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File: 1358306505823.jpg-(86 KB, 700x437, Great Cave Quest 1.jpg)
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>Archived threads can be viewed here: http://suptg.thisisnotatrueending.com/archive.html?tags=Great%20Cave%20Quest Upvoting appreciated.
>Alternate link: http://archive.foolz.us/tg/search/subject/Great%20Cave%20Quest/
>New twitter is here: twitter.com/@GreatCaveQuest

---
DRAGONFALL CLAN SAGA
---
>>
File: 1358306628714.jpg-(144 KB, 1280x549, Great Cave Quest 2.jpg)
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Though we now dwell in the great cave, our people's story is long and varied, stretching back into the past far beyond memory. The most distant legend is of our joining with the Gods. One was revered above others by our people, and we carry that reverence even today - our tribe's ancestral deity is Aasterinian, the dragon god of invention, from whom our ancestors drew cleverness.

Our ancestors' struggle to survive was not all we remember. In time, they prospered, and their legends grew many as hatchlings from a rich clutch. Our people's earliest legend was when Astilabor went to the hidden hoard and returned to us with a treasure.

Our ancestors prospered well with the gifts of the gods, and in the First Time they gained enough strength and percieved enough mysteries that others came to join their tribe. Our ancestors greeted those that joined their tribe as adopted clutch-mates.

The foes of our ancestors were many, and our people fought hard against them. Our greatest enemies are the aboleth-kings, cold in their hatred, many in their arms.

The First Time ended when the earth itself was sundered and broke apart, and the world was shadowed and strange. The sky was all around us, and the winds tore at us, and so we retreated beneath the world into what remained of the sheltering caves. The Gods were silent, and we knew the world to be in the Sundered Age.

When we re-established ourselves after the many black years of the sundering taught us new ways, we yearned to hear the voices of our gods. Our priests first renewed our bond with Aasterinian, the dragon god of invention.

Things changed greatly since the Sundered Age began, and the Retreat was not the weightiest difference. The Gods no longer walked among us, appearing only in dreams. The affairs of our people were much diminished, and we became fewer in number, though stronger in wit and cunning.
>>
One day, we were approached by a dragon that sought to offer us and many other tribes its knowledge, patronage, and guardianship if we were to serve it and add to its hoard. It was not the first such offer, but it was the most important in our history. Though some chose to simply go with it, most opted for a tribal decision.

Our tribe showed the dragons outright hostility. Many were injured, and some died, but all heard of our battles against them.

Those of our tribe that went with the dragon disappeared from our lore for generations, as did many tribes given similar offers by other such beasts. In time, we heard that they established a number of villages, but when things became difficult for the dragons this did not end well. Today we still come across the occasional skull marked with their great claws in bonding ceremonies, but the dragons and their tribes are nowhere found except as old bones.

Over time, the old hunting grounds were not enough to hold us, and we could not find the food or the spears to keep the enemies at bay. We marched for many weeks until one day the tribal elders felt the call of the Gods, and that day we came to the Great Cave, where many things dwell. Its walls are high and its caverns many, and the central chambers are so large that no light has ever pierced them all, but there is water and food and much besides. We claimed these places for our people, and none could take them from us and no trouble has shadowed over us yet. Some came to us, and we gave them refuge and a place at our hearths; now we are of the Great Cave Tribes, and so face the future.

When we came to the Great Cave, we marked lots more territory than we would probably need as our own.

When we came to the cave, our leaders founded our village in a rocky niche, and named it Dragonfall - and so, we are the Dragonfall clan.
>>
File: 1358306709793.gif-(167 KB, 1103x735, Koboldmap.gif)
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Our chief is Fírnen, named for a strong and ancient beast.

To the south of our settlement's walls is the Great Cave proper, and in its lower depths the floor of dirt, peat, loam, and clay gives way to sand and the largish lake formed by a bend of the underground river that flows from the southeast and out to the southwest.

To the west is a deposit of coal we've found, and to the southwest is a forest of mushroom-trees.

To the east is a trail used by the thri-kreen that dwell here to come and trade with us for food when they find that there are too few dark elves to kill and eat.

To the further west is a tribe of greenskins, and northwest of them, a tunnel upwards.

To the further east is a trading outpost of toth-kreen weapon-smiths, who sell their wares to the thri-kreen wanderers and ensure peace in the area.

To the south, across the lake and the river that feeds and drains it, are a colony of spiders. We find their silk from time to time. They menace the mantis-men, who menace them in turn.

The river is full of fish, though we fear that there may be aboleths in the lake deeps.

The scouts have recently made a map. It is...more than we expected of them.
>>
>>22612046
Well I'm in...
>>
File: 1358307541765.png-(218 KB, 256x226, Great Cave Quest 6.png)
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---
RECENT EVENTS
---

We nearly came to blows with the neighboring goblins while we were collecting obsidian near their territory, but avoided a war when an aboleth attacked us both. We drove the beast off and offered the goblins champion warfare - and our chief won, gaining the tribe a treasure.

We chose a moldy book from the treasures they offered us, and found it full of the knowledge of reckoning and of geometry.

One of our craftsmen created a treasure of bronze, a mace for our chief to show his authority.

We built our first temple, learned mathematics, and built an arena to host seasonal games. We then prayed for guidance; a kobold was touched by our prayers and ran to the south. We sent guards after him, and saw that he discovered magic ioun stones on the lake isle.

We risked war with the goblins to trade them a copy of our treasured healing scroll for a pulsing blue crystal, but delayed the trade and cancelled it when we learned of the size of their forces.
>>
>>22612367
Welcome! I'm just updating the map and tribe stats now, should be maybe five to ten minutes.
>>
>>22612393
What happend last night after i left?
>>
File: 1358310925501.jpg-(53 KB, 597x640, Great Cave Quest 5.jpg)
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RECORDS OF THE DRAGONFALL CLAN
---
SECOND WEEK OF THE SEASON OF MISTS
---

SETTLEMENTS: Dragonfall, clan village.

POPULATION: 1191
-We initiated 86 children as adults at the beginning of this season, bringing the number of adults in the clan to 734
-Our scribes recorded 52 new births and fosterings at season's start, bringing the number of children to 415
-Of the adults, 332 can currently be fielded as hunters in a raid or war, and 8 were promoted into the veterans' ranks at last season's end, bringing veteran numbers up to 79.
-Your clan has 44 nobles, elders, master craftsmen, scribes, shamans, mages, and priests, who are said to have DETERMINED minds.

Significant persons:
Fírnen, leader of the Dragonfall clan, who is said to have STUBBORN willpower.
Glaedr, master craftsman, said to be of STEADY mind.
Falkor, a fast kobold runner, who ably swam past aboleths to reach the lake-isle and found our first stock of ioun, STEADY in his will.

