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/tg/ - Traditional Games


File: barbarian-fan.jpg (86 KB, 595x588)
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You are Krognar, the Mighty!
Although you have yet to accomplish any deeds worthy of your ancestors, if you are honest. The king of these lands has horrible laws preventing your glory from shining, things like an '"adventurer tax", which means he steals most of your gold, legally too!
How can you live like this?
Suddenly an idea strikes you:
Start a homestead in the wilderness, and unite all those sick of his terrible economic policies!
Quickly! No time to lose!
Gather your allies and explain this inspirational plan!

>Hecktor the mage, surely you need someone to do wizardly things like reading or cooking!
>Shirly the priest, for someone must attend to washing and cleaning, and who better than a priest?
>Hernando the dwarf, a master mason and great drinking friend. He knows the secret of tunnels not collapsing, and digging through rock.
>Millie the rogue. Come to think of it you never see her working, and when you asked she smirked and told you thats the sign of a good rogue. still the others appreciate her for some reason.
>>
>>40657323
>>Hernando the dwarf, a master mason and great drinking friend. He knows the secret of tunnels not collapsing, and digging through rock.
>>
>>40657323
Quickly you rush to Hecktors workshop, easy to locate due to its status of being on fire.
"HEKTOR!", you bellow, "Ï HAVE AN IDEA! FOLLOW ME!" you grab him by his robe and start dragging him off. He starts yelling something, but you never got anywhere by listening to mages. "Oh no Krognar, don't touch that", Pah! that demon gave wonderful horns, sure it raised your tax bracket or some such arcane foolery, but what glorious combat!
>>
>>40657334
just running through the allies before giving you choices of equipment and destination. But I'll do him next!
>>
>>40657352
Dragging your faithful friend, you swiftly locate the dwarf in the cheapest, most vile drinking pit this city has. Inside you hear the noise of a mighty brawl going on, and although you are bereft of weapons(besides a wizard), you can hear your friend inside as well. what a convenient excuse!
TO ARMS!
>kick down door, use wizard as weapon
>kick down door, use fists as weapon
>kick down door, use door as weapon
>kick down door, use other weapon
>>
>>40657388
Also, forgot to ask for a d100
>>
Rolled 29 (1d100)

>>40657388
>>kick down door, use fists as weapon
>>
Rolled 74 (1d100)

>>40657388
>Kick down door, use wizard as weapon
>>
Rolled 45 (1d100)

>>40657388
>kick down door, use wizard as weapon

"I HAVE AN IDEA!"
>>
>>40657388
>Kick down door, use Wizard as weapon
74+45= 119
119/2 = 60 (after rounding)
>success!
(ill be using a vote then roll system if this gathers enough steam)
You kick down the door with a great yeall, loud enough to wake the ancestors!
Standing on the door you swing your weapon fiercely, and it too screams in joy!
If you had know a little rassling would awake such a manly spirit inside your friend you would have done this a long time ago!
You stand on the door, backlit by sunlight, swinging your weapon at any who dare challenge your might, untill the door lurches and starts to rise.
Luckily as a son of Krong, you could balance on the back of a dragon and a mere door holds no challenge, even as it leaps forward into the fray again!
It's only after the last foe is felled by your noble mount crushing him against a table you notice your friend is nowhere to see.
Ah! you look under the table, and indeed it is he!
"COME FRIEND! IT IS TIME FOR FREEDOM AND ADVENTURE! ONWARDS! TO THE TEMPLE!"
>>
>>40657599
Dragging your wizard friend and proceeded by a stout comrade, you rush towards the temple in this district, where else could your cleanest companion reside?
You mount the steps two at a time, relishing the cries of the fearful (in this case quite probably your wizard as he impacts the stone steps), and reach the top in no time at all!
The eucenemical generic temple, part of a series erected by a past King in an attempt to appease all dieties simultaneosly.
He was smited shortly after completion of the first, but none were desecrated due to divine politics. It does make it more confusing when looting a temple however.
You kick open the doors with your mighty boot, and scream over the morning prayers, "SHIRLEY! COME AT ONCE! I HAD AN IDEA"
You see the other priests give her a look and start shoving her in your direction.
That was easier!
You ignore the ceaseless prattling of your allies and make your way back to your impenatrable fortress, which, due to zoning and economic reasons is a small room in the sewers, decorated with the finest rat furs you could hunt. You are certain that Millie will have heard of your rampageand made her way there.
And indeed she is! you feel something breeze down your back before a whisper is in your ear "Krognar, why do you have a dead rabbit in your money purse instead of coins?"
You explain your brilliance, that by switching the coins to your loincloth none shall be able to pick-pocket you again! After indicating the brown-yellow stained garment,you notice that she looks a little off-colour. perhaps imagining the fury you would unleash upon such an act?
You drop your friend on a fur pile and give them the gist of your plan. The only one likely to object is currently unconscious due to temple steps, so the group decides to entertain your madness for a few months, certain it will wear thin.
(vote coming up....)
>>
>>40657605
So, comrades!
Where shall we go to start this great work?

