to bring trees back to lair and replant saplings
>>
Rolled 35 (1d100)

>>37314480
Have one person drink some of the mead to test it just in case. If its good, send some dried buffalo meat or mammoth skins.

RESEARCH FUCKING FROST MAGIC TO NEGATE THE FUCKING COLD
>>
We don't know what is in that shit. It could be Homunculi heroin. They are trying to enslave us!
>>
>>37314480
Did we perform the action from the last turn?
>>
>>37314590
my post took forever to actually come up, so we havnt had a turn since we last looked for the child and planted seeds
>>
Looks like
>Test the Mead
>Research more frost magic
All in favor?
>>
>>37314480
we should build that tower and try to learn more about crops
>>
Rolled 48 (1d100)

>>37314480
Build that watch tower.
>>
>>37314665
YES PLEASE DEAR HOLY CM
>>
Rolled 10, 86 = 96 (2d100)

>>37314570
I second, >>37314665
can't trust those dirty Homunculi

with that I'm out! gotta leave for a bit. Best of luck finding the child
>>
Rolled 90 (1d100)

>>37314626
So do I need to roll again for watchtower?
>>
Please roll a 1d6 for researching Frost Magic
>>
Rolled 4 (1d6)

>>37314701
here we hgo
>>
Rolled 5 (1d6)

>>37314701
Jyoti and his apprentice are gonna sequester themselves away
>>
Rolled 3 (1d6)

>>37314701
>>
>>37314701
My body is ready ( to tell winter to eat a dick im a frostgiant)
>>
Rolled 5 (1d6)

>>37314701
Critical success ho!
>>
I like to think we're Frost Giants with Russian accents. It's a nice thought.
>>
You are tired of not being able to see over the hills of your home, ordering your tribe to build a tower. Tall structures are impossible right now so your tribe settles for building a stone and hardwood structure atop a high hill. Within a few weeks a sturdy building stands overlooking your domain. (+1 Watch-house)
Jyoti is sent to delve deeper into his craft, within the Ice Quartz Cavern your people see faint blue flashes.
>>
>>37314778
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 7 Giants (3 Newborns)
Food: Loaded (Consume 12 Units of food per turn) 12 Buffalo Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Learning Ice Magic 2 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37314776
Except we are Hill giants from far far far south, forced to live in this new frozen land by some very angry humans over a... Misunderstanding
>>
Rolled 40 (1d100)

>>37314799
Time for food. Roll'an
>>
Rolled 48 (1d100)

>>37314799
Diplomacy. Ask the Homonculi if they've seen our Kid
>>
Rolled 13 (1d100)

>>37314826
This please
>>
Rolled 55 (1d100)

>>37314826
Or don't alert them to it. Just put on some fake smiles and try to see if some giant footsteps are around the village.
>>
>>37314826
Dude. the food count. I'm stlil not sure why it says loaded since we have 12 units left. But still.

We gonna run out soon. like damn soon.
>>
>>37314799
Have one giant drink the mead, then wait a couple of days and see what happens.
>>
>>37314867
because Im a retard and didnt change it. Sorry! (I will cushion any roll to gather food in penance)
>>
Rolled 74 (1d100)

>>37314867
changing to this hes right we need to go hunting please
>>
>>37314799
So we're almost out of food after this turn. We should hunt and gather food. We really need to stockpile for the winter now that we can preserve the meat
>>
>>37314820
Stop ruining my dreams. Stop it.
>>37314799
Hunt some buffalo.
>>
>>37314894
Changing mine to food. Eating is important
>>
Rolled 92 (1d100)

>>37314906
>>
>>37311233
Sorry to butt in on your guys thread, but what rules do you use to play this game? I want to take a look at them, hopefully my friends and I can use parts of it in our RPG games.
>>
>>37314894
we should gather food now then
>>
>>37314894
It happens. at least we averted accidental disaster.

Also all these rolls.

We gonna be fucking eating like KINGS!
>>
>>37314944
Essentially we roll for outcome varying between 1-100% gm gives bonuses to rolls on his fancy because he has total list of civilizations stats
>>
Your hunter are primed to hunt before you even send for them. A few angry glares are given to the giant in charge of the food stores.