Treasures:
Blades of mystic sharpness (6), firey gem, human warrior's armor, Kreen healing scroll, copy of Kreen healing scroll [flawed], lanceboard and tokens (chess set), missal of the Red Knight, mold-eaten mathematical treatise on geometry, rules of Xorvintaal, warforged trophy, warforged commander's head

Values:
CLEVERNESS, INVENTION, TRIBES, artisanship, assault, concealment, critical thought, defense, entertainment, fate, fear, freedom, healing, history, hoards, humor, independence, justice, lawfulness, manipulation, mercy, mining, night, originality, psionics, raiding, paranoia, peace, property, protection, retribution, sanctity of death, sanctity of life, secrecy, security, sorcery, spycraft, stealth, storytelling, tolerance, trade, trapmaking, trickery, Xorvintaal

CULTURAL ANIMOSITIES & HATREDS:
Slavers, Dragons, Aboleths

REPUTATION:
FIERCE - you are seen capable of ferocity in battle.
>>
File: 1358310962851.jpg-(100 KB, 550x733, Great Cave Quest 9.jpg)
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---
Military
---
UNITS:
[ELITES] - The Dragonfall tribe has some dozens of veterans armed with poor quality iron spears and poor quality leather armor.
[REGULARS] - The tribe has some hundreds of unarmored hunters armed with poor quality obsidian spears and organized in squads lead by veterans.
BONUSES:
[DRILLED] - Dragonfall's warriors are well trained and do not often make rookie mistakes. Reduction in critical failure effects, faster training.
[TRIED BY CONTEST] - Dragonfall's warriors go through competitions of might, speed, brawn, and wit in the village arena, and are better fighters for it. Bonus to personal combat.
>>
File: 1358311014407.jpg-(73 KB, 695x625, Great Cave Quest.jpg)
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FURTHER RECORDS
---

[This game will use adjective ladders to determine things like military strength or resource availability.

At this time, the following adjective ladders are available for your perusal:]

Buildings, improvements, and goods:
EXCELLENT:
SUPERIOR:
GOOD: Clan Hall, Temple to Aasterinian
SUFFICIENT: Dwellings, farm (fruit-tree orchard, mushrooms, fungi), fish-farm, mines (coal, copper, tin), pit-forge, school, smelter, village defenses [palisade, spike pit, watchtower(two), wooden gate(single)], warrior-lodges, hall of shrines
POOR: Arena, Armory, coal-mine outpost, embassy
INFERIOR:
WORTHLESS:

Resources & stockpiles:
ABUNDANT:
PLENTIFUL: GOODWILL, peat bricks, sand, water
IN SURPLUS: FOOD (fruit bats, fish, mushrooms & fungi), coal
SUFFICIENT: HEALTH, MILITARY STRENGTH, TOOLS, fish, fungus, mushrooms (medicinal, useful for toxins or alchemy, etc)
WANING: TERRITORY, WEALTH, WEAPONS, clay, homing bats, leather
SCARCE: ARMOR, ore (copper), psychedelic mushrooms (ritual use), refined metal (copper, tin),
RARE: IOUN, gems, iron, mushroom tree wood, obsidian, spider silk
UNAVAILABLE: parchment, stone

Arts, crafts, and other learning:
SUPREME:
SUPERIOR: SCHOLARSHIP, medicine
GOOD: CRAFTSMANSHIP, hunting, literacy, mining
FAIR: Animal husbandry (bats), cooking, fishing, leathermaking, mathematics, smelting, war production (armorsmithing, weaponcraft), toolmaking
POOR: AGRICULTURE, ARCHITECTURE, ARTIFICE, MECHANICS, personal defense, recordkeeping
INFERIOR:
WORTHLESS:

Relations, trade, & diplomacy:
EXEMPLARY: Smokescales (trade market)
EXCELLENT: Blackrocks
GOOD: KOBOLDS, TOHR-KREEN
AVERAGE: MULS, THRI-KREEN, URDS
FAIR: Blueleaf clan, Redtooth Clan
POOR: DEEP DWARVES, GOBLINS, LIZARDMEN, SPIDER-MEN, SPIDERS, TROGLODYTES
COLD: BUGBEARS, DRAGONS (Hostile), DROW, WARFORGED
HATRED: ABOLETHS (Ancestral Enemy)

RUMORS:
-There are roving bands of warforged barbarians on the surface.

[ACTIONS PER WEEK: 3]
>>
[Holy crap, triple-checking that took forever. Going to keep it updated now.]

>>22613216
[A turn was spent researching weapons, medicine, and mechanics, then the thread ended because I was falling asleep.]
>>
>>22613363
Alright, do we have good enough medicine to actually copy the scroll correctly?
>>
>>22613349
Fucking finally.

We need to
>collect wood
>set up a logging industry
>set up a quarry
this week.
>>
>>22613378
Study medicine scroll
Set up logging camp
set up quarry
>>
>>22613378
Full understanding of the scroll is not yet within your grasp, your knowledge of language is slightly lacking. Your scribes feel that one more week of work might get them there.

The healers feel that they're going to be about as capable as they can of understanding it without a dedicated place to heal the wounded and practice its techniques.

[You need to improve literacy one more step to have a chance of removing the [flawed] quality from your copy, though it won't be an easy roll until you push your medical knowledge and literacy as high as you can get it as tribals - this means two levels for literacy and one for medicine, but the last levels cannot be attained by study as they require constructing a hospital and finding or trading for more samples of draconic texts.]
>>
>>22613493
Change my studying of the scroll to literacy
>>
>>22613415
>>22613400
You have too little wood to create both a logging camp and a quarry this turn unless an action is spent gathering wood.

[Investing in industry is important!]
>>
>>22613378

Establish quarry
Study the scroll
Start logging

Need the scroll to understood to the point we can trade the knowledge.
>>
>>22613493
Also will the gobs get pissy if it isn't top level copy?
>>
>>22613533
fuck it then, get wood, get quarry, get lumber yard
>>
>>22613541
[They'll have cause of war if they discover it is flawed, and will get angry that you gave them a crappy treasure, and as a nomadic society sees war as a means to expand its fortunes will most likely attack.

When they take the scroll to someone else as a trade offer, or when they develop medicine good enough to question its techniques, or when they treat people with its methods and have bad results they cannot explain through their flawed application, they'll probably blame you (especially if it kills someone important).

Basically it'll bite you in the ass to the tune of thousands of goblins trying to kill you sooner or later. Don't expect the other tribes to interfere if they can save their own skins, though.

I expect it'll only take you about three weeks to create a flawless copy of a treasure and really only one week to create the wealth necessary to trade for it. Copper isn't hard to mine quickly, refine, or turn into wealth - I'd just trade for it now with copper crafts, and use a turn to replace them.]

[Feel free to ask how to accomplish something with a minimum of fuss anytime, btw. I expect a game like this can be confusing.]
>>
>>22613583
>>22613539
>>22613525
>>22613415
>>22613400

The elders tell our scribes and healers that they'll have to wait a while, and instead instruct laborers to replentish our supplies of wood, create a logging camp, and begin work on a quarry.

>You have built a POOR logging camp
>You have built a POOR quarry
>Wood has been depleted completely

Every four weeks, your loggers and quarriers will add wood and stone to the stockpile.

Improving your logging camp and quarry will bring in more stone.
>>
>>22613674
Build a great Road to Blackrock and Smokescale villages
Have army patrol road
Trade copper crafts for crystal
>>
It is the eleventh week of the Season of Mists.

Incidentally, your weaponcrafters recently discovered that they could use spider-silk or animal sinew to string bows. Don't think that got mentioned.

>Improve industries?
>Create wealth?
>Trade for a treasure?
>>
>>22613714
er no stone
Build road
Gather stone (for road)
Trade crafts for crystal
>>
>>22613723
Begin making bows, only a few to be tested. (We should focus on having a few highly trained archers)

>>22613714
Trade copper crafts for crystals

Improve Logging camp
>>
>>22613779
Er you know what? Fuck these actions completely
Make arrows for research
Have army patrol paths between Smokescales (Remind them of our great school).
Trade crafts (wealth) for crystal
>>
I'll second improving the logging camp and trading for the crystal, but we also have the option of trying to get better organized and increasing our number of actions per week.

