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Vampire civ quest #1

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File: vampire warrior 2.jpg (9KB, 236x276px) Image search: [Google]
vampire warrior 2.jpg
9KB, 236x276px
You had been masquerading as a citizen of the Grandy Duchy of Karelia in the city of Kendor for a few decades when you were called to the join the great convocation at the coven's lair, including a few Elder Vampires and dozens of midranking vampires, in addition to their followers of regular vampires and thralls.
You narrowly survived the vampire hunters raid on the lair, the coven's cult being run out of the cities cathedral finally uncovered for the front it was....
While only a midranked vampire less than 80 years old, you are the only vampire of rank in the crypt during the raid on coven's great convocation, managing to slay all the elders and other vampires of rank...
You gather the handful or surviving vampires and a group of thralls and make your way through the crypts to the outskirts of the city in to the dead marches....


What did you do in the coven?

A. Turned Knight- Once an honorable and brave knight, you were nearly slain by the Coven, but impressed by your fighting skills, they decided to turn you instead. You served the coven as the Captain of the City guard, training guards and scheduling patrols around planned feedings, making sure your brethren are never caught in the act. As a elite tactician and fighter of noble birth, you are an expert in many forms of fighting and horsemanship, you come equipped with a sword, lance, shield and heavy mail armor(bonus to combat, leadership and training rolls)
B. Arcanist- You were once a promising young scholar at the University of Karelia, you draw the attention of an ambitious Elder vampire. You have studied and trained to be a specialist in understanding the world, both magical and mundane, studying many areas and skilled in creating and enchanting artifacts(bonus to magic research and tech rolls)
C. Blood mage- In your previous life, you were a holy man, publically known for your extreme piety and charisma, privately known for your great desire for the pleasures of the flesh, eventually running into a powerful vampire. Impressed by your ability to manipulate people you were turned, following your master for a time, learning some of the vampiric arts before forging your own path. You have mastered the arts of blood magic and the vampiric arts, including draining the lifeforce of other beings, enthrallment and mind control(can cast magic in certain situations, bonus to diplomacy)
>>
B. Arcanist
>>
>>1579840
A Turned Knight
Lets go full on muscle wizard vampire with a twisted code of knightly honor
>>
>>1580035
This. We need a certain degree of Martial skill to survive
>>
>>1579840
Also I have my own special rules for the vampire to make them more interesting than the rules for the regular civ chart

Vampire race notes
-Vampires are physically stronger than their non-vampire race and have more powerful senses than most nonvampire races. They also are nocturnal and can see extremely well in the dark
-Vampires are not reliant on food, water and rest as non-vampires are
-They can go out in the sunlight, but should keep skin from being exposed, they also are weaker in the sunlight
-They can choose to feed on individuals without killing them, or turning them, taking only what they need
-Must feed every few days, getting weaker the longer the time between the last feeding
-Can rapidly heal and gain a temporary boost of strength from feeding
-Vampires do not age
-Vampires grow stronger as they age, recently turned vampires are weaker willed and tend to be heavily influenced by the one's who turned them and other older vampires.
-Elder vampires are extremely powerful
-A ratio of 5 thralls to 1 vampire is required for feeding to properly sustain a vampire, without putting an unhealthy strain on our human cattle
-Can enthrall other people and animals, thralls lose most of their free will and with it initiative, they are loyal to the death, but dont expect them to improvise, think for themselves or do much without orders.
-There is a chance an enthrallment can go wrong, breaking the mind of the subject, and sending them into a deep coma from which they will never awake

Essentially they are a very powerful race but lack the ability to field large numbers of their own kind, forcing them to control and manipulate others to be successful, as most races will be disgusted/horrified of the vampires true nature
>>
>>1580062
Can we create undead minions by using our blood on a corpse? That's a pretty common and fun vampire trope. Also can feeding cause Mutations?
>>
>>1580056
>>1580035
You were a knight before you were turned and later served the Coven as the a Captain of the City Guard, giving a key position to influence politics and criminal investigations in the city.

You were able to use innate martial skills, to slay a vampire hunter in personal combat and rally a group of thralls and lesser vampires to follow you out of the crypts into the wildlands beyond Karelia's borders

As you make the safety in the wilderness outside the city, one of the thralls presents you with an item of great value....