>The dark forest, surely none shall trouble us in there! and the giant spiders made such beautiful silk!
>High mountain pass, It lies on the trade route with another kingdom so we should be able to restock easily.
>By the sea! Always have i wished to wave the surfing! Why do you palm your face so Millie?

And what supplies shall we take beyond our normal fare?
(pick two)
>extra tools! to make more tools!
>extra supplies! to eat in case we run out of wizards!
>extra books! to make fires with! or read, if you are a pansy wizard or something.
>convince some commoners to accompany you! but really, how hard could this "farming" thing be? and some menial work never hurt anyone, By the forefathers it would even help Hecktor!
>>
>>40657650
>The dark forest, surely none shall trouble us in there! and the giant spiders made such beautiful silk!

>extra tools! to make more tools!

>convince some commoners to accompany you! but really, how hard could this "farming" thing be? and some menial work never hurt anyone, B
>>
>>40657650
Your allies

>Heckor is a weedy, unkempt man with black >hair and sallow skin. Surely he would cut a >dashing figure if he ever deigned to do man's >work instead of "comprehending the >incomprehensible" and other such slacking.

>Shirley is a priest, always trying to convert >you from the true path of KRONG! She is >suspiciously clean and kind. Tall and with hair >like fire, you remain convinced she is up to >something...

>Hernando is a Dwarf after your own heart, >enjoys drinking and wenching and fighting as >is proper, yet you once caught him looking at >woodprints of mining shafts and moaning. >Dwarfs are quite strange. He rises to your >belly, has brown hair and presumably is male.

>Millie is what these low-landers call a "Half a >ling", and although you are unsure how to ask >where the other half of the ling is she seems >quite warm and friendly. She slacks far less >than Hecktor, and always seems to be where >she is needed. Blonde-haired and fair of skin, >she seems quite lively!
>>
>>40657726
heh sorry guys, copypasta format troubles. teach me to pretype!
>>
>>40657650
Forest it is!

You explain to the others the depths of your genius!
There was that quest you went on about 3 months ago that took you to an old tower deep inside the forest. Surely if you go back there now and clean it up, you can use it as the centre of your new town!
Alternatively, there was that strange clearing close to the mountain stream. That was closer to the main roads and did have that nice rockface you could carve into....
>>
>>40657811
Gathering up your friends coins (Hecktor granted you all of his, how generous! even unable to open his eyes or talk he grants so freely!
You take the coin and visit the market, letting Hernando pick out a choice selection of tools whilst you rouse the rabble with tales of your plan, and the fruit you could all enjoy with but some sweat from your brow!
Give me 3 d100,
for Rabble, tools and random encounter on the road to the forest
>>
Rolled 91, 61, 7 = 159 (3d100)