The hunt goes impressively well, using the 3 Hardwood clubs they manage to being down and bring home 4 mammoths, 3 completely intact.

>One morning your watchman spots a giant out in the hills, a faint pale glow around them.
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 10 Giants
Food: Bursting (Consume 12 Units of food per turn) 240 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Weak Frost/ Weak Necromancy attuned
Spells Learned:
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Learning Ice Magic 1 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 2 (1d100)

>>37315013
Contact that stranger!
Diplomacy time
>>
Rolled 41 (1d100)

>>37315013
Hunt more but this time we want to capture a few more mammoths for making mammoth milk cheese
>>
Rolled 34 (1d100)

>>37315013
>G. Engage in Diplomacy
send some scouts to meet the glowing giant.
>>
>>37315054
fuck no diplomacy
>>
Rolled 14 (1d100)

>>37315054
didnt notice that scratch >>37315067
and roll for this>>37315054
>>
Rolled 54 (1d100)

>>37315013
Probably the kid. Send two to scout it out.
>>
Rolled 85 (1d100)

>>37315013
Seems like THE CHILD has surfaced. We should go see what went wrong and bring both casters along. dis some baaaaaad juju guys.

Rolling for scout attempt. may dice have mercy on us
>>
Rolled 84 (1d100)

>>37315013
Better contact that strange new giant.
>>
>>37315013
Make the cave homely, beds and rooms for specific people andt if we have frost magic why do we need to smoke meat when we can just freeze it?
>>
Jyoti is locked away in his cave for another turn investigating ice magic. Timing right?
>>
>>37315148
No shit Jyoti just when we need you.

I just hope this isn't some lovecraftian level shit. I don't want tentacle rapes.
>>
Your scouts go out into the hills where the watchman said they saw the glowing Giant.
The clubs are left behind, axes in hand.
The Child lays curled at the base of a mountainside, she awakens when your Scouts approach. Her skin is badly sunburnt and her eyes glow with white light. "Hello Aunties and Uncles." She says, almost serenely. About her neck hands a necklace made of what your scouts think are human rib bones. When she moves to stand your scouts take a small step back, her aura fades with the rising sun, her eyes no longer glowing with inner light. "Can we go home now? Im very hungry."
>>
I assume if we raised some mammoth skeletons we could ride them, yes? Surely they don't need 'initiative or skill' to do that?

Get Rukova to see if it's necrotic magic emanating from him.
>>
Rolled 71 (1d100)

ask her what happened to her when she gets back also keep her under a watch
>>
>>37315240
What the fuck.

Is she Giant Jesus or something!? I am so confused now.
>>
Rolled 15 (1d100)

>>37315287
I like this
>>
>>37315240
Jyoti stirs from his cavern, jagged crystals of ice grow from his arms and legs. His connection with his magic deepened.
Choose a spell.
>A. Entomb - Lock a target in ice, this will kill most mortal enemies.
>B. Ice Blast - Freeze the water in the air, throwing shards of ice at foes.
>C. Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
Your choice here will effect your Ice Magic forever, choose well.
>>
Rolled 92 (1d100)

>>37315287
Also have the spellcasters look at her again.
>>
>>37315356
I feel like if we are going for Ice giants we should pick C. Just my two cents.
>>
>>37315356
Ice Veins

There's other magic we can use for damage
>>
Rolled 8 (1d100)

>>37315356
Definitely C
>>
>>37315356
c
>>
Rolled 12 (1d100)

>>37315356
ICY VEINS SO WE CAN TECH FARTHER AND BECOME FROST GIANTS
>>
>>37315356
C. Icy Veins seems like the most interesting path to me. We're giants so we need magic to be defensive since we can probably mess up most people due to size.
>>
>>37315402
c although a is badass c is better for rp
>>
With this new blessing of frost Jyoti grows in power, and with him, your tribe.
urrent Season: Summer
Temperature: Comfortable(9/10)
Population: 10 Giants
Food: Bursting (Consume 12 Units of food per turn) 240 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Ice-Shaper Jyoti, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Moderate Frost/ Weak Necromancy attuned
Spells Learned:
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 37 (1d100)

>>37315477
Examine the kid. Make sure they aren't going to kill us.
>>
Rolled 5 (1d6)

>>37315477
Study the Child.