A. A powerful arcane staff, its soulgem rumored to hold over 10,000 souls, capable of improving the holders magic(improves magic rolls)

B. A enchanted sword, powered by a tiny fragment of an ancient god, can cleave through armor and magical defenses with ease(increases combat rolls)

C. A crown crafted by a great vampire smith a millenia ago, allowing you to sense the intentions and thoughts of others
>>
>>1580071
I think the goal was combat mage, so A. would be the option to go with.
>>
>>1580070
No have to use necromancy magic for that, blood magic does however allow you to create thralls, which are effectively braindead minions, even though more advanced blood mages can create more intelligent thralls while retaining their slavish loyalty. They can also drain life from other beings.
>>
>>1580077
Ok so we should rush necromancy.

Also enchanted sword. Though why use a sword when our fangs and claws will suffice.
>>
>>1580083
>>1580071
Sword
BECAUSE WE ARE A KNIGHT GOD DAMN IT
OUR VERSION OF CHIVALRY MIGHT BE VERY TWISTED AND FUCKED UP BUT WE HAVE IT AND IT OURS
WE BLOOD DRAGONS NOW BOYS
>>
>>1580100
>>1580083
You take the legendary blade from the thrall and firmly grasp it, getting a feel for its remarkably light weight and good balance.

The thrall grabbing the sword was immensely helpful as the artifact itself helps your ability to fight as well as your legitimacy as a leader.

However the thrall did this unbidden by you....

What shall you do with the loyal thrall?(this will set a precedent for the future)

A. Turn him for his loyalty and skill, granting him immortality and turning him into a vampire(has various benefits that include night vision, increased, strength, speed and intelligence at the cost of weakness in daylight and the need to feed every few days) you will have immense influence over them in their early years as a vampire, due to your relative strengths and your turning of them...

B. Have him executed, you can't have minions thinking independently, they might turn against you and take power for themselves

C. Do nothing, carry on as usual
>>
>>1580220
Turn him. His loyalty and initiative must be rewarded. Remind him that this gift indebts him further to us as his lord and master.
>>
>>1580220
Suvival bump #1
>>
>>1580220
>A. Turn him for his loyalty
>>
>>1580220
Turn him

Though this now means we need several more thrall to be able to effectively sustain our population.
>>
>>1581778
>>1581679
>>1580240
You, making a ceremony out of it, turn the thrall, who reveals his name as Gellen. He was a young man with little in the way of skills when he was enthralled and being under your influence and extremely loyal can be trained as an assistant/right hand man....

You make sure the other thralls take notice of this.....

You lead to your people to the untamed plains and forests of the dead marches, the site of a mysterious plague that killed most of the population one century ago, leaving much of the land still unpopulated and reclaimed by the wilderness.
Now home to brigands and the occasional group of hardy settlers, there are several old towns and fortifications in various states of disrepair dotting the landscape, while they have been long been picked clean by looters, could provide a strong foundation for a new start,
away from the other major nations of the world

It is fortunate that many of our vampires were skilled craftsmen in the city, and can lend their skills to our civilization. Tonight our people make camp near the base of half ruined watchtower, atop a hill overlooking the lands below, visible several miles west is what looks to be the ruins of a farmstead and fields somewhat overgrown, meaning an abandoned settlement is nearby in that direction.
To the east lies a river, moving north to south, a strong natural barrier and source of fish and trade, unfortunately there are no longer any bridges standing, however there are likely shallow crossings that could be scouted out, allowing for travel across the river, albeit difficult and time consuming. You could also choose to establish our people at the base of the watchtower itself

A. Set up in the abandoned town

B. Establish an encampment near the river

C. Stay in our current camp around the watchtower
>>
>>1581849
Survival bump #2, I got another 2 hours to run this today guys lets go
>>
>>1581849
Stay in the ruined tower. We need a secure base of operations. Send out vampires to scout the surrounding area thoroughly
>>
>>1581945
seconded
>>
>>1581849
>A. Set up in the abandoned town
>>
File: ruined watchtower.jpg (214KB, 1300x955px) Image search: [Google]
ruined watchtower.jpg
214KB, 1300x955px
Rolled 4 (1d6)

>>1581955
>>1581945
You have our people stay in the shadow of the old watchtower, a strong defensive location, the hill its built on giving you vision for several miles around, as well as creating a steep climb for any would be attacker.

