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File: 1374041254563.jpg-(1.25 MB, 1383x2875, 1374031611834.jpg)
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Anyone for a new civ thread?
>>
No?
>>
Centaurs!
>>
insect nigga
>>
Gnomes. Definitely gnomes.
>>
>>26063938
>>26063981

So far, games already being played are:
Troll, Insect, Gnome, Lizardman
>>
undead!
>>
>>26064010
I'm ok with undead
>>
>>26063481
Undead sounds good Best be in a forest though
>>
>>26063991
Then let's do something like Minotaurs in the desert. Should be interesting at least.
>>
>>26064077
tundra undead!
>>
>>26064077
Seconded
>>
>>26064077
this, i just want to get it started
>>
>>26063481
We have like a million.
>>
Can we be brown jungle fey?
>>
Minotaurs, Mountains
>>
elf
>>
>>26064272
I've been looking for them. WHERE ARE THEY?!
>>
>>26064589
see >>26055863
>>26063910
Theres also trolls, bugs, and like 5 primordial civs.
>>
OP you writing?
>>
>>26064646
Did OP vanish
>>
>>26065069
op is kill
>>
>>26065096
>>26065062
Well I can try to take over and run it, but it'll be my first Civ thread I ever ran after only following a small handful of such. And I'd have to leave for a little bit in 30-60 minutes then come back. I'm also heading on a vacation come saturday that will probably make this thread not run for a week or so
>>
>>26065114
up to you we can do a two thread game with a specific objective.
>>
>>26065159
to be honest I'd actually prefer that that a several day thing, it will be a good starter for you as well
>>
>>26065159
Well I'm gonna give it a shot then. Here goes:

Umhar the priest had been dead for quite a while when his grave stirred in the middle of the quiet woods. Now, he was no longer Umhar the Priest, now he was Umhar the Necromancer, and quite undead. Emerging from the stone prison that was his tomb, he looked around. Once, when he was alive, the cemetary was on the edge of a village. Apparently not anymore, and it looked like the village had been gone for a long time. Long enough for the woods to grow to and almost overgrow the cemetary, which was good because it messed a bit with the whole hallowed ground thing. Most of it was still untouchable, but a few of the bodies around the outskirts of the graveyard weren't protected anymore. Time to get to work.

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton
> resources: zilch
> population: 6 basic skeletons
> tech: zilch
> buildings: zilch

Options: (choose 1 for now, since basics can't do shit unsupervised)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
>>
>>26064646
I doubt your still here but thank you.
>>
>>26065333
Explore: Even if this has been a long time there will still be a FRACTION of a road leading out of here we need to find it. Our objective is not to leave but to find out where civilization could possibly be.
>>
>>26065333
explore and perhaps find some sort of useable shelter
>>
>>26065385
It also tells us where people would possibly approach from....
>>
>>26065333
explore surroundings for thinks to convert and resources
>>
>>26065385
>>26065409

You poke around a bit around the graveyard and Umhar realizes that being dead for however many years wasn't nice to his memory as he can't recall in what direction the road used to be. He does manage to find a patch of old, cracked cobblestone leading east though, so that'd be a good bet. The search also turns up the carcass of a dead deer that could be reanimated. No shelter is forthcoming though, so Umhar will have to settle for using his tomb for now.

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton
> resources: Deer corpse
> population: 6 basic skeletons
> tech: zilch
> buildings: zilch

Options: (choose 1 for now, since basics can't do shit unsupervised)
> Reanimate corpses (choose spell when you get more than one)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
>>
>>26065499
reanimate deer and use for scouting area
>>
>>26065499
R&D Im thinking using the blood from the deer to do a blood ritual of some sort to bring power to the Umhars body. I believe blood rituals are unholy enough to start to lower the hallow in the vicinity.