Research Necromancy
>>
Rolled 3 (1d100)

>>37315497
THIS
>>
>>37315477
Did anyone test the mead? have one person do that.

Refurbish our cave with mammoth and buffalo pelts to make it homely.
>>
Rolled 83 (1d100)

>>37315477
Study the Child

new name btw
>>
>>37315356
Entomb means ice control.
Ice Blast means temperature control.
Icy Viens means internal temperature control.

I think its just a guess.
>>
Rolled 17 (1d100)

>>37315477
Study kid make a mammoth drink some of the meed one of the sows
>>
>>37315541
i like the pelt idea. it should actually make the winter more bearable
>>
Rolled 17 (1d100)

>>37315500
This here.
>>
Rolled 4 (1d100)

>>37315588
this with my role i forgot
>>
You send the child back to the Mystics and again they look her over. She smiles and greets them again, happy to see her Auntie and Uncle again even as they have her lay on the stone floor, tracing her veins with Ice Quartz and Giant Bone. After several hours both their heads pound, despite their best attempts they can only say something about The Child is terribly wrong.

You ask Rukova to try and push back the veil of her craft further. Despite her being tired and strung out she nods, stepping back into her alter.
>>
I wonder if I can harden and shape Ice Quartz eventually for armor.

Oh I did have the idea to create Icicle Quartz Spears by slowly dripping water onto a point
>>
>>37315694
i blame the homonculi. cleansing time
>>
The Homunculi know a thing or two about freaks of nature. We could take the child to them.
>>
Summer is coming to a close soon, fall will bring the cold rains and herds will begin to leave.
>From atop your watch house your sentry thinks he saw something flying between the mountains.

Current Season: Late Summer
Temperature: Comfortable(9/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 220 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Moderate Frost/ Weak Necromancy attuned
Spells Learned:
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Necromancy research 4 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37315742
probably (would definitely be cool) though if we can find a stronger mineral I'd prefer that.
>>
Rolled 87 (1d100)

>>37315760
Herds going to leave.
Put all efforts into capturing buffalo.
>>
Rolled 75 (1d100)

>>37315760
Fortify the Cavehome for the winter, we need doors, reliable pens for the mammoths, and to start preparing the food for storage
>>
>>37315760
its smaug fml
>>
Rolled 83 (1d100)

>>37315760
Have Rukova take the child as an apprentice.

I wanna see how this turns out.
>>
Rolled 21 (1d100)

>>37315760
Refurbish the cave and focus on getting as much food and wood as possible for the coming dark.

Offer the homunculus village sanctuary in the caves if they wish
>>
It's a dragon. Get some ice quart spears and shoot it down!

>>37315786
We don't know what happens when we cut someone with them, yet. It could be really powerful.
>>
Rolled 70, 34 = 104 (2d100)

>>37315799
Let's do this
and This>>37315809
>>
>>37315809
this
>>
Rolled 88 (1d100)

>>37315799
this but also apprentice the child to rukova she can keep a better watch on her if shes close to her.
>>
>>37315851
Backing it. we need to prepare for the great frost. we can't endure it directly yet.

Maybe instead of wasting all this time now we should start researching our cold weather gear and prepare so we don't nearly starve to death again. We can research the fun stuff all we want once we're entombed in ice and snow with lots of food.