The tower itself has 2 stories intact, allowing for limited living space and a slightly elevated view.

If wood and stone can be found and harvested, we can rebuild the tower to its old glory

A. Survey the forests to the south
B. Search the abandoned town in the west for any loot and scout for enemies and items of interest
C. Survey the land along the river to the east
D. Dig a defensive ditch around the settlement and place sharpened stakes, providing a basic defense

Also let me explain tech rolls, every turn I will roll a 1d6, if a 6 is rolled it represents a technological breathrough

Later developments in the game can give free breakthroughs or effects that increase your odds of it happening
>>
>>1582015
Survey the forest to the south
>>
>>1582015
>B. Search the abandoned town in the west for any loot and scout for enemies and items of interest
>>
Rolled 1 (1d6)

>>1582115
Im gonna make an executive decision and push this forward for pacing purposes.

You have your men scout through the forest, they come across several deer and wild boar as well as finding some edible mushrooms, plenty of good potential lumber and a small cavern with several iron veins in it....

As we stand now we have enough thralls to sustain or current vampire population, but increasing our number of relative vampires will begin to put our thralls under strain, weakening them and eventually killing them off

We currently have a few months of food stored, but we will need at least 2 additional food sources to get through winter as planting season is nearly passed....

If wood and stone can be found and harvested, we can rebuild the tower to its old glory

A. Survey the plains to the north
B. Search the abandoned town in the west for any loot and scout for enemies and items of interest
C. Survey the land along the river to the east
D. Dig a defensive ditch around the settlement and place sharpened stakes, providing a basic defense
E. Establish a mine on the iron deposit
F. Set up a lumber camp near the forest
G. Set up a hunting camp near the forest
>>
>>1582294
Also here is some information about the world

Other Known Factions
The Gnomish City-States-Wealthy, multicultural and technologically advanced, dominating seaboard trade with their massive navy and merchant fleet.The City-States were once an autonomnous region within the Dwarven Empire at the Zenith of its power 3 centuries ago. They suffered badly from the great plague, but have covered their losses with an influx of immigrants from all over the continent, including humans, elves and even the occasional civilized orc. Tend to squabble amongst themselves a great deal, heavily reliant on mercenary forces for their armies, they are not to be messed with.

Palma- Known for their explorers and worldwide holdings, the Palmese are the best seamen in the world, their galleys and merchantships traveling the known world and beyond with impunity

Roya- Famous for the final silks sold from the city, as well as their cloth and weaving industries, nobility from the known world come here to purchase the greatest in fashion and luxury goods. They lead the world in manufactories and have a strong, professional and innovative army.

Middras- The most multicultural of the City-States, one could argue that they are no longer a true City-State as they have significantly expanded their borders on the continent itself, drawing ire from the Dwarven Empire, who frown upon expansioninist nations and are concerned by the growing boldness and power of the City-States

The Dwarven Empire- Opulent, Stagnating, and still very powerful, the Dwarven Empire still dominates much of the politics of the northeast of the continent. Wealthy from plentiful gold and gem mines, they overcome their lack of mages, by recruiting outside mages to work for the Empire and equip large numbers of their troops with nullsteel. The Dwarven Empire suffered extensively in the great plague, losing almost a third of their population. Even today whole wings of mountainholds lay empty.
Further they are plagued in the present by internal struggles that threaten to split the Empire in civil war, weakening it and making it ripe for invasion by an ambitious rising power....
>>
>>1582309
The Orc tribes- South of the dead marches lie the foothills at the foot of the Blue mountains, a difficult place to live for sure, but home to most of the Orcs on the continent. Made up of warring tribes the orcs are extremely bloodthirsty and capable fighters, overwhelming even diciplined troops as they did in the climactic battle of Clyath over 3 decades ago, when the last Orc King to unify the tribes and lead them against the combined forces of the Serathi and Karelians, heavy orc infantry shock troops broke through the human battle line in several places, threatening a route, the tide only turning due to a devastating last minute cavalry charge by the Serathi Hussars slaying the King and most of his honor guard, breaking the orcish army and putting it to flight. They are also known to infest the dead marches in small raiding parties and the occasional larger warband, seeking glory and plunder, attacking caravans and parties travelling through the region.