So:
>Trade wealth for goblin crystal
>Improve logging camp, or else gather wood to do so next week
>Attempt better organization for more actions per week.
>>
>>22613881
I'm willing to build bows and arrows instead of gathering wood/improving the logging camp if people like that better.
>>
>>22613881
Don't think we can have more actions per week
>>
>>22613893
>>22613881
>>22613843
>>22613816

[Well, folks, let's get a bit more consensus if we can.]
>>
>>22613913
Can we organize for more actions?
>>
>>22613893

Yeah do that so

>wealth for crystal
>better organisation
>Bows and arrows
>>
>>22613912
>>22613924

You can, actually. You're capped at five before it starts getting pretty expensive, and ten at most if you're clever about how you get them, but basically you will need to be good at keeping people happy as more actions means less leisure time for them which is a GOODWILL cost.

Doing things like increasing TERRITORY and WEALTH stockpiles and keeping them and other key goods above SUFFICIENT will play into it, as will careful social engineering and good leadership and religion and etc. Those values up there factor in.

Basically, more productivity means increasingly high-maintenance people.
>>
>>22613925
>>22613893
>>22613881
That's more like it. I'll give you a couple more minutes to deliberate.
>>
>>22613963
Alright then Better organize
Wealth for crystal
Bows n arrows
>>
>>22613982
>>22613977
Roll some 1d100s to see how your organization attempt turns out. Writing update.
>>
Rolled 44

>>22614111
>>
Rolled 3

>>22614111
And it has been said that this was the day that organization was created And alas it was
>>
>Trade for the crystal

You send out messengers to the goblins with an offer of wealth in exchange for their crystal, and a sample of your work - a tripod and cauldron of copper, decorated with some obsidian and gems.

They show great interest, and soon you have come to terms.

Both goblins and Dragonfall clanfolk provide the guards to protect the exchange, which is made on the edge of the mushroom forest between your territories. Soon you are poorer, but the glowing crystal is yours.

Your sages and scholars determine that the crystal is not like the ioun stones you managed to get from the lake isle, and that its flashing inner light brightens at precise intervals. You now have a crude clock!

>Create bows and arrows

Your weaponcrafters carve wood and bone and spin spider-silk into thin lines, then spend days tinkering. At the end of that time, you are able to improve your weaponry.

>Your ability to create weapons has improved, and is now reckoned quite GOOD!

Unfortunately, you have insufficient materials to create bows - gather wood or bone.

>Attempt to better organize the tribe
>>22614146
>44

Your elders do their best to speed along various projects and improve the effectiveness of the tribes' efforts, but though they aim not to make these changes terribly heavy on anyone there are some hiccups early on.

>Your actions per week have improved to FOUR.
>GOODWILL has dwindled, though there is still a SURPLUS of it.

It is the twelfth week of the season of mists.

You have four actions remaining.

>Action?
>>
Rolled 46

>>22614347
Just wondering, how do we 'collect bone'? Can that be part of hunting or what?
>>
>>22614404
You can collect bone from anything that has it in quantity, so hunting can yield it at the expense of the hunters carrying the bone back and not the meat (an opportunity to give the meat as a gift to a friendly group to improve relations), by rending down the bodies of your enemies (don't expect them to be pleased, and if they're not mindless creatures probably no-one will be happy with you, including your own people), by butchering your livestock (it would not be a bad idea to get something bigger than fruit bats for bone bows, though if you get bigger fish in your fish farm that may work, but spend some actions looking around, really), or by magically growing it.

You can also have your mages try to locate buried deposits, or scout out a graveyard (preferably an animal one).

Best way to do so regularly would be some livestock and a butcher's shop.
>>
>>22614541
I recommend we gather wood, send out scouting parties to explore further, and focus more effort on improving literacy. If we have the resources, let's improve the arena.
>>
>>22614347
[That reminds me - as the month has ended, your industry's due an update.]

>Your tin and copper miners have gathered ore.

>Your forge has produced WEALTH.

>Your smelter has produced BRONZE.

Create bronzeware at forge?
Create bronze weapons at forge?
Create bronze armor at forge?
Create wealth at forge?

>Your farms have improved foodstocks.

>Your loggers have gathered wood.

>Your quarriers have gathered stone.

>More warriors have been trained at the warrior-lodge!
Roll 2d20 for recruits.

>More priests have been initiated at the hall of shrines!
Roll 1d10 for recruits.

>A champion has been crowned at the arena!
Roll 1d100 for will rating.
>>
Rolled 16, 15 = 31

>>22614798
rollan for warrior recruits
>>
Rolled 5, 4 = 9

>>22614798
For now, I think the forge should be making weapons.

Rolling for recruits.
>>
Rolled 6

>>22614822
Priest roll
>>
Rolled 45

>>22614798
champion roll
>>
>>22614798

I keep falling asleep so I'm going.

Thanks OP when you next doing a thread?
>>
Rolled 97

Tomorrow between 17:00 and 21:00 depending on what keeps me busy. Tell your friends/questbros, the more the merrier.

Check the twitter, which is twitter.com/@GreatCaveQuest

Also do me a solid and upvote the old threads at http://suptg.thisisnotatrueending.com/archive.html?tags=Great%20Cave%20Quest so they don't get purged.
>>
>>22614941
Fuck, you guys are pretty lucky I just rolled high.
>>
Rolled 54

>>22614941
You continuing tonight OP?
>>
>>22615018
Yep, especially if we get more players.

You have four remaining actions and we only have one suggestion so far.
>>
>>22614798
make some armor
>>
>>22615033
>Harvest more spider silk
>Create more bows
>Create Road to smokescale village
>Send army to patrol road and provide safepassage for all on it
>>
Rolled 4

>>22614798
>>22615061
Rolling for a better champion.

Since we're not that far from ironworking, and since bronze makes iffy weapons worse than what our veterans have, we should make something other than weapons.

Probably wealth would be best, especially if we expanded it - maybe that'll make more than one type of good per month?

Is bronzeware a luxury good OP?

I guess I'll second the armor post.

We should study metalworking, ask other clans if they know of any iron deposits, gather food for the feast at season's end, and see if we can domesticate some spiders.
>>
>>22615204
Yeah, bronzewear's a luxury good. Other tribes will desire it if you raise the quality, to a point where they will offer lore, technology, and even treasures for it as well as trade goods. If you're not careful to maintain defenses and flaunt a lot of luxuries, though, you'll just get jumped by looters.

Five more minutes for suggestions/consensus.
>>
Rolled 1

>>22615257
Didnt we get a 97 for a champion?
If not Im a man
>>
>>22615287
You actually got a 97 for a special event roll. I think you'll prefer it to what you'd get in a champion.
>>
>>22615299
Alright
also thats a fail ass 1
>>
Rolled 22

do you need more rolls?
>champion
>>
Rolled 7

>recruits
>>
Rolled 7, 14 = 21

nevermind I rolled anyway

Order was champion, shrine recruits, warrior recruits

Also lets make some bronze weaponry
>>
>>22615354
>>22615364
I mostly need consensus, really.

Based on these posts:
>>22615204
>>22615061
>>22615056
>>22614673

People haven't decided which of these to go for, and as such we have one vote each for these options:

>Gather wood
>Improve literacy
>Create bows
>Create road
>Patrol road
>Gather food for season's end feast
>Study metalworking
>Ask around about iron deposits
>>
>>22615384
Well, now we're equally divided on weaponry so I'm rolling a 1d2 to determine what the forge will manufacture.