Seriously we almost fucking game over'd because we had no idea how fucking brutal the winter was gonna be.
>>
You have the tribe furnish and fortify the cave against the Long Night. Over the next few weeks what furs are left are laid against the walls, a pair of heavy Hardwood doors are built against the cave mouth.
>One of your younger scouts gets restless and goes to hunt alone. He hasnt come back in several days.
>>
>>37315921
Man what the hell's goin on
>>
>>37315921
Current Season: Summer
Temperature: Comfortable(9/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 200 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Magic: Moderate Frost/ Weak Necromancy attuned
Spells Learned:
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Necromancy research 4 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 94 (1d100)

>>37315953

time to confront the homoculi
>>
Rolled 96 (1d100)

>>37315953
Breed search and hunting parties need to be executed
>>
Rolled 53 (1d100)

>>37315953
>>H. Other
Search for missing young giant
>>
Rolled 67 (1d100)

>>37315953
Find the scout/MORE FURS
Seriously we need to kill everything that we can eat in the next turns. i want the stocks to be fucking outrageous when the winter comes.
>>
>>37315979
>>37315992
These
>>
Rolled 18 (1d100)

>>37315953
Do we have a firepit yet? We need a fucking firepit.
Build a firepit.
>>
>>37315992
I'll second searching. We need to prepare for winter, but our population is too low to lose more.
>>
>>37315953
we need to find out why the fuck we keep going missing. and if its the homonculi we will kill them
>>
If any one wants to check our Orc Civilization Quest, feel free, also, announcement to anybody who used to be in it and thought I died. Sorry for interrupting and advertising. I feel bad now, not trying to gain sympathy either, so don't feel bad for me.
>>
>>37315953
We should investigate the Homunculi regarding the missing scout
>>
Your hunters are set out to look for the missing youngling. Their search is laughably short, finding the Scout beside the lake, struggling to pull a young mammoth corpse along behind him. (+10 Mammoth meat 1 Mammoth fur)
>>
>>37316047
that was you. damn that quest was good. but i like giants even more
>>
>>37316066
Current Season: Summer
Temperature: Comfortable(8/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 210 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (5/10)
Magic: Moderate Frost/ Weak Necromancy attuned
Spells Learned:
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 12 Buffalo Hides, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Necromancy research 2 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
(Meant to post with this one, whoops!)
>>
Rolled 69 (1d100)

>>37316088
We need to raise our morale before winter. Let's hold a summer ending feast or something
>>
Rolled 95 (1d100)

>>37316088
Hunt a lot, we can stock up for the winter and freeze it then reanimate it to eat.
>>
Rolled 93 (1d100)

>>37316088
>>H. Other
Breed
>>
Rolled 99 (1d100)

>>37316141
Agreed.

Once Necromancy research is done I'm gonna roll for researching the Ice-Quartz again
>>
Rolled 14 (1d100)

Build a firepit in the cave with a chimney to redirect the smoke/ Excavate so we can fit mammoths inside the cave
>>
>>37316088
hunt. but I'd still like to find what keeps happening to our people.
>>
>>37316155
Breeding happens naturally over time, to say out people arent actively having sex on their free time is just silly. Same with our livestock. Its just with Giants and the Mammoths it takes a long time to give birth, and for the children to grow up
>>
>>37316195
What are the chances we could find other giants?
>>
Rolled 11 (1d100)

>>37316088
Firepit.
Build a firepit in the cave.
Heat is useful when everyone is literally freezing to death.
>>
Rolled 70 (1d100)

>>37316195
Dang. It was a pretty good roll as well.

This then,
>>37316141
>>
>>37316185
great thinking m8
>>
We need to find us some psychotropic shrooms to aid in our magic research
>>
>>37316322
violetmushrooms are acidic remember that
>>
Your hunstmen are exuberant, good hauls over the spring season have kept them fired up. With minimal time they lay waste to several buffalo, even a few Mammoths. They return to the camp with chants on their lips. (+200 Food, all hide is used making your home cozier for the winter.)