The Elven Colonies- Located in the southeast, on the coast. The Elven settlements are the legacy of a failed invasion a century ago, with the Elves guided by their arcane vision and capitalizing on the weakness following the great plague, launched a war of conquest against the Dwarves, City-States and Human realms eventually being pushed back to the Sea by the combined alliance and forced between living in a disarmed protectorate under the rule of a Governor from the Dwarven Empire or exile back to their homeland. Most left but several thousand stayed, forming several settlements along the coast. Lacking in manpower and resources, they rely on their skilled shipbuilders and merchants to bring the Elves the things they need. They were able to break off from the Dwarven Empire after the great plague, as it did not affect Elves. There is a current high level of enmity between the Elven colonies and the Dwarven Empire and the Elves have forged alliances with the City-States, granting them sea control in the event of a war with the Dwarves and a total blockade of the Dwarven ports. Their army consists of battlemages, Cataphract elite cavalry, often with decades and occasionally centuries of experience, they use their long lives to train and master the art of war, able to effectively use the javelin, bow, sword, lance, axe, spear and move effortlessly in heavy armor. They also have a deadly and elite ranger force, known for their ambush skills and lethality, even in close combat.

South of the Blue Mountains in an extremely xenophobic and cruel race of avians, who often return individual trespassers mutilated and with warnings to others not to enter their lands...
>>
>>1582319
The Human lands- Split by geography, cultural and religious differences, the Serathi and Karelians are bitter rivals, always at odds with another over ancient claims to each others thrones. They survived the great plague relatively intact, due to geographical isolation and sealing their gates to outsiders for the 4 years the plague reigned terror. If they could ever come together, man would be a formidable enemy indeed....

The Westerlands- Covered in low hills and the occasional copse of trees, the Westerlands are populated by primitive savage human clans, slaying each other over ancient feuds and small scraps of land and resources, they are often raided for slaves by the Dwarves, City-States and the Northern human kingdoms

The Kingdom of Serathas- Known for their strict hierarchy and extremely entrenched and powerful nobility, the Serathi keep the majority of their population under brutal serfdom, serfs born into a life little better than slavery... Their noble class also make up a deadly force of hussars, heavily armored lancers, accompanied by lighter equipped retainer cavalry, armed with bow and blade, drawn from the lesser nobility. The serfs are levied and used as cannonfodder, given little to no training and poor quality equipment to distract and hold enemy troops in place for a devastating cavalry charge on the enemy flank or rear. The king is elected by the Nobility in a great meeting known as the Sbor, they are often little more than a puppet, under the influence of one or more of the major noble houses. The land is known for its wide open fields, filled with the golden colored wheat as far as the eyes can see...

The Grandy Duchy of Karelia- Famous for its arcane college and interest in the arcane, arts and sciences. Without access to the sea or much in the way of natural resources and food, Karelia has made a new industry of selling the magical arts out to the highest bidder. Home to the greatest mages around the world, they specialize in the creation of potions and enchanted items. They are more egalitarian than other nations, with the average citizen having some limited rights and say in local politics as mayors and some high ranking positions are elected by the people. Their army demonstrates this by being made up of diciplined heavy infantry, rangers and potent battlemages, all generally fighting on foot, with common men allowed to rise to positions of command.
>>
>>1582325
Let's go to Serathas and take over their nightly orders
and make some sort of weird vampire chivalry
>>
>>1582357
You should vote on the options above, I want to get another couple posts in before I have to stop for the day
>>
>>1582294
>D. Dig a defensive ditch around the settlement and place sharpened stakes, providing a basic defense
>>
>>1582294
Search the town>>1582401
>>
>>1582418

> D

It's best to fortify our tower before scouting, we dont know where those vampire hunters are.
>>
>>1582294
D
>>
>>1582524
>>1582441
>>1582418
You have a defensive ditch dig around the settlement, with sharpened stakes placed facing outward creating a major obstacle for attackers.

At dawn the next morning you are alerted by the sentry that there is a smoke plume on the horizon to the west beyond the abandoned settlement....

Alright guys I will see about picking it up again tomorrow night and definitely running during the evenings this week.