1 is weapons, 2 is armor.
>>
>Create road
>Gather wood
>Create bows
>Study metalworking
>>
>>22615431
YEAHHHHHHHHHHHHHH
>>
>>22615431
Ill change my harvest spider silk to metalworking study
>>
>>22615431
good with this
>>
>>22615431
Ya fuck it, im fine with all of this too
>>
Rolled 1

>>22615468
Harvesting silk was locked in, actually, as it was the only option more than one person supported even if vaguely. But whatever, we'll go with
>>22615431
>>
>>22615498
>1
Looks like you're gonna get all kinds of bronze weapons made in that forge. I'd almost recommend trading those and waiting for iron, as your obsidian spears are quite possibly on par with the cutting edge of decent iron.

ANYWAY, UPDATAN NOW
>>
>>22615498
Oh, well I thought we needed silk for bows, which the main reason i voted for it
>>
>>22615526
You do, if you want good bows. You can also use it for freakishly good armor components, shit's tougher than kevlar.
>>22615517
You send your laborers out to clear the
>>
Can we study Obsidian working or anything like that? If it's more available to us than Iron then maybe as a stop-gap...
>>
>>22615517
>Build a road to the Smokescale village

The elders send your laborers out to clear the road between your palisade walls and Smokescale Village. They're somewhat surprised, but due to your good relationship don't post a toll on their end - so long as you promise to likewise not charge them for use of the road.

With careful work, your scribes apply their knowledge of mathematics to measure out the distance and create dry-stone towers every hundred paces - little more than a round wall with a pair of defensible doors and an open top, but it'll do as guard-posts and watch-stations.

>Your stores of stone have diminished!
>You have built a POOR road to the smokescale village.

>Gather wood

The chief orders more wood harvested, and the foresters go to work. Soon, the woods fill with the ring of axes striking down trees.

>Create bows

Your weaponcrafters use their previous gains and begin producing bows. Within a week, your veterans are better armed.

>Spider silk is unavailable!
>Your stores of wood have diminished.
>Your veterans are now armed with GOOD-quality bows.

>Study metalworking

After much experimentation in repairing and reworking damaged iron spears, your smiths inform you that they feel they have learned something about working iron - they feel that if you had a deposit of the stuff they could get at, you'd have a supply of good tools or even weapons as quick as they could make it.

>Your metalworking has improved! It is now GOOD.

>>22614822
>>22614837
Your scribes count 31 new recruits at the warrior-lodge and 6 more priests among your nobles.

>>22615018
The winner of this season's games is a darting-fast kobold girl named Katla. She beat all others in the footraces, swung males twice her weight to the ground in the battle-ring, answered well when put to riddles, and impressed the crowd with well-chosen words when accepting her prize. She is said to have a STUBBORN will about her.

>You have one more significant person!

Continued.
>>
>>22615795
[You can study obsidian-crafting, yes. Hell, your mages could give it freakishly sharp edges and then set it into metallic weapons, and certainly it'll produce better arrowheads than whatever you have - and as it's volcanic glass, splinters of the stuff will make for quite gruesome wounds.

I'd use it on aboleths.]

>>22615807
Continues.
[EVENT]
One of your nobles has become inspired!

He directs laborers to tear up the floor of your armory, and for a time the tribe merely thinks him mad - but after the fifth hour of digging they strike a metal chest.

On opening it, they find it full of books! Though none can read the alphabet without magical assistance, a mage decides to try to will the titles to translate just to see what comes of it.

The books appear to be treatises on military history and the rise and fall of various empires on the surface, including information on more advanced weapons, armors, battle-tactics, and strategies. It details everything from great exploding weapons to what the mage said translated to 'walking fortresses,' and stranger weapons besides.

It seems you'll need to do more than learn a foreign tongue to find out what these books say, however - each clasp is locked with a set of spinning tumblers, and the combinations of symbols seem to spell out words - answers to some riddle, perhaps.

The only other thing of note about your new library is that each tome bears the mark of a red horse on the spine - like the lanceboard piece.

It seems this was the last part of your blessing of inspiration from your god, as the priests at the temple no longer feel Aasterinian's beneficence.
>>
>study obsidian working
>improve our armory (since its all dug up now)
>create roads to our mines and farms
>research domesticating spiders
>>
>>22615948
Seconded
>>
>>22615893
With an echoing whistle that builds to a dull roar at its peak, there is a gush of wind in the cave - reversing the direction of the breeze that usually blows from the west. It brings strange scents, and more game for the hunters following the new weather that graze on the plants and the grasses.

Your outermost scouts spot kobolds disembarking from boats near the eastern shore of the lake - kobolds that sailed downriver from the east, at the head of this current. Some seem to be distant traders, and others look like returning members of the local clans. It seems the wind is strong enough to allow them to fight the river-current with ease, bringing trade-goods to the cave.

When asked, the Smokescales tell you that these travellers set out in Dark Season and use the winds to return - an extremely profitable venture. They will be returning every week until the season ends, and bring wealth and strange goods home. The Tribes of the Great Cave call this the Season of Winds.

>It is a new season!
>Hold a FEAST?
>Invite neighbors?

A feast would improve the clan mood, and allow us to pursue alliances, forge trade agreements, exchange knowledge, give gifts, resolve quarrels, and much besides.

>Sacrifice at the Temple?
Renewed blessings will bring us good and bind us to our gods.
>>
Ya lets hold a feast and invite the people we have FAIR and better relationships with

Sacrifice WEALTH if we have enough. FOOD if we don't

TRADE bronze weapons to the traders for WEALTH
>>
>>22616088
seems like a good idea
>>
Rolled 51, 38 = 89

>>22616012
Rolling for population increase.
>>
>>22615948

Thirding
>>
Rolled 5, 3, 8 = 16

>>22616145
Rolling for veteran and noble promotions
>>
File: 1358321932434.jpg-(181 KB, 650x366, Gallery_Image_6518.jpg)
181 KB
Rolled 7, 6, 4 = 17

RECORDS OF THE DRAGONFALL CLAN
---
FIRST WEEK OF THE SEASON OF WIND
---

SETTLEMENTS: Dragonfall, clan village.

POPULATION: 1218
-We initiated 38 children as adults at the beginning of this season, bringing the number of adults in the clan to 772
-Our scribes recorded 51 new births and fosterings at season's start, bringing the number of children to 466
-Of the adults, 363 can currently be fielded as hunters in a raid or war, and 13 were promoted into the veterans' ranks at last season's end, bringing veteran numbers up to 94.
-Your clan has 53 nobles, elders, master craftsmen, scribes, shamans, mages, and priests, who are said to have DETERMINED minds.

Significant persons:
Fírnen, leader of the Dragonfall clan, who is said to have STUBBORN willpower.
Glaedr, master craftsman, said to be of STEADY mind.
Falkor, a fast kobold runner, who ably swam past aboleths to reach the lake-isle and found our first stock of ioun, STEADY in his will.
Katla, winner of the games, a sprightly kobold and a good speaker, STUBBORN in her mind.