Rukova has finished delving into her craft, her veins are blackened with necrotic energy.
>A. SoulBind - Bind a souls energy to a fetish, this process takes some time
>B. Rotting Rend - Cause horrible necrosis to target
>C. Call Soul - Call a soul from the afterlife for information, possible to contract souls to serve the caster.
>>
Also, mammoth dung for fuel.
>>
>>37316365
Current Season: Summer
Temperature: Comfortable(7/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 390 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (5/10)
Magic: Moderate Frost/ Weak Necromancy attuned
Frost Spells:
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
Necromancy Spells:
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 1 Actions Per Turn (Necromancy research 1 turns)
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37316365
Hard choice but i go with soul bind
>>
Rolled 98 (1d100)

>>37316365
Oh dang, A or C. Thinking more A

>>37316392
Research the Ice-Quartz, meditate in the cave for inspiration
>>
>>37316365
soul bind
>>
Rolled 1 (1d6)

>>37316392
I like a
research mining and mining tools so we can expand the tunnels
>>
Rolled 2 (1d6)

>>37316392
>>37316365
Soul-Bind

Research Ice Magic, build fire-pit and chimney in the cave.
>>
>>37316392
dice+1d100

A firepit sounds good
>>
Rolled 39 (1d100)

>>37316392
Continue improving the cave for the winter.

Mammoth and dry wood for kindling, the hard wood for real fuel. Multiple firepits so each chamber is warmed.
An icy chamber to store the meat. Cover the cave doors with buffalo skins for further insulation
>>
>>37316482
this
>>
>>37316500
Newfag here how do you roll?
>>
>>37316529
The Options box under Name
>>
>>37316482
>Crit rolled
Your tribe sets about the cave walls trying to find a way to mine them without a source of iron, Jyoti comes up with an idea. Despite the Ice Quartz not being meant to strike hard surfaces he places a small shard in a crack, pouring a small bit of water on the shard it grows, breaking the stone. (Ice Quartz Mining discovered)
Jyoti is sent do meditate on his craft again, inside the Quartz cave comes the sound of crunching snow.
Your Tribe makes itself a large firepit inside the Deep Cave, surely this will help against the Long Night.
>>
>>37316482
Backing it because One we need it and Two you don't pass up free tech. DAT LUCKY 1 BABY
>>
Rolled 39 (1d100)

>>37316645
ice quartz mining sounds fucking badass....
>>
Your watchman sees the thing flying between the mountains again, closer to the cave this time.

Current Season: Fall
Temperature: Comfortable(6/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 370 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: Ice Quartz Mining, 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Frost Spells:Moderate attuned
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
Necromancy Spells:Moderate Attuned
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
>SoulBind - Bind a souls energy to a fetish, this process takes some time
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 3 (1d100)

>>37316699
Develop ice-quartz spears.

Plant seeds in the mossy cavern.
>>
Rolled 61 (1d100)

>>37316719
Seconding this
>>
Rolled 79 (1d100)

>>37316719
third
>>
>>37316719 this
>>
>>37316699
Oh boy its hunting us down great.

Just great.

Any ideas on how to fight a flying monster when you're in the stone age guys? Bonus points if you can stop dragon fire.
>>
Rolled 90 (1d100)

>>37316768
you dig DEEP
>>37316719
Fourth
>>
>>37316768
I figured we're giants, so we can throw spears that will be more like ballistae.
>>
Rolled 16 (1d100)

>>37316719
Make it happen
>>
>>37316768
it cant burn us through the earth. plus we can always collapse a tunnel on it if it attacks us in our caverns
>>
A wild idea comes to mind, taking a few trunks of hardwood and splitting them down into long shafts, your tribe pushes shards of Ice Quartz into the end, slowly dripping water down on them. The spears are sharp and incredibly heady, impossible for smaller races to use as a spear, let alone throw. Its still a mystery what the Ice Quartz will do to a living target. (+ 24 Ice Quartz Spears)

Your giants begin to watch the sky, several of your tribe spot a massive green form darting between the mountains.
>>
>>37316870
Current Season: Fall
Temperature: Comfortable(6/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 370 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: Ice Quartz Mining, 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Frost Spells:Moderate attuned
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
Necromancy Spells:Moderate Attuned
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
>SoulBind - Bind a souls energy to a fetish, this process takes some time
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes, 24 Ice Quartz Spears
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37316870
Don't anyone out alone, this is either gonna turn into a battle or diplomacy.