Thinking of starting small. Once we bring bodies back from the dead it will be alot harder to hide the fact that we exist from anything.
>>
>>26065581
Note: the current spell creates basic skellies. They are 100% mindless and can't deliver a report. 10% chance of getting a better skelli tho.
>>
>>26065605
then change to study
>>
>>26065499
>> study magic
>>
>>26065627
>>26065620
>>26065587

The deer is well too long dead to be useful in blood magic, but messing around with it for a while Umhar figures out how to do a simple corpse divination. The spell provides no real control over what he will see aside from choosing who/what the vision will be relevant to though

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination
> resources: zilch
> population: 6 basic skeletons
> tech: zilch
> buildings: zilch

Options: (choose 1 for now, since basics can't do shit unsupervised)
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
>>
reanimate some skeletons for protection
>>
>>26065686
You have 6 skellies already, from the corpses that were no longer protected by the hallow. You do, however, not have anything else to reanimate stuff from now.
>>
>>26065709
search south then
>>
>>26065662
Scavenge: Lets see if we can find any daggers or Athame. We need to equip ourselves with something so we can get some blood. Our hands will not help us gut a forest creature and im pretty sure that you cant use undead blood in a ritual so no killing something with zombie magic then using its blood...
>>
>>26065662
Room for one more?

Scavenge what we can
>>
>>26065799
quite certainly room for more.
>>
>>26065805
yay Demon Civ just ended and i would like to do a bit more.
>>
>>26065662
>scavenge
>>
Replying from phone because I'm in the middle of the afk period I mentioned

You scavenger in a generally southern direction and find that while no trace of the old village remains aboveground two basements and the Well are discovered. The basements contain a lot of ruined stuff as Well as 4 woodsman axes, 8 rat corpses and a patch of mold that you recognise as a common spell component. The Well holds a pile of mixed bones of the people who fell into it over the years. With a bit of work they could probably be assembled/separated/sorted into something useful
>>
Either he is writing up a masterpiece worthy of the gods or he forgot about us...
>>
>>26066056
Ah well good to have you back. You had me worried. I guess I have learned my lesson to trust you more.
>>
>>26066056
Have the skeletons wield the axes and experiment reanimating the rat corpses
>>
ANOTHER one?

COME ON!
>>
>>26066106
this
>>
>>26066106
Thirded.
Also clean up one of the basements a little we are probably going to need a table to work magic on.
>>
>>26066106
Agreeing with this and I need to go shame I cant stay longer somebody archive this when its about to end so i can read it please.
>>
>>26066188
Don't know where an archive is that I can use for this. Drop a link before you go that way we know where to put it.
>>
http://suptg.thisisnotatrueending.com/archive.html
>>
>>26066106
>>26066139

Umhar researches on the dead rats for the day, and thus doesn't have time to also direct the skeletons in clearing out a basement. By the end of the end of the day, he's managed to develop a ritual that uses a dead body to improve a basic undead with weak mental faculties. Nothing in the way of self-awareness, but able to obey slightly more complex or long-term command (in other words, they don't need a sentient overseer)

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: Pile of Bones, 2 rat corpses
> population: 2 basic skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1)
> tech: Minor mental upgrade
> buildings: zilch

Options:
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard

>>26066195

I plan to archive it on sup/tg/
>>
>>26066268
Correction, the upgrade doesn't require entire corpses, it just requires skulls.
>>
Explore in a circular radius around the basements and wells to find more remnants of the village if there are none gotta pack up and leave to head south
>>
>>26066296
second this
>>
>>26066296
we have an objective to complete and your idea is to abandon the objective?
I'm guessing there is an object of power down there that we need to help us grow in power/
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>>26066268
clear out the basement fir use
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>>26066320
Seconded
>>
>>26066315
Who made you a psychic God?
Faggot!
>>
>>26066339
Well he is correct about the objective. Mostly its because you're sitting on top of a shitload of corpses.
>>
>>26066320
>>26066296
Umhar supervises the skeletons while they clear out the basements. The first one is in a decent enough condition to be useable, but unfurnished for now. The other one isn't useable, but clearing out the junk and dirt reveals a stone covering that could be an opening deeper down.

The rat is set to scavenging on its own, as it is autonomous. It doesn't find anything of note, as between being alone and being small, it isn't overly efficient at it.