Treasures:
Blades of mystic sharpness (6), firey gem, human warrior's armor, Kreen healing scroll, copy of Kreen healing scroll [flawed], lanceboard and tokens (chess set), missal of the Red Knight, mold-eaten mathematical treatise on geometry, rules of Xorvintaal, warforged trophy, warforged commander's head

Values:
CLEVERNESS, INVENTION, TRIBES, artisanship, assault, concealment, critical thought, defense, entertainment, fate, fear, freedom, healing, history, hoards, humor, independence, justice, lawfulness, manipulation, mercy, mining, night, originality, psionics, raiding, paranoia, peace, property, protection, retribution, sanctity of death, sanctity of life, secrecy, security, sorcery, spycraft, stealth, storytelling, tolerance, trade, trapmaking, trickery, Xorvintaal

CULTURAL ANIMOSITIES & HATREDS:
Slavers, Dragons, Aboleths

REPUTATION:
FIERCE - you are seen capable of ferocity in battle.
>>
File: 1358321965859.jpg-(152 KB, 318x522, 1302393883024.jpg)
152 KB
---
Military
---
UNITS:
[ELITES] - The Dragonfall tribe has some dozens of veterans armed with poor quality iron spears, good quality wood bows with spider-silk strings, and poor quality leather armor.
[REGULARS] - The tribe has some hundreds of unarmored hunters armed with poor quality obsidian spears and organized in squads lead by veterans.
BONUSES:
[DRILLED] - Dragonfall's warriors are well trained and do not often make rookie mistakes. Reduction in critical failure effects, faster training.
[TRIED BY CONTEST] - Dragonfall's warriors go through competitions of might, speed, brawn, and wit in the village arena, and are better fighters for it. Bonus to personal combat.
>>
---
FURTHER RECORDS
---

Buildings, improvements, and goods:
EXCELLENT:
SUPERIOR:
GOOD: Clan Hall, Temple to Aasterinian | Bows
SUFFICIENT: Arena, dwellings, farm (fruit-tree orchard, mushrooms, fungi), fish-farm, mines (coal, copper, tin), pit-forge, school, smelter, village defenses [palisade, spike pit, watchtower(two), wooden gate(single)], warrior-lodges, hall of shrines
POOR: Armory, coal-mine outpost, embassy, resource production (logging camp, stone quarry), roads (Smokescales)
INFERIOR:
WORTHLESS:

Resources & stockpiles:
ABUNDANT:
PLENTIFUL: peat bricks, sand, water
IN SURPLUS: FOOD (fruit bats, fish, mushrooms & fungi), GOODWILL, coal
SUFFICIENT: HEALTH, MILITARY STRENGTH, TOOLS, fish, fungus, mushrooms (medicinal, useful for toxins or alchemy, etc)
WANING: TERRITORY, WEALTH, WEAPONS, clay, homing bats, leather
SCARCE: ARMOR, ore (copper), psychedelic mushrooms (ritual use), refined metal (bronze, copper, tin),
RARE: IOUN, gems, iron, mushroom tree wood, obsidian, stone,
UNAVAILABLE: parchment, spider silk

Arts, crafts, and other learning:
SUPREME:
SUPERIOR: SCHOLARSHIP, medicine
GOOD: CRAFTSMANSHIP, METALWORKING, hunting, literacy, mining, war production (weaponcraft)
FAIR: Animal husbandry (bats), cooking, fishing, leathermaking, mathematics, smelting, war production (armorsmithing), toolmaking
POOR: AGRICULTURE, ARCHITECTURE, ARTIFICE, MECHANICS, personal defense, recordkeeping
INFERIOR:
WORTHLESS:

Relations, trade, & diplomacy:
EXEMPLARY: Smokescales (trade market)
EXCELLENT: Blackrocks
GOOD: KOBOLDS, TOHR-KREEN
AVERAGE: MULS, THRI-KREEN, URDS
FAIR: Blueleaf clan, Redtooth Clan
POOR: DEEP DWARVES, GOBLINS, LIZARDMEN, SPIDER-MEN, SPIDERS, TROGLODYTES
COLD: BUGBEARS, DRAGONS (Hostile), DROW, WARFORGED
HATRED: ABOLETHS (Ancestral Enemy)

RUMORS:
-There are roving bands of warforged barbarians on the surface.

[ACTIONS PER WEEK: 4]
>>
>>22616088
>Trade bronze weapons
[You don't currently have any of those.]
>Sacrifice x if you have enough
[Anything above UNAVAILABLE abundance can be sacrificed, but if it's at RARE status and non-precious the gods will probably think you stingy.]

>>22616100
>>22616147
[And welcome to our relative newcomers. Feel free to invite your friends, if you like.]

Your priests gather at the temple and place many copper bowls on the altar, conducting a ritual to gift them to God. The next day, the bowls are gone.

>Roll 1d100 for your sacrifice and blessing.

You invite the Blueleaves, the Redteeth, the Muls, the Blackrocks, the Smokescales, the Urds, and many wandering Kreen you've hired for guard-duty as well as sending an invitation to the settled Kreen. All accept your invitation.

>You don't have enough stockpiled food for a feast of such size!
>Buy or trade for food with WEALTH or desirable goods?
>Tell the guests to bring their own? [Chance of lower relations]
>Organize a cooperative hunt? [Chance of failure.]
>Organize a cooking contest? [Will require you to provide a prize.]
>>
Rolled 98

buy the necessary food.
>>
best roll Ive gotten in months.
>>
>>22616374
sweet roll
>>
>>22616374
>98
[And then, your critical advantage kicks in.]

Your god smiles on the tribe, and grants you a gift of INNOVATION.

Choose TWO related fields of study to advance one category. This cannot be the same field.

>Buy the necessary food

This would reduce you to RARE wealth, and as such will need to be seconded.

>Meager wealth may bring unrest among the tribe!
>>
Actually you know what? A cooking contest sounds great. Always choose the competetive route
>>
>>22616419
Seconding contest
>>
As for the prize, how about 1 or 2 of our mystic knives. Treasure and appropriate for a chef.
>>
>>22616414
ARCHITECTURE/MECHANICS
>>
>>22616346
We should hunt, guys. We seem to succeed on a 50 or higher and OP's been giving best of three as far as I can tell.

I don't want to further deplete our wealth if it's tied to social stability, and we'd have to use that or a treasure as a prize for a cooking contest, and inviting people to our feast to improve relations doesn't mix well with 'bring your own eats.'

>>22616414
Smelting and metalworking. Should get us closer to iron production.
>>
For our innovation
mechanics and literacy (warforged and books!)
>>
>>22616465
Literacy and architecture is my vote
>>
>>22616419
>>22616429
>>22616462

Your elders remind you that it would be traditional to offer at least three different prizes, just as the goblins offered you a choice of three treasures for your prize when you won the champion's duel with their shaman.

For such a large contest, they'd probably see that as a bit stingy, so five would be better. Or just letting them pick any of your treasures.

And no, you can't let them have any of your knives and claim that as 'six different treasures.

As for rolls, I've been taking best of three or best roll in ten minutes, whichever comes first.

>>22616465
You're not gonna be building any warforged with one level bump in mechanics, sadly. You might with maxed Mechanics, Artifice, Metalworking, Woodworking, and some other stuff. Warforged construction is quite a serious goal.
>>
>>22616514
Just buy the food then
>>
>>22616514

Yep, we should definitely hunt.

I guess I can support literacy and architecture for our free techs.
>>
>>22616540
>>22616556
Ten more minutes on those, guys.
>>
>>22616565
hunt
>>
hmm, alright hunting it is since we actually have more then two people playing (better chances of not bombing it)
>>
>>22616556
>>22616565
Can we organize a hunt, and buy food if we don't obtain enough?
>>
>>22616580
Sure.
>>
>>22616586
Alright then, organize a hunt. To give motivation, say that the top hunter will get one of our finest spider silk bows
>>
>>22616601
Or something
>>
>>22616608
>>22616601
>>22616579
>>22616577
>>22616556

Fírnen stands before the assembled guests, greets them in turn, and announces the hunt. He offers the best hunters from each party one of our fine bows, and sounds a carved horn. With shouts and merrymaking, the hunters disperse throughout the cave.

>roll 1d100
>>
Rolled 84

Well lets hunt. Let loose the bats!
>>
Rolled 5

>>22616640
>>
Rolled 98

>>22616640
Wolololo
>>
Im on a roll (heh)
>>
Rolled 63

>>22616665
stick a knife in me and call me butter, cause im on a toast
>>
>>22616664
dat roll
>>
seems the dice like 98s right now
>>
>>22616664
>98
The hunters are so successful that they manage to bring in more game than you'll need for the feast, bolstering your stores!