Please come up with s name and brief backstory for our turned knight and feel free to discuss the civ
>>
>>1582782
Forgot tech roll
>>
>>1582786
Having trouble from my phone I will tech roll when I get home
>>
Rolled 6 (1d6)

>>1582782
Also here are stats

Starting stats
Heroes
Turned Knight(Need name)
Gellen- Your loyal right hand man, currently unskilled can be trained in a number of areas

Population
50 Vampires
150 Human thralls

Military assets
5 Mounted Warriors- Equipped with studded metal and light mail armor as well as a sturdy wooden roundshields, armed with swords, axes and bows

Other
50 Horses
>>
>>1587426
Ok guys for your first tech roll here are the options

A. Improved construction(required to fix the tower)
B. Improved metallurgy
C. Improved Agriculture
D. Improved military tactics
E. Improved mining
F. Improved logging
>>
>>1587433
>E. Improved mining

We need resources and trade goods... no good knowing how to make something and having the resources to make it.

As for the name.... I want to suggest something German like Ulrich or Heinrich... How about Richtofer/
>>
Joining late. First question so sorry if I say stupid things..
I'll vote E as well.
Although agriculture would offer trading as well
>>
>>1587781
>>1587684
Just waiting on a third tie breaker vote on this one
>>
>>1587433
>>1587684
second on the mining.

Quick question are the mounted warriors vampires or no?
>>
Rolled 6 (1d6)

>>1588156
>>1587684
Your best engineers study designs for previous mine shafts and draw up a new, more sophisticated plan for the iron in the cavern, it includes using tools and water flow in a efficient way to save labor and require less people to work the mines.... This will increase any future mining outputs....

>>1588156
Yes, vampires can fight on the same level as more combat oriented and powerful races, such as orcs and elves where regular humans would be at a significant disadvantage.

Our warriors have had some basic training as city guards prior to our fleeing the city, but are not elite by any means

The plume of smoke has caused a mild sense of panic, as our group is relatively small and could easily be wiped out by a large bandit gang or orc raiding party.

Whats our next move?
A. Send out a group of warriors, led by our knight to stealthily check out the scene
B. Spend the next week training the rest of the vampires into a militia, although we are lacking in armor and weapons for them, forcing them to use mining and farm implements
C.Other(write-in)
>>
>>1588648
A. Scout out the plume of smoke. Its probably a bandit attack or some such. Either way, lots of corpses and loot
>>
>>1587684
seconded but im thinking seigfreid or sigmund or sigurd.
>>1588648
A scout it
>>
>>1588753
>>1588696
Sigmund and 2 warriors leave the settlement in the late afternoon, following the smoke flume on their horses

They wait until they are a few hours away and take a few hours rest, before nightfall.

Taking advantage of their night vision they find the remains of a merchant caravan of some sort that has been thoroughly looted, with several dead guards laying nearby, their corpses stripped of everything, near them lies 2 orc corpses one, dead from apparent sword wounds and the other sprouting several arrows from his chest.

All that remains of the caravan are two burned wagons, a torn sacks of grain and a damaged case of Serathi black wine...

There seem to be tracks leading further west to what appears to be an abandoned farming village....

A. Scout out the village
B. Return to our settlement and get more men
C. Other(write-in)
>>
>>1588648
>A. Send out a group of warriors, led by our knight to stealthily check out the scene
>>
>>1589123
>A. Scout out the village
>>
B. get more men
>>
>>1589123
B return and get more men. Also send the thralls to collect what is left in the caravan
>>
Rolled 1 (1d6)

>>1590251
>>1589406
You have Sigmund and the warriors return to camp to get more men

They return uneventfully to gather the other 3 warriors, which will leave the settlement defenseless, fortunately you are in a strong defensive position and and in an isolated area.

Now with 5 warriors at his disposal Sigmund follows the tracks, eventually seeing the dim light of a campfire in the distance....

It seems the orcs have taken over a small abandoned farming village near the road and are ambushing travellers. They seem to have a dozen orc warriors, along with several human prisoners who have tied up and kept inside a small shed....

They appear to be led by a large massive orc, named Crall....

They also have placed their loot in another building nearby...

Sigmund and his men wait until nightfall, where their advantage is fully realized....

A. Free the prisoners and run
B. Steal the loot and run
C. Strike the orcs while they are asleep
D. Other(Write-in)
>>
>>1590452
In what condition are the prisoners?
>>
>>1590489
Hard to tell, but they seem to 2 young women, an old man and 2 younger men
>>
C. strike orcs while they sleep.
Sneky sneky like
>>
>>1590452
>C. Strike the orcs while they are asleep
Can we turn them into thralls?
>>
>>1590452
THEY HAVE COMMITTED THE GREATEST TACTICAL ERROR.