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: Pile of Bones, 2 rat corpses, basic spell component
> population: 2 basic skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1)
> tech: Minor mental upgrade
> buildings: zilch

Options:
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
>>
>>26066417
Have the skeletons try and move the stone covering the opening if its not possible get the skeletons and rats to dig around it
>>
>>26066417
combine all the leftover-bones into a random creatur/golem
>>
>>26066440
Seconded. I'm not sure how strong the skeles are, but i imagine six should be able to handle it.
>>
>>26066440
Thirded
>>
>>26066440
The stone covering opens into a second room, this one kept in good shape. It's a shrine with an icon depicting a reptilian skull carved into stone set above a stone altar, or sarcophagus, or both. A pair of scythes are placed in each corner of the room. In a flash of memory of your past life, you recall that this was the place where the house everyone thought haunted was located.

Choices
> Worship. This is clearly dedicated to a deity that has to do with death, so being on his good side is probably a good thing.
> open the sarcophagus-altar-thing. Whatever is inside is bound to be useful.
> write in
> leave the place alone for now and decide later.
>>
>>26066559
Take the scythes and give it to our skeletons and worship the deity. Maybe try and materialize it in this realm to give us some advice
>>
>>26066583
Since the room has 4 corners, that's 8 scythes. You have 6 skeletons. So, give scythes to the unequipped skellies or to all the skellies?
>>
>>26066595
Scythes are a tough weapon to actually use so only to the unequipped skeletons. Hmm if everyone else wants to worship at an unknown alter then fine i guess. I'm only a little worried about the deity being pissed if we don't aline with it's doctrines.
>>
>>26063481
Breeding what?
>>
>>26066678
Breeding really just means how fast you can get your own people through your own natural attributes
>>
>>26066583
>>26066647

As you worship the deity that this place is dedicated to, a name rings out in your mind: Artak. You sense that he grants you his favor, allowing your spells and rituals greater potency when cast in his shrine.

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: Pile of Bones, 2 rat corpses, basic spell component
> population: 2 basic Scytheman skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1)
> tech: Minor mental upgrade
> buildings: zilch

Options:
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
>>
>>26066710
Further explore the area of the settlement. Get the skeletons to start brushing off the very top layer of dirt while you're searching to reveal perhaps some ruins
>>
>>26066710
I think we should try a blood sacrifice at the alter of Artak and ask him if he/she knows a way to defile the graveyard. Send the skeletons out to hunt something and bring it back, hopefully alive.

I really feel like we are just floundering around looking for a lead here.
>>
>>26066749
I just realized how often I suggest 'Blood Sacrifice". I must sound really creepy.
>>
>>26066710
Explore like this >>26066719
Also, is there any chance of a map? I like maps.
>>
>>26066719
>>26066749

You start uncovering what village you can while the rat goes looking for something to sacrifice. Uncovering the village yields you a second basement, this one is the butcher's storage. The salted meat isn't really interesting, but a few of the deer have been salted whole save for the skin and removing the flesh from some of the other pieces yield bones that might be assembled to something useful.

The rat chances upon a hut out in the woods that looks like it has been inhabited recently!

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: 2 Piles of Bones, 2 rat corpses, basic spell component, 3 deer corpses.
> population: 2 basic Scytheman skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1)
> tech: Minor mental upgrade
> buildings: zilch

Options:
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
> Hallowing Status: 95%

>>26066763
You guys are playing undead/a necromancer. The only place where it'd be more appropriate is if it were friccin' demons.

>>26066788
Sorry, my drawing and MS paint skills are off the charts, the lower end of them, so that's not going to happen as it will be utterly useless more likely than not.
>>
>>26066821
How about we investigate the recently inhabited hut. Look for tracks and stuff while we try and take the flesh off of the deer and perhaps assemble a deer to make it taller
>>
>>26066821
>Sorry, my drawing and MS paint skills are off the charts, the lower end of them, so that's not going to happen as it will be utterly useless more likely than not.
Just go on a map generator like here:
http://donjon.bin.sh/fantasy/world/
and make a random map. Then reveal parts of it as we explore.

You don't have to, but it does make the game more "immersive" so to speak.

I vote R&D.
>>
>>26066821
>2 Piles of Bones
tinker with this, and raise/create a skeletal abomination
>>
>>26066906
Nah, wait for more bones and build a behemoth.
>>
>>26066919
I think we should build something that can go fast and can carry us and our equipment

We're far from civilization.

I would like to plan to infiltrate small villages and steal their corpses before we build any big offensive monstrosity
>>
>>26066934
Good point.