>After the conclusion of festivities, food will be ABUNDANT

The hunters between themselves also manage to take down exotic game - great birds, surprisingly large fish, a couple of enormous spiders, and a juvenile aboleth. The thri-kreen also bring in the heads of several drow spies lurking in the cave - they've probably eaten the rest of their bodies, but such is life in the underdark. You stick the heads on sharpened stakes outside your gates.

>Give extra food as gifts?
>Give out special prizes?

>The Grey Bat tribe seeks admission, bringing a gift of food.
Do you let them in?

>The Wind Brother tribe seeks admission, bringing a gift of wealth.
Do you let them in?

The feast begins! The festivities are appreciated by all.

You may peruse any and all of the following.

>Bring out your treasures to show them off?
This can improve your reputation and may elicit useful commentary.

>Seek trade agreements, alliances, or advantageous marriages?
Obvious benefits. Feel free to go for as many as you like.

>Exchange knowledge, ask for rumors, and compare maps?
>>
Rolled 93

>>22616757
Give extra food as gifts, let both tribes in, but they must put down their arms
Show our treasures off, but make sure they are guarded well
Try to to marry into any other kobold tribes
Request and alliance and trade agreement with smokescale
Request alliance with Blackrock
Yes to compare maps/rumors/knowledge
>>
>>22616788
sounds good and diplo roll is a go!
>>
>>22616788
You're already trading with the Somkescales, incidentally.
>>
>>22616807
Then attempt trade with blackrocks
>>
You'll need to roll 1d100 for every tribe you wish to seek advantageous marriages or otherwise improve relations with - same for alliances.

As there are six tribes here, that's 8d100 to seek marriages to all of them and seek trade relations and an alliance with one each.
>>
>>22616834
Alright, can I keep my 93 for one of those and do a 7d?
>>
Rolled 10, 57, 89, 16, 11, 55, 37, 43 = 318

rollan
>>
Rolled 20

>>22616843
Just gonna roll an 8d if case I can't. Decide whatever you want OP
>>
Rolled 75, 49, 92, 18, 78, 65, 62, 94 = 533

>>22616872
>>22616872
er shit forgot the 8d
>>
>>22616843
I'll let you use your 93 not to have anyone try to steal a treasure, I think. Best to sanitize your email field. Roll 8d100, Bobo.
>>
>>22616878
>>22616883
Or just roll one more d100.
>>
>>22616883
That was 8
>>
>>22616891
Derp, that IS eight. Nevermind.
>>
thats pretty damn good, only 2 under 50
>>
>>22616860
>>22616878
So that's 75, 57, 92, 18, 78, 65, 62, 94.

One more roll from any lingering lurkers welcome.
>>
Rolled 88, 82 = 170

Give out extra food as gift.
Advantegeous marriages with Smokescale seem legit
Exchange knowledge, ask for rumors, and compare maps to improve the quality of the maps

rolling for my picks
>>
>>22616940
[You guys should probably thank this anon, as he just saved you your closest friends. Without him you'd have a nice 18 as your top roll.]

[In order of mention, marriages go as follows.]

75 - Blueleaves

Your matchmakers manage well, and the Blueleaves now think better of our tribe, we are in GOOD standing with them.
57 - Redteeth
Relations are now [Favorable] with the Redteeth, and given no problems between now and the end of season they may well improve.
92 - Blackrocks
Your matchmakers do well enough to improve your already great esteem in the eyes of this clan. The Blackrocks' relationship with us can be described as EXEMPLARY.
88 - Smokescales
Though they do well, relations are already very good. The Smokescales therefore agree to send their clanfolk to your school to learn of your arts.
The Smokescales are [Bonded] to us through marriage, and seem to follow our lead in affairs.
78 - Grey Bats
Your clans enjoy good matchmaking, and relations become GOOD between you.
65 - Wind Bothers
We have arranged enough marriages with the Wind Brothers to bring us to [Favorable] standing - let's hope that lasts to season's end. For now, our relations are FAIR.

[As for alliances and trading, again, in order of mention...]

62 - Smokescales
Though your speakers and nobles try, they are not able to convince this tribe to ally with you - unless you give them WEALTH to sacrifice in order to cement the alliance, as well as a luxury good to sway their leaders.

94 - Blackrocks
You are able to arrange a favorable trade route with the Blackrock clan.

Continues.
>>
>Pursue an arrangement with the Muls?

These are half-dwarf slaves, and extremely capable workers - able to keep at their labor for day after day. They are excellent craftsmen and hearty warriors. We might hire them to provide us a good, assist with labor, or some other factor.

>There are rumors that the Muls would not oppose better protection, as they only number a few hundred.
>They are, however, a colony of escaped slaves. This has implications concerning their former masters.

>Pursue an arrangement with the wandering Kreen?

Certainly their hiring rates might be lowered if we agreed to a concession of some sort.

>There is word that the Kreen would not object to a barracks at which to rest during their travels.
>The most obvious drawback to this is their rather intensley negative relationship with dark elves.

>Pursue a relationship with the Urds?

These flying kobold-like creatures range far from the Great Cave in their migrations, and might make for good scouts.

>We have no idea what they might want or need.

>Pursue a relationship with the settled Kreen weaponsmiths?

These people are the most advanced and politically powerful in the area. Their artifice and knowledge is second to none.

>So many things we could ask for. Little we know would be of value to them.
>>
Yes to all, Muls, both Kreen, Urds, We hate slavers after all and Drow are notorious for it. Besides a diverse empire is better then a monolithic one. More able to adapt.
>>
Rolled 66, 21, 67 = 154

>>22617259
Ask the Muls to join our tribe. Offer protection, and allow them to earn the chance to become possible nobles and etc if they are able to prove their worthin the arenas and in our games as any other kobold. Promise them we have no want of slaves, and use our lack of caste-system and history of accepting tribes into ours as proof.
Pursue a marriage with the Urds, and ask what they need in terms of survival. If we have the items to spare, then suggest a trade..
As for the Kreen, hold off for now. Ask them were their village is and show interest in trades in the future.
>>
Rolled 6, 81, 76, 32 = 195

>Muls
Offer protection and a home in return for integration with the tribe.

>Wanderers - Kreen
Promise the construction of a wayhouse for their people

>Urds
Consult with them, offer food and a place to rest at the very least in return for helping us find things

>Kreen weaponsmiths
I have no idea what we could offer them besides lots of hopeful apprentices
>>
>>22617367
Seconding the Wanderer/Urds idea over my original one
>>
I agree with holding off on the weaponsmiths for now
>>
>>22617367
I agree
>>
>>22617259

>Muls

Consider an approach for tribal integration. If that fails, work out a protection contract in exchange for goods.

>Kreen and Urds

Work out a way-station agreement for the Kreen. AFAIK nothing useful from the Dark Elves, and since they were already spying us they aint terribly friendly.

Urds probably would like a safe haven during their migration, and having them serve as long-range messengers / way finders is useful.

>Weaponsmiths

See what materials they might want, be it rare earths or what not. Smiths always want something shiny.
>>
You bring out your treasures.

>Blades of mystic sharpness (6)

The shamans and artificers of other tribes make offers to buy these. They offer WEALTH for all six blades. The odd tribe out, the Wind Brothers, feel that your artifice is lacking and offer to teach you to better it in exchange for something they desire.