>>40657833
>>
>>40657833
Soon after you take the stand, the crowd is screaming and cheering with you, yelling about how unjust all these taxes are!
>Great Success!
>46 plebs joined your mission! they bring enough food for the journey and 2 weeks with them, as well as basic tools.
After telling the commoners which gate to meet you at when the next morning comes, you go to inspect the wares Hernando has found
"Bah! These tools are barely fit for making a shithouse!" he confides to you. But with the time constraint it's the best ypu can do. Just going to have to hope you can get some beter ones.
>Got blacksmith gear
>Got 5 Axes
>Got 10 sets farming gear (hoes, plows, scythes e.c.t)
On your way to the Dark forest, barely an hour into the trip, you hear a commotion frorm the rear of your caravan. Hurrying back you see a pair of City Guard, apparently there was some trouble caused by your impassioned speech yesterday, and they wish you to come back for a trial on charges of "Inciting a riot" or some such jargon.
No! you cannot let your journey come to an end already!
>Signal Hektor, hopefully he can cast an illusion on them to think you are all returning
> Signal Millie, Hopefully she can sneak behind them and knock them out
>Signal Hernando. Well really signal everyone. By sreaming and attacking with your greataxe
>Make an impassioned speech, attempting to sway them to your cause! If this fails you lose the suprise however...
Pick and roll!
And, while you do it, where are you actually going in the forest?
>>
>>40657942
>Make an impassioned speech, attempting to sway them to your cause! If this fails you lose the suprise however...
The old tower.
>>
>>40657956
Need a roll man, I'm giving each post 15 min before working it out, so you got a lil while though
>>
Rolled 68 (1d100)

>>40657833
>Make an impassioned speech, attempting to sway them to your cause!
Comrades! You have nothing to lose except your tax forms!
>>
Rolled 61 (1d100)

>>40657942
>>40657956
>>
>>40657942
"Dammit man he has a point!" The other guard tries to silence his seditous companion, but to no avail.
"Last week my house got taken from me. You know why? Tax tax! I Hadn't paid my Tax tax! How the hell am I meant to know about some new tax being passed while im out on deployment I want to know? Five years of loyal service and they shit all over it like that. Sod it Old man, I'm off with him!"
The senior of the two looks a bit disgruntled, but realises this could get fairly ugly and withdraws with a scowl.
"nice to meet you mister Krognar! I'm Billius, a, well former now, guardsman. Thanks for taking me on board sir!"
>Guardsman Gained!
>Got his kit on him and is trained in the traditional guard tactics of standing still, looking busy and making thinking noises at crimescenes.
After two days, your caravan of hopeful dreamers pulls up to a derelict old tower.
Huh didn't it used to have a top half?
ah well! it will still be better than sleeping outside again, especially if the spiders drop by....
>Village now consists of single tower in the centre of a clearing
50/50 occupants
Good thing you didn't have to make some shanties outside! that could have been rough on these lowlanders!
Tasks for the week:
>Build Houses
>fix roof
>Build simple wall
>clear a field and sow crops
>construct a blacksmith
>search for any minerals
>anything else?
Pick two and roll!
>>
>>40657942
>Make an impassioned speech, attempting to sway them to your cause! If this fails you lose the suprise however...
>>
Rolled 65, 63 = 128 (2d100)

>>40658048
>fix roof

>Build simple wall
>>
Rolled 67 (1d100)

>>40658048
>fix roof
>Build simple wall

Secure the perimeter!
>>
>>40658079
one more roll?
>>
Rolled 59 (1d100)

>>40658079
>>40658122
>>
Rolled 57, 90 = 147 (2d100)

>>40658048
>Fix the roof, can't let the wizards books get wet
>Build simple wall so the commoners don't get eaten by wolves.
>>
>>40658048
>"you remember those giant spiders plauging the forest yes? You do realise they can climb walls?"
Huh. That kinda fits into the sentry blowing his horn outside then!
Current Town:
>One half-tower, with flat stone roof (max pop 50)
>One wooden pallisade