If we send people out we need both our magic users and all the giant's id say, so we can eliminate this threat before it damages us.
>>
>>37316893
Whatever we do, bring the livestock inside the cave.
>>
>>37316922
nobody should be going out alone anyway especially when people keep going missing
>>
Rolled 97 (1d100)

>>37316893
BIND MAMMOTH SOUL INTO FROST SPEARS

we'll need them if the dragon comes a callin
>>
Rolled 23 (1d100)

>>37316893
Bring everyone into the cave, including animals. Cover a mammoth skeleton with hide and Life Bind it as bait to get an idea of what is coming.
>>
Rolled 59 (1d100)

>>37316893
>>H. Other
Dig deeper into the caves. Dwarven...Giants?
>>
>>37316939
I second this. It might go after our livestock,
>>
>>37316997
I think we can dig more once we're trapped inside for the winter.
>>
Rolled 95 (1d100)

>>37316893
guys your gonna dislike the option but the childs a real danger i vote we bind her soul into a fetish. if it doesnt work then.. she has no soul and we need to get rid of her
>>
>>37316939
Thirded
>>
>>37317026
I agree, but a winged beast is upon us
>>
>>37317029
I like the idea, I just think the green thing is a bigger threat at the moment.
>>
>>37316977
Damn, with a roll like that
>>
>>37317026
This. I'm more worried about the flying giant beast atm. Digging and researching and farming can wait until then.

Remember guise winter brings insane cold and going outside is a death sentence for now. We have to hunker the fuck down and prep for it in the meantime until we tame this land better.

After that we sit on our big giant butts and think up shit.
>>
Rolled 55 (1d100)

>>37317052
true
>>37316977
follow this roll use it as our defences
>>
>>37317026
>>37317029
this an this
>>
You order every mammoth brought into the cavern you kept them in last winter, save one. One of the sows is brought to Rukova's altar and without much fanfare Rukova sets about binding the animal's soul to a spear. The Ritual takes several days, Rukova working out how to use the spell for the first time. At the end of casting the sow is dead, the spear seems to not have changed until one of your Giants picks it up, he swears he can feel a pulse in the wood. (+1 Soul Spear, Only a Mystic can use without chance of death)
>>
>>37317207
Current Season: Fall
Temperature: Comfortable(6/10)
Population: 10 Giants
Food: Bursting (Consume 20 Units of food per turn) 370 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: Ice Quartz Mining, 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Frost Spells:Moderate attuned
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
Necromancy Spells:Moderate Attuned
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
>SoulBind - Bind a souls energy to a fetish, this process takes some time
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes, 24 Ice Quartz Spears
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
>>37317207
Welp we have a spear for Jyoti to wield in the coming battle. maybe it can reduce strain on him for casting magics.
>>
Rolled 79 (1d100)

>>37317238
Check our lobster traps. Need as much food as we can before Winter
>>
Rolled 13 (1d100)

>>37317283
this also reenforce the door in so noone can attack us in the winter?
>>
Rolled 66 (1d100)

>>37317207
Let's keep the spear away from the Child, who knows what SHE could do with it.

Gather food from lobster traps. Watch out for whatever is stalking the mountains. We should check them one more time before winter.
>>
Rolled 57 (1d100)

>>37317324
I second both of these, but have the people checking the traps armed with spears
>>
>>37317326
no actually if we are attacked and she is using it.... we can make her kill the thing.... unless shes in league with it actually keep her away from it the thing came following her....
>>
Rolled 87 (1d100)

>>37317283
We need this but we should send a party led by jyoti to do this. But it should be about more than just the lobsters. go to the homunculi, gather wood for winter stuff like that.

(watch out for dragons)

And what does everyone think about setting up
an obelisk for other giants to find?
>>
Was the spears the research gained from the icequartz meditation or was that the Mining?
>>
>>37317382
It was a tech, not a magic development, so I think it's an offshoot of mining.
>>
>>37317238
Did the Homunculi see the dragon as well?
>>
>>37317380
I like the obelisk idea, but I'd rather make our home easy to find when we're more able to defend it.
>>
>>37317428
I think this happened due to that restless hunter who ran off and apparently (my theory) pissed off a dragon trying to hunt it.