>>26066821

In that case, I vote to try and build a skeletal bus of some kind.
>>
>>26066860
I already have a world map, but you'd have 1 hex revealed of it so far. I will, however, try to artworksearch for us.

>>26066850
>>26066860
>>26066906
>>26066919
>>26066934
>>26066948
So what I get from all this is basicly mess around with some of the bones and make something out of it that can be used for transportation, is that a passable compromise?

Also, I assume any reanimating you do happens in the shrine.
>>
>>26066965
Yup sounds good. We need to find a young lamb for sacrifice btw. They were the most common in most religions and even if it is an evil god I'm pretty sure they wouldn't be pissed off by such a pure sacrifice.
>>
>>26066965
>I will, however, try to artworksearch for us.
Cool beans.

And yes, mess with the boneses.
>>
>>26066965
Yeah just make some random monstrosity

I propose we add 3 entire deer skeletons (excluding the heads and other worthless bones) and make it like a fucking horse and sharpen its antler to impale people
>>
>>26067007
A more noble stead the land shall never know!
>>
>>26066965

You work for the entire day but by the end of it you've managed to create a monstrosity out of several sets of ribcages and deer legs that can hold a bunch of skeletons packed up for transportation inside the ribcages and you on its back. The head is adorned with a set of antlers while the two other sets are attached to a tail made out of leftover spine. Empowered by the shrine and your magic alike, it possesses rudimentary intellect.

Choice:
> what will you name it?

While you were working, the rat was watching the hut. A rather tedious affair to listen to its report as it isn't smart enough to sort the irrelevat parts out, but it does inform you that the hut isn't just recently inhabited, it's inhabitant came home during early evening. It is a solitary female humanoid judging from the rat's description.

You start uncovering what village you can while the rat goes looking for something to sacrifice. Uncovering the village yields you a second basement, this one is the butcher's storage. The salted meat isn't really interesting, but a few of the deer have been salted whole save for the skin and removing the flesh from some of the other pieces yield bones that might be assembled to something useful.

The rat chances upon a hut out in the woods that looks like it has been inhabited recently!

> cont.
>>
File: 1374060808453.jpg-(149 KB, 600x600, Necromancer with skellies.jpg)
149 KB
149 KB JPG
>>26067066
> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: Pile of Bones, 2 rat corpses, basic spell component,
> population: 2 basic Scytheman skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1), 1 Skeleton Abomination Mount (Mental 5)
> tech: Minor mental upgrade
> buildings: zilch

Options:
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
> Hallowing Status: 95%

pic related. It is Umhar
>>
>>26067066
Name it Neyakla
>>
>>26067074
>>26067066
Neyakla sounds good.

>>26067072
What does Corpse Divination do?
>>
>>26067072
>> study magic
faster, harder, scooter
>>
>>26067122
Use a corpse of whatever, get a vision relevant to whatever you choose to divine upon. The details of the vision are not under your control, but you will know if what you see is past, present or future (future meaning something that is possible, not something that is automaticly going to happen.)
>>
>>26067072
Neyakla sounds good

First order of business

We ambush that disgusting living creature. Perhaps get information from it. Fuck it if its a paladin we got Neyakla we can fucking trample it
>>
>>26067137
Ah I see.

Do this then>>26067140
>>
>>26067137
>>26067140
>>26067172

Right now it looks like Divination now, then ambush next turn, is that acceptable? Also, what place/creature do you want to divination at?
>>
>>26067206
No, don't bother with the Divination, I just wanted to know what it did.
>>
>>26067206
Perhaps try and see what kind of creature resides within the hut?

Don't want to ambush a Minotaur
>>
>>26067140
Ok why is it in every thread right when everything is starting to get on track someone has to go say something along the lines of "Lets go kill a sentient, that couldnt possibly give away our position!" Stay away from the being for now. this way we have as much time as we can to prepare.
>>
>>26067263
Sure we may be able to kill ONE but what if it alerts more? Then we have to fight them. What if they overrun us? We would have to abandon the greatest source of potential growth we have right now which is a MASSIVE GRAVEYARD!
>>
>>26067263
Hey I didn't say kill it but I mean if its a paladin I don't see any way around not killing it I mean for god sakes we're gonna be riding up on it with a deer monstrosity.
>>
>>26067263
>>26067251
>>26067244

Well we'll need a consensus to move forward.