>Total pop 50/50
>Current food: 50/200
each pop consumes 1 food each week. Hope you boys didnt forget that earlier? Food usage is calculated at end of the week, so you will need to hunt this week or next, or risk losing people to hunger
Give me a roll for how much damage they do before being driven off, then pick two things for the next week:
>Build Houses
>clear a field and sow crops
>construct a blacksmith
>search for any minerals
>expand roof into lookout
>fortify wall for better defence against spiders
>Hunt for some food
>anything else?
>>
>>40658203
oops missed the first half of the post:

Fix Roof!
66
>Success!
With some cunning thinking you get your friend Hecktor to do his girly chanting and finger wiggling at a large rock, and levitate it right up to the top! Hecktor quickly levels out the masonry there and it settles into place quite nicely. he mentions that with some work it could be converted into a lookout, either by mining a tunnel through or building scaffloding around it.
Build wall!
63,59
61
>Success!
>>
>>40658215
Bleh my clipboard is not my friend tonight.


With a song in your heart you set to chopping down trees around the camp, the commoners softening the earth and shearing off branches so you can drive logs into the ground, forming a pallisade! Hecktor spends the time talking about "sub-optimal strategy" or something, but who listens to a man in a dress anyway?
That night however, Millie translate for him:
>"you remember those giant spiders plauging the forest yes? You do realise they can climb walls?"
Huh. That kinda fits into the sentry blowing his horn outside then!
>>
Rolled 84, 78 = 162 (2d100)

>>40658203
>>clear a field and sow crops

>fortify wall for better defence against spiders (archer slots and lots of them).
>>
Rolled 67, 95 = 162 (2d100)

>>40658203
>clear a field and sow crops
>Hunt for some food
>>
>>40658251
>>40658235
I still need a roll for driving the spiders off!
>>
Rolled 22, 23 = 45 (2d100)

>>40658203
>Hunt spiders for food (tastes like shrimp)
>Clear some fields and sow crops
>>
Rolled 52 (1d100)

For spider fightan
>>
Rolled 10 (1d100)

Remove spider
>>
Bleh 4chan ate my post. pretypin now
>>
>>40658334
hungry hungry 4chan
>>
Spider Fightan!
52,10
31
>ow ow ow ow!
With a bellow you summon the sentires off the wall, instructing them to take shelter inside the tower whilst you and you fellow adventurers hold the sole door.
Unfortunately three of them fall behind, and are dragged into the night screaming in ways that will doubtlessly haunt the dreams of the commoners for days to come.
You and your comrades fight as a many-headed beast, years of experiance helping you all fight with great fury, slaying several spiders before the rest eventually retreat.
>food get!

30 units of spider meat! yum yum!
>men lost
3 men
Hunt for food (spiders) 2 votes
22,95
59
>Win!
Leading several smaller bands out you track the spiders back to their territory. y thinning their numbers you should drive fear into their inesctoid hearts! or at least get some tasty bits...
The skirmish starts unexpectedly, with a man screaming as he is hoisted aloft into the gloom, and more spiders dropping down around you! With huzzuha yell you rally your men, but the damage is done. another man dies from impact and another is bitten before you all slay the beasts.
On your return one of the men collapses from poison, but Shirley manages to stabalise him upon your return.
>food get!
60 units!
> Men lost!
3 more men down

Sow the oats!
84,67,23
58
>Huzzuh!
You spend the rest of the week clearing a field outside the wall. due to the tall trees around it production is hampered. You could get Shirley to bless the plants and soil, Hector to do some alchemical shennanigans or just clear more trees straight out even!
>small field cleared
>food production +20/week (halved due to poor lighting)
takes 4 Commoners to man
>>
>>40658471
Options for next week:

>Build Houses
>fix roof
>Build simple wall
>clear a field and sow crops
>construct a blacksmith
>search for any minerals
>upgrade wall
>anything else?
>get Hecktor to look at field
>get Shirley to look at field
>repair road, will start atracting more commoners and even trade caravans! although you don't have anything to trade yet...