>Firey gem

The Wind Brothers are very interested in this, and the Tohr-Kreen treat it as a distasteful thing - as if you were parading around part of a carcass.

>Human warrior's armor

The Kreen tell you it is the vestment of a Red Marshal.

>Kreen healing scroll

The settled Kreen offer to explain more of its intricacies to you, and the other tribes express interest and confusion at its marks.

>Kreen healing scroll [copy][flawed]

The other tribes seem to understand this much better except for the Redteeth, whose healers lose esteem for yours.
>You have gained a [Rivalry] with the Redteeth.

>Chief's mace of office

The other tribes are suitably impressed, and their nobles remark on their interest in hiring on your craftsmen. The Muls seem to gain respect for you; relations become [Favorable].

>Chest full of books on military history and strategy

The Kreen express interest in examining these. Perhaps they can translate them?

>Lanceboard and tokens (chess set)

The settled Kreen, Muls, Wind Brothers, and Blackrocks indicate they'd like to buy Lanceboard sets, if you're good enough stonestonecarvers or woodcrafters to create and sell them.
>There is now a DEMAND for these sets.

An Urd tries to chew on a lanceboard-piece. Its kind find the board strange and not at all tasty.

>Missal of the Red Knight

The settled Kreen ask the wandering Kreen if they've eaten any strange men dressed in red, and comment on the workmanship of the missal - it is apparently a very good specimen of its kind.
>>
>>22617496
>Mold-eaten mathematical treatise on geometry

A few tribes are interested in copies, and comments are made about your school.

>You have gained a reputation for being [Scholarly].

>Rules of Xorvintaal

The Muls seem ambivalent at hearing of these, as their race was created by slave-breeders at the behest of a shadow dragon.

The kobolds either shudder at the memory of dragons or fail to grasp the intricacies of these writings.

The urds flap their wings in fear at the mention of the Great Game.

The settled Kreen ask you a variety of questions about the phrasing, and to the clan's surprise the scribes and scholars are able to answer.

>You have achieved sufficient literacy to study the Rules!
>Study of the Rules will bring your mastery of Draconic to SUPREME levels, which you could not otherwise do.

>Pulsing Goblin gem

The better artificers present indicate that it is in fact useful as a clock.

The Kobolds tell you it likely fell from the cave roof, and that you will see it's like in a few more months.

>Warforged trophy

The Kobolds are impressed, as are the Muls. The settled Kreen suggest that you inter the creature.

The Redteeth boast of sneaking past such metal men.

>Warforged commander's head

The Kreen aren't particularly pleased, but don't say much. The Grey Bats say they have found an arm with similar markings in the forest.
>>
>>22617466
>>22617436
>>22617412
>>22617395
>>22617367
>>22617338
Might want to make some more rolls, guys.
>>
welp, anyone around to help out? Probably need at least 2 rolls
>>
Rolled 84

>>22617536
>>22617367
uh, this is the roll for the wanderer one I changed too
>>
Rolled 99, 26, 64, 37 = 226

>>22617466
Roll for each inquiry.
>>
... I think we did good. THe only ones we faired poorly on is the weaponsmiths and two of us agreed to leave them for later. Be polite about it though, explain we are still far below them
>>
>Wind Tribe
Ask what they feel is a good trade for their knowledge (offer them in exchange knowledge for knowledge? architect or machinery)

>Kreen healing experts
accept

>Redteeth
Offer a competition for our healers in a months time, our skills vs theirs Treasure for treasure (we're all partied out at the moment)

>Books
Accept the offers to help translate them

>Rules
Yes, oh god yes
>>
File: 1358329563547.jpg-(223 KB, 700x539, KoboldLizardTrogUrd.jpg)
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>Favorable marriages with Urds

This is impossible, as all present know well - such marriages would produce no fertile clutches without miraculous intervention, and if fertility was somehow created all born of it would be twisted freaks.

The urds have a laugh at your jest.

You offer to exchange knowledge, ask for rumors, and compare maps.

>Trading knowledge:

-The settled Kreen offer to teach you to work with Ioun. They will ask for food and need more Ioun in order to tutor you, so you'll have to set up a mine.

-The wandering kreen offer to teach you to fight as they do, by channeling your inner rage. In return they seek much food.

-The Muls offer to teach you the tongues of the drow and deep dwarves. In return they desire knowledge of agriculture and mathematics.

-The Urds offer to teach you to fly. When it is pointed out that you have no wings, they instead offer to teach you how to better run your affairs as they do in their nests (more actions per week). They require much food in return in order to stay with you, as they will be too busy showing you their way to hunt.

-The Wind Brothers offer to teach you to improve your artifice. They desire your knowledge of medicine.

-The Redteeth offer to teach you to sneak properly. They desire your knowledge of weaponcraft.

-The Grey Bats offer to teach you better woodworking. They desire your knowledge of mechanics.

-The Blueleaves offer to teach you to build boats. They desire your knowledge of metalworking.

-The Smokescales offer to teach you the chymist's art (alchemy). They desire your knowledge of medicine.

-The Blackrocks offer to teach you to better work obsidian. They desire your knowledge of artifice.
>>
>>22617367
Did any of these actions work?
>>
>>22617805
Nah, i originally said marriage so he was probably talking to me.
>>
>>22617734
Accept everything. Explan to the Kreen that it will take some time to set up the mine though. We'll also need to expand our farms.

>>22617782
>>22617816
Oh, ok
>>
>>22617734
>Rumors
>Maps

The kobolds tell you of the other Kobold tribes in the area, each informing you of one or two neighbors.

>You learn of the Tall Tree clan.
>You learn of the Cold Hearth clan.
>You learn of the Turtle clan.
>You learn of the Water Quartz clan.
>You learn of the Wide Ear clan.
>You learn of the Firewing clan.
>You learn of the Frogleap clan.
>You learn of the Earthshaker clan.
>You learn of the Glowberry clan.
>You learn of the Thunderheart clan.
>You learn of the Greenspear clan.
>You learn of the Rootnose clan.

You learn the rough location of these villages.

The Kreen tell you that you've now learned of two thirds of the Kobold clans in the Great Cave.

The Muls tell you that there are Deep Dwarves to the southeast beyond the cave, and a nation of Drow to the far west. The wandering Kreen confirm this, and tell you that the Drow are tastiest when raw.

The Urds tell you that there are great windy plains in the caves to the east, downriver a ways, and a waterfall a significant distance to the west. Both have felt the presence of lizardfolk and troglodytes. They have been hunted by lesser drakes when venturing past the Plains, and so have gone no farther.

The wandering Kreen tell you of illithids to the west and south, but these are quite distant. The Muls almost seem afraid, though work to appear untroubled.

The settled Kreen tell you of a kobold settlement on the other side of the waterfall.

There is talk among the kobolds who travel and trade of kobold settlements on the plains, and also of tengu, and of a tunnel up to the surface - though this is likely guarded by fierce beasts, and definitely by goblinoids.

There is some aboleth presence towards the waterfall, but none on the plains.

The Tengu are said to have very powerful weapons.
>>
>>22617892
Finally, they tell you of the presence of spider-men on the plains.

You get a rough map of all this, as well as updating your map of the cave.

[Working on your diplomacy now.]
>>
>>22617816
>>22617837

You will need to send parties to the tribes in subsequent weeks to make these exchanges.
>>
>>22617924
>Will rolling be required?
[Not for the knowledge exchanges, though the complicated stuff like working ioun you might. Also learning2barbarian from four-armed mantis men who fight quite differently and have a near-alien mentality.]

>>22617665
>Challenge of healing skill

The Redtooth healers narrow their eyes.

"What! A challenge of healing skill? We will not maim kobolds for you to fail to heal!"