NEVER SLEEP

SLIT THEIR THROATS IN THEIR SLEEP.
>>
>>1590529
Yes
>>1590506
>>1590523
>>1590529
>>1590558
Sigmund and your other warriors split up hovering over the sleeping orcs, who failed to post a sentry....

Sigmund takes on the leader himself, on command their throats are slit, ending their lives. Another 6 orcs lay asleep still what shall we do?

A. Kill them as well
B. Attempt to capture and enthrall them
C. Turn Crall, who still has some blood left in his corpse and have him manipulate the rest of the raiding party....
D. Other(write-in)
>>
>>1590573
>C. Turn Crall, who still has some blood left in his corpse and have him manipulate the rest of the raiding party....
We can make him into a powerful warboss and use him to take over the orcs for us
>>
>C. Turn Crall my nignogs.
Suck on crall blood then use him to direct the rest of the orcs to do our bidding as a proxy Orc group.
>>
>>1590765
>>1590600
Sigmund moves over to Cralls still warm corpse and bites deep into his neck, transferring vampiric blood into his veins, he awakens an hour later, in a state of confusion. You manage to calm him down.

Crall is now completely loyal to you, and due to you turning him, you have a weak psychic connection, where thoughts can be transferred between you.

You also must decide how to deal with the prisoners, the loot and the rest of the orcs and explain away the 5 dead orcs, who were armed with looted human weapons of decent quality....

(This is a write in answer)
>>
Ok, Sigmund and his men will enthrall the rest of the prisoners for capture and keep one thrall there to sacrifice when people start asking questions about what happened. This should explain missing loot, dead bodies, and missing humans.
>>
>>1591472
Sigmund, Crall and the rest of your men take the remaining orcs by surprise, disarming them and subduing them. You also bring the human prisoners out for the enthrallment....

Despite your martial focus, you still are able to muster the ability to enthrall the small group

Please roll a d100 to determine the success of the enthrallment... Ill take the average of the first 3 rolls
>>
>>1592278
Survival bump
>>
>>1593140
Survival bump # 2
>>
Rolled 40 (1d100)

>>1592278
>>1593140
>>1593183
At first I thought this was a vote instead of the prompt for a while.
>>
Rolled 69 (1d100)

>>1592278
rolllan
rollan
rollan on the river
>>
Rolled 4 (1d6)

>>1593218
>>1593322
average of 55 a very mediocre outcome,

Sigmunds focus breaks during the incantations of the enthrallment spell, losing half of the thralls in the process, their bodies nothing more than braindead husks, lying lifelessy on the ground, only good for feeding now...

On the brightside you now have 3 human and orc thralls as well as several months of food, and some weapons and armor.....

Sigmund returns victoriously back to the settlement....

Whats our next move?

A. Survey the plains to the north
B. Search the abandoned town in the west for any loot and scout for enemies and items of interest
C. Survey the land along the river to the east
D. Dig a defensive ditch around the settlement and place sharpened stakes, providing a basic defense
E. Establish a mine on the iron deposit
F. Set up a lumber camp near the forest
G. Set up a hunting camp near the forest
>>
>>1593757
Survival bump #3
>>
>>1593863
Survival bump #4, want to get a few more posts in tonight at least, I will start a new thread tomorrow night after I get home from work
>>
File: week of nightmares.jpg (31KB, 329x475px) Image search: [Google]
week of nightmares.jpg
31KB, 329x475px
>>1593757
>>1593757
B : search the town
>>
>>1593757
B. Search the abandoned town in the west for any loot and scout for enemies and items of interest
>>
Rolled 2 (1d6)

>>1597537
>>1597804
2 warriors scout the abandoned town and report there are several old fields, now long fallow as well as a herd of wild cow, grazing nearby.

In the town itself, it seems to have been thoroughly looted, although some of the small houses seem to be relatively intact....

Unfortunately they have also found old cookfires and evidence of people camping out in the town, it appears they have been gone for several months, but the town may have served as a resting area for travellers or perhaps bandits....

This could make for a potential area for expansion and agriculture in the future....
>>
>>1598328
New thread
>>1599016
Thread posts: 74
Thread images: 3


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