Pick two, give me TWO rolls, then a roll for random encounter!
>>
Housekeeping:
>45/50 total pop
41 unassigned
>90/200 food (almost two weeks)
+10 food a week
Buildings:
>tower 45/50 pop
>wooden pallisade
>Small field +20 food/week (halved due to poor lighting)
>>
Rolled 57, 72, 29 = 158 (3d100)

>>40658484

>clear a field and sow crops, chop down the trees to make a bigger clearing
>Upgrade wall with closable sentry towers.
>>
>>40658484
>Dig down to obtain lava
>Flood everything with lava
>No spiders, no trees.
>Lava is always the answer.
>>
Rolled 66, 53, 10 = 129 (3d100)

>>40658484
Voting for
>>40658520
>>
Guys food is more important
Can't we get Krognar to get our loyal adventurers to improve the field and have the plebs do something else?
>>
Clear field and sow!
57
>Done!
You help clear more area next to your small patch of crops, but going is hard. you get another small area cleared off though after a few days
Another small farm! There's a bit more light coming down but not enough yet to make a noticable difference.
You do notice all the wood you chopped down is starting to pile up..
>Small farm!
>+50 wood
Upgrade wall
72
You spend the rest of the week shoring up the pallisades and making some wooden towers behind them, fitted with closable doors. Surely the spiders cannot comprehend the riddle of thumbs?
-25 wood
Random Encounter:
29
the farmers call you out one morning to look at a strange plant they found. They say it grew up overnight and seems likely to overun one of your farms if not contained.
>set fire to it?
>send Hecktor to have a look
>send Shirley

Once the town is off the Ground Krognar and co can start focusing on more important things than chopping trees. If you want you can send 20 commoners to attempt a task on their own, but be prepared for unintended consequences
>>
>>40658765
>Build Houses
>fix roof
>Build simple wall
>clear a field and sow crops
>construct a blacksmith
>search for any minerals
>upgrade wall
>get Hecktor to look at field (for yield increase)
>get Shirley to look at field (for yield increase)
>repair road, will start atracting more commoners and even trade caravans! although you don't have anything to trade yet...
> teach some commoners how to make bows/arrows
>anything else?
>>
>>40658765
>send Hecktor to have a look
>send Shirley
>>
>>40658765
>Send hecktor
>>
Rolled 8, 84 = 92 (2d100)

>>40658780
> teach some commoners how to make bows/arrows
>search for minerals
>>
Rolled 33, 59, 96 = 188 (3d100)

>>40658765
>>send Hecktor to have a look
>>send Shirley

> teach some commoners how to make bows/arrows
>Train up volunteers amongst the commoners to make a guard squad, train them in archery and the usage of spears and have squads of 4 people watch over the commoners chopping wood.
>>
>>40658765
It probably is some carnivorous/poisonous/cursed/all of the above plant, so throw Hecktor at it.
>>
>>40658812
>>40658809
any tie breakers?
>>
Rolled 62, 83 = 145 (2d100)

>>40658841
Teach making bows

Train commoners for defense
>>
Sorry, should have clarified, the examination was one or the other
>Hector
Hector hums and haws for a bit, but in the end takes some samples. He says that untill the life cycle is complete he can't tell you more than it is fast growing, and edible. If you give him a small field for 4 weeks he will be able to tell you more.
Teach the commoners how to make bows/arrows
8,33,62
51
>passable
Wait.. was that DUBS?
By the end of a few day's effort one of them managed to make... well it was horrifying
One of them used a spider leg as the bow, since you can make it twitch by pulling on a tendon.
He called it the Spider shooter! It looks kind of scary to the low landers, but it does the job.
>Tech gained!
>spider Shooters: these bows shoot faster than a normal bow, but lack a little of the penetrating power. Still you found a use for the damn spiders beyond hotpot.
Train the minions!
83,59
71
>noice
After a few day's labour you have managed to train s rag-tag militia in spear formations and some in the spider-bows now being produced. You put them under Billius' command and order them to protect some clearing efforts near the fields
>15 commoners trained as militia
total guard 16 strong
10 pikemen (wood spears)
5 Archers (spider bows)
They succesfully protect a band of commoners from scary shadows as they fell trees adjacent to the farm.
>Farm upgraded to large!
50 food/week (still halved unfortunately)
takes 8 men to man
Oh no! not enough tools to man both farms!
Random encounter!
You notice one morning that your shadow was messing about near the window when you woke. It quickly ran to your bed and despite your best efforts gave no hints of strange activity. I'm sure that everything is fine!
>>
Housekeeping:
>45/50 total pop
14 unassigned
>20/200 food (almost two weeks)
+30 food a week
>25 wood
Buildings:
>tower 45/50 pop