That or off screen rolls just made him the first giant dragon rider and we're all dancing to the amusement of the CM. But thats just wishful thinking
>>
You send out your hunters to check the lobster traps armed with new Quartz spears. The traps themselves once again show off for their craftsman, dozens of mudcrabs are caught in their nets. (+ 30 food) Sadly this will be the last time this set of traps will be used as the mechanism for them traps has worn down.
The hunters once again spot something large and green along the mountainside, distinctly remembering a long neck and wide wings.
Your people are nervous and spend a good bit of time reinforcing the cave door with more Hardwood and stone.
>>
>>37317488
The rain has begun again, freezing cold and just as awful as you remember it. One of the women has given birth.
Current Season: Fall
Temperature: Comfortable(5/10)
Population: 10 Giants (1 Babe)
Food: Bursting (Consume 20 Units of food per turn) 380 Mammoth Meat
Livestock: 7 Mammoth Sows, 1 Mammoth Bull
Leader: Elder Grulin
Characters of Note: Mjolski the Boisterous Bard, Rukova the Dread-Witch, Jyoti Iceblood, Chtol Frostwalker THE CHILD
Structures: Ice Quartz Mining, 1 Watch-House, 1 Small Storehouse (3 Giant Capacity) Deep Cave (20 Giant Capacity)
Technology: Food Preservation, Basic Agriculture, Animal Husbandry, Ice Crystal harvesting, Basic Herbalism, Basic Smithing, Lobster Traps, Carpentry
Diplomacy: Southern Homunculi
Morale: Good (6/10)
Frost Spells:Moderate attuned
>Icy Veins - Enchant the caster, making their blood as ice and granting massive resistance to all forms of physical harm.
>Flash Freeze - Turn a small amount of fluid into its natural frozen state. Will melt normally
Necromancy Spells:Moderate Attuned
>Reanimate flesh (Turns rotten materials back into fresh usable materials)
>Life Binding - When cast on a complete corpse will be reanimated to life, corpse will lack any initiative or skill. Drains heavily on caster.
>SoulBind - Bind a souls energy to a fetish, this process takes some time and kills the original host
Weapons: 3 Hardwood Clubs, 9 Large Ice Quartz Axes, 24 Ice Quartz Spears, 1 Soulspear
Stockpile: 12 Barrels of Homonculi mead, Ragged Wheet Seeds, 2 Giant Skeletons, 40 Hardwood, 2 Trollfat, 3 Troll bile, 1 troll pelt, 6 Mammoth hide tunics
Landmarks: Deep Cave, Mossy Cavern, Ice Quartz Cavern, Death Altar

Current Actions: 2 Actions Per Turn
>A. Scout (specify direction)
>B. Gather Food
>C. Gather Trade Good
>D. Build Structure
>E. Research Technology (Takes 1d6 actions over time)
>F. Research Magic (Takes 1d6 actions over time)
>G. Engage in Diplomacy
>H. Other

Roll a d100 for each action you choose
>>
Rolled 56 (1d100)

>>37317564
Research ice magic, gather food while we still can.
>>
Also guys, the tribe stat page is getting a little too long, any suggestions for what to do about it? If it gets any longer I will not be able to post it without cutting something out.
>Also Im going to have to call it for today, its been a great 4 hours!
If someone could archive the thread Id really appreciate it.
Id also love to answer any questions/hear any suggestions you all might have.
>>
>>37317620
Landmarks can probably die. As could Temperature. Just make that bullet point a subset of current season.
>>
>>37317620
For more static information like tech and magic you can make pastebins, same with leadership figures/notable figures who might influence rolls and give bonuses.

If the other things feel long you could also trim down the running stats and keep the major stats in the OP like current structures, and stockpiles (unless we do something to alter the stockpile count obviously)
>>
>>37317620
Thanks for running it.
>>
Rolled 86 (1d100)

Sift you gonna start yours back up bruh?
rolling for sift to start
>>
>>37317742
Ill be running it again tomorrow same time if anyone shows up.
>>37317676
This is good idea

>Does anyone know how to archive?
>>
>>37317846
I do not sorry OP
Thread posts: 371
Thread images: 2


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