The Kreen will offer to aid you in translating them, if possible. They will send an armed guard to bring your scholars and the treasure to their library, and tell you to bring food, leather, lots of parchment, ink, and bronze or iron.

Then they realize that the covers are locked with word-puzzles, and advise you to study the faith of the Red Knight if you want to ever open these books, as the red horseman on the cover is probably related somehow.

They tell you to bring all that stuff anyway, and they'll make you a copy of their dictionary if they can sort out the language, and that you should probably build a library.

[Adopting the Red Knight's faith is a free action. You will then have to STUDY the missal to better learn its contents and have a good chance of unlocking the word-puzzles that open the books. If the Red Knight is one of your tribal gods, you will be able to pray or sacrifice for guidance.]
>>
>>22618039
There are always injuries due to the dangers of the caverns. Falling stone, enemies, accidents while hunting. Perhaps a tribe with lesser skill in healing will appreciate us both helping them.
>>
>>22618039
Lets adopt the Red Knight.
>>
>>22618082
I agree. Are those diplomatic rolls still coming up?
>>
>>22617466
>>22617338
>>22617367
>>22617395
>>22617412
>>22617436
>>22617587
>Integrate the Muls, with offerings of protection and homes
>99

>The Muls are taken quite by surprise by your offer. They lay down the following conditions:
You must mount an expedition into their masters' territory within a year of them joining your tribe and free whatever kin they find there.
This expedition must be powerful to succeed, so it must contain no less than 500 well-armed soldiers.
Their former slavemasters must be killed - not the whole of the drow nation, but the house of drow that owned them must have its leading members killed to ensure at least a chance of safety.

>In the short-term, you must do the following before they will join you:
You must build stone walls of significantly improved architectural design before they will feel that your settlement is safe for them, and
You must commit to enlarging the major buildings in your settlement so that they may use them as other clan members do. They want three enlarged buildings to start with, as an act of good faith.
You must have Muls on your clan council and accept Mul elders.
You must build appropriately sized housing for the Muls, a brewery, and a tavern in your settlement.
>And, finally,
You must begin to research a cure for their infertility. You're mages and descended from dragons or something, right? Shouldn't be a problem for you.

[All in all, looks like maybe eight actions if you're careful and smart. Twelve at most. Rest assured, the benefits of having these guys in your clan would be massive - they're a freakishly effective labor force, extremely capable fighters, and more.]

>Urds
>76
The Urds say that if you build them a roosting tower against the cave wall near your settlement and stock it with food every month they will explore for you.
[One abundance level of food per month in exchange for one exploration action per month; a month is four weeks long, in case I haven't explicitly said so.]

Continued.
>>
>>22618156
>Thri-Kreen
>84
If you build the Kreen barbarians a barracks within your settlement and stock it with food once a month, they will fight for you for free in one battle per season, harass your enemy once per month and offer you a chance to purchase any treasures or loot, and report the locations of any known resources or other factions.

They demand that so long as this arrangement is honored you give them free reign to attack the drow and eat them, which will certainly make you a target.

>Tohr-Kreen
>67
[You're already aware of where the Tohr-Kreen's nearby settlement is, and they're absolutely not going to tell you about any others.]

The weaponsmiths will buy or trade IOUN, gems, and iron ore; in exchange you may purchase treasures and weapons from them, and send them laborers that will slowly learn artifice and weaponcrafting.
>>
I think all that sounds fair. It will take a bit of time, probably the rest of the month to do it all but we defiantely can manage the short term of everything.
>>
>>22618187
Accept the terms of the Muls
Expand Temple
Improve Farm
Build a stone wall
Expand clan hall
>>
>>22618243
I also think we should accept the barbarians deal, as we are probably about to fuck up the Drows anyway
>>
>>22618250
I'd also like to hold off on the Urd
>>
>>22618245
agreed. I say we accept all the offers, and next turn we build the resting places with food production upped.
>>
>>22618253
having advanced scouts will be useful with us being enemies with the drow though.
>>
>>22618267
The food just seems like it would be too hefty. That would be 3 hunks of our supply down a month
>>
>>22618187
>>22618156
We can hire the barbarians, but we should bear something in mind:

At some point the thri-kreen are going to get us in a pissing match with the goblins.

At some point they'll probably bring a huge force of drow to our door. From what the Muls have said we're going to be grappling with a VERY powerful force compared to us, so we'll probably need to keep a tight grip on that shit.

At some point they'll likely be eating our livestock, especially if we start up a silk farm with the spiders somehow.

At all points they will be likely to eat our women, kill our houses, rape our crops, et cetera if not appeased. We may need to try and alter them or something.

Largely though it boils down to this: we need to be ready to throw them under the bus at any given time. We need to be ready to end the arrangement and let the enemy have at 'em, or we're going to get the settled kreen mad at us for making their lives harder and endangering the political stability they have created.

They already think of the barbarians as their retard cousins and look down on them.
>>
>>22618285
Oh absolutely. I have 0 trust of the Three kreen, and only completely trust fellow kobolds. These half-dwarves im willing to trust, but will still have to prove their loyalty, as will we.
>>
>>22618187
>>22618285
So, actions.

We should organize better, that's step one to tackling all this. We should get to like six actions per month if we can.

We should drastically increase the quantity and quality of our food sources. OP will probably let us have trades that work in monthly fashion also - if we provide something to another tribe, they may send us food.

For example, if we sell those shitty bronze weapons to another kobold clan every month, they can send us something for the urds to chew on. This would probably be a lot easier with luxury goods and art and ornamental shit.

I'm very surprised the tohr-kreen aren't after all our fucking paintings, but then, we barely have any at this point. Maybe if we were making bronzeware or something.
>>
>>22618300
>>22618277
>food
You definitely need to find more sources of food if you want to have more of it created per month. It will help to have more than the fish, fruit trees, fungus, mushrooms, and bats you have so far. Trades will also work, as will improving your agriculture knowledge, improving your facilities, and devoting more territory to it - though obviously all these have costs.

>Kreen buying art
You're right that the Tohr-Kreen don't really want to buy any of your art so far primarily because you don't really have any. I'd look into creating luxury goods, that WEALTH you're building isn't really artistic stuff in the same sense that bronzewear or bronze statues or something might be.
>>
>>22618300

>six actions per month

I meant per week, sorry.

Let's do that, and trade for at least one advanced tech like alchemy/chemistry or artifice. Either will probably help us with the rest of this shit, we can post mages in the fields and use their will to grow more food.

In the meantime we're gonna need a lot more wood and stone. Like, all the wood and stone. And maybe more land. Doesn't help OP put us right between a wall and our neighbors, if this is anything like KoDP we might have to invade them for it. Possibly we can recruit more people and take their claims or burrow underground or something, and all that means no end of fucking construction. Industry upgrades would help a lot.

I'm honestly considering liquidating all our non-necessary assets just to get other clans labor to help do some of this, or maybe working on mechanics so we can get some cranes up in this bitch.
>>
Anyone still here? I guess we could wrap up for the night.
>>
I'm around still
>>
>>22618592

Well, you have four actions to suggest. Still going with >>22618245
or got a new idea?
>>
>>22618648
yea those sound fine
>>
I tried typing up and update but I think my brain's declaring itself done for the night, for which I will have to beg pardon. It's nearly five AM here, so I've got to pass out sometime.

Thread's archived here: http://suptg.thisisnotatrueending.com/archive.html?tags=Great%20Cave%20Quest

Please upvote so we don't get it removed.

Twitter link's at the top of the thread, and I should be around between 17:00 and 22:00 ti start the next one.



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