>wooden pallisade
Small field +20 food/week (halved due to poor lighting)
Large Field +50 food/week (halved also)


>Build Houses
>fix roof
>Build simple wall
>clear a field and sow crops
>construct a blacksmith
>search for any minerals
>upgrade wall
>anything else?
>get Hecktor to look at field
>get Shirley to look at field
>repair road, will start atracting more commoners and even trade caravans! although you don't have much to trade yet...

Pick one!
>give hecktor the field
>burn it
>>
Can an arrow from a spooter penetrate a spider's hide ? We must have some left to try.
>>
Rolled 65, 70 = 135 (2d100)

Search for minerals and build blacksmith.
>>
>>40659008
well standing over one at point blank range it seems to work well enough! Although distance aside, they seem to dry out and become brittly fairly quickly. Maybe Hector knows a way to preserve them for target practice? or even armour really.
>>
Rolled 75 (1d100)

Give field to hector. That's how you adventure.
>>
>>40658997
>Give that field to Hecktor. Let us have a mutant staple crop.
>Get Shirley to look at the fields. We don't have tools to work another field so we have to increase productivity.
>Look into using spider bodyparts as farming implements.
>>
Rolled 96, 77 = 173 (2d100)

>>40658997
>>40659025
Give the field
>>
Rolled 10, 33, 93 = 136 (3d100)

>>40658997
>>give hecktor the field


Also
>Build Houses


>search for any minerals, we need to trade and get our selves more people
>>
>Search for minerals
65,96
81
Hernando had been missing for a few days in the tower basement, nobody really wanting to go down there for fear of what they might catch him doing to the ancient stonework, when he comes charging up into the sunlight calling for you to come and look!
"Krognar! I found a cave under the basement! I found a rich seam of Iron!"
On personal inspection there does seem to be a seam of iron running through the cavern, but you notice many tunnels running in all direction. Huh. Wonder what made them?
>got mine!
>got mysterious cavern that is no doubt harmless!
Looks like you had best get started on that Blacksmith..
>build blacksmith
70,77
74
OH SHIT DUBS
As you rise from you labour, you wipe the sweat from your brow. Truly a magnificent Blacksmith!
And then you notice your shadow is moving around inside of it's own volition.
With a sigh you draw your sword and stroll in. Well, there was not a large metal contraption in the corner before. Has some writing on the side. Calling Millie in, she says one end says "Ore here" over a hopper and the other "ingot outflow" over a ramp
>got Blacksmith!
>Got Magical Smelter! Gee that shadow thing must be a swell guy huh?

>fields
Hecktor gives a cheer as you let him conduct SCIENCE!
You don't know what it is, but you hope he does it where the children can't see and ceans up after himself.
Hernando lets you know he can train some commoners to mine and forge for you.
Millie wants to know when you may be getting a bar, or even alchohol?
Shirley wants you to build a shrine
Overall camp mood:
>Hopeful
Food
>5
Something you do this week had better bring in food. wanna risk the plant Heckot is mucking about or hunt some more? Clearing the fields MAY help, as would getting some ore to have more farming tools (just)
>>
Well everyone, thanks for playing. I need to be up for work in 4 hours or so so I'm off. Enjoy?
Sorry to bail as it gains a bit more steam, but I'll be back in about.... 15 hours ish?
archived!
http://suptg.thisisnotatrueending.com/archive/40657323/
>>
>>40659247
Thanks mate have a good one.
>>
looking forward to the next



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