So far, your glorious mount is named Neyakla

As for votes I see
Study Magic: 1
Ambush: 2 for 1 against
Divination: 1
>>
>>26067295
Can't we just try and investigate the humanoid further? No attacking or whatnot, just go get a better look at it.
>>
>>26067295
studymagick
>>
>>26067304
that is also an option yes.
>>
>>26067295
I say ambush

We don't know how long this creature is gonna stay here and obviously its going somewhere daily so that can't be good. Besides we need information about our surrounding area. Centuries worth of information is lost to us. Besides we can lock it up in the meat basement should we want to study magic
>>
Lets study magic this round. Next we scout out the human useing a rat corpse. Sound good?

Sorry if I sound really pissed off. I had to watch a Civ thread almost fail because a large group of people wanted to attack the human settlement with 10 warrior insects. We had 20 beings in the hive.
>>
>>26067324
>obviously its going somewhere daily so that can't be good.
So if we kill it then someone will notice its missing from its daily routine.

>>26067295
Study magic
>>
>>26067338
True maybe we should study some more magic but what are we even studying from?

Do we have a magical tome?
>>
>>26067338
I'm thinking if we play this right we can actually make anyone who comes on this just think the house is haunted again. It would be the best cover until we can get a massive undead army going.
>>
>>26067352
Maybe go for a few fear spells to keep wanderers away?
>>
>>26067331
You can sent the rat to scout it out while you study magic. Mental 1 or above means limited autonomity. it's dumb as shit, but a 1 sentence command it can understand. Neyakla is smart enough to oversee the skellies do a 1 sentence command as well, so you can potentially have them do something simple while you study.

>>26067346
No you're just working with your mind, scribbling stuff in the dirt with a stick and experiments.
>>
Keep experimenting and studying magics I guess

Perhaps try and do something with the salted meats like harden it somehow and attaching it to our skeletons as makeshift armor don't know some shit like that maybe
>>
>>26067352
>>26067364
Sounds like a plan.
>>
Oh shit We gotta research some fog magic
>>
>>26067387
>>26067396

Research it is.

Umhar spends the day researching magic. Focusing on matters of hauntings and ghosts, he feels that he is close to a breakthrough, but not quite there yet.

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: Pile of Bones, 2 rat corpses, basic spell component,
> population: 2 basic Scytheman skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1), 1 Skeleton Abomination Mount (Mental 5)
> tech: Minor mental upgrade
> buildings: zilch

Options: (Your trusted mount can direct the skellies to do simple stuff on their own, and your rat can do simple stuff on its own. Total of 3 picks per turn max. Minions default to guard duty if no orders are given)
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
> Hallowing Status: 95%

pic related. It is Umhar
>>
>>26067446
scavenge
spy
study
The 3 Ss of Success
>>
>>26067446
How do we remove the hallowing on the graveyard?

Also
>Study magic
>Set the rat on spying on the humanoid.
>>
>>26067446
While we're studying some more magic get Neyakla and 4 skeletons and hunt for some animals for materials
>>
>>26067469
I like the way you think.>>26067475
>26067475
I have an idea that blood sacrifices to our god might work. But I don't think we should mess with the being nearby, we don't have near enough minions to fight things off yet. The current idea is to just scare him off by making him think the area is being haunted.
>>
>>26067469
>>26067475
>>26067477

The rat spends the day tailing the female humanoid. As it turns out, she spent the day foraging and tending to a bunch of fruit trees scattered about in the forest. It didn't encounter any signs of civilization.

Umhar has a breakthrough, researching a spell that allows him to leave his corpse behind, becoming a ghost for a day's time. While in ghost form, he can use spells and communicate, but has no physical substance. He can also make a place feel unnaturally cold and spread a thin hazey fog, though not enough to really obscure vision.

Not being made for stealth at all, Neyakla and the skeletons fail spectacularly at hunting on the rare occasions that they do see a live animal. They do, however, find a few traps with hares in them that they bring back alive, as well as a badly mauled but uneaten boar carcass.
>>
>>26067567
Umhar spends the day researching magic. Focusing on matters of hauntings and ghosts, he feels that he is close to a breakthrough, but not quite there yet.

> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination,
> resources: Pile of Bones, 2 rat corpses, basic spell component,
> population: 2 basic Scytheman skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1), 1 Skeleton Abomination Mount (Mental 5)
> tech: Minor mental upgrade
> buildings: zilch

Options: (Your trusted mount can direct the skellies to do simple stuff on their own, and your rat can do simple stuff on its own. Total of 3 picks per turn max. Minions default to guard duty if no orders are given)
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
> Hallowing Status: 95%
>>
>>26067573
and I failed there. Resources also include 4 live hares and a dead boar.
>>
>>26067573
continue
> studying magic
>>
>>26067573
Go in ghost form and look around in the hut for tools

While we're looking get the 4 skeletons to cut down a tree and make some tools to dig around the settlement to uncover more ruins
>>
>>26067621
if we do that stealth is shot. a falling tree is really easy to hear.
>>
>>26067573
scavenge, study magic
>>
>>26067573
Sacrifice the 4 rabbits to Artak and ask for guidance on how to get the female to leave without giving ourselves away.

Once we do this we can go about removing trees and really searching the area.
>>
>>26067621
Can we disguise ourself as an old man and just walk up to the hut and talk to her? If she is this far in the middle of nowhere she may not be an immediate enemy and could be useful to us.
>>
>>26067662
Hmm thats actually a good alternative. No one ever said we were out to eat everyone.
>>
>>26067618
>>26067621
>>26067628
>>26067654
>>26067661
>>26067662
>>26067676
I need me some consensus gais
>>
>>26067767
Ummm I think we continue studying magic and get our skeletons to start digging around the ruins
>>
>>26067767
We go disguise and talk to girl in thingy, maybe taking a couple of skeletons to hang back and give us backup if things go sour. Crazy deer monster directs the rest of the skeltons to scavenge and rat goes exploring a bit.

Happy all?
>>
>>26067789
2nded
>>
>>26067767
Research magic. Gotta get that fog up and running.
>>
>>26067789
>>26067800
>>26067841

The skeletons dig around, but no more of the village seems to be left to discover. They do uncover the buried remains of 3 dogs though.

Umhar researches further into the hazy fog of the ghost form. At the end of they day, he's managed to produce a denser version of it, as well as become capable of calling it forth when he is in the (mostly lack of) flesh.

The rat, having been given no orders to stop, continue tailing the woman. Today, she checks a bunch of snares she set, and reacts with frustration that some of them have broken.
>>
>>26067917
> Leader: Umhar the Necromancer
> known spells: Raise Skeleton, Corpse Divination, Ghost Projection, Fog
> resources: Pile of Bones, 2 rat corpses, basic spell component, boar carcass, 4 hares, 3 dead dogs
> population: 2 basic Scytheman skeletons, 4 basic Axeman skeletons, 1 basic rat skeleton (Mental 1), 1 Skeleton Abomination Mount (Mental 5)
> tech: Minor mental upgrade
> buildings: zilch

Options: (Your trusted mount can direct the skellies to do simple stuff on their own, and your rat can do simple stuff on its own. Total of 3 picks per turn max. Minions default to guard duty if no orders are given)
> Cast a spell (specify)
> scavenge
> explore: N/E/S/W
> study magic
> research and development
> write in


Objective:
remove the hallowing on the rest of the graveyard
> Hallowing Status: 95%
>>
>>26067930
Ok we need to stop the rat, PRONTO. Also we need to remember to not hunt anymore if we don't want to tip her off. Its getting to the point were we are going to have to consider capturing her or killing her for real now. We do have a pretty good supply of corpses. I think we could safely get away with either choice.
>>
>>26067917
Reanimate the 3 dead dogs and use the remaining antlers from the left over deer bones and put it on the dogs mouth sorta like boars tusk but on dogs and sharpen the antlers

If we don't have any more deer bones left then put a pair of boar tusks on the largest dog skeleton
>>
>>26067956
I still think it would be a good idea to try a little diplomacy, if we get some people to join us we could use them as spies or try and teach them the art of necrmancy if they are magically inclined.
>>
>>26067917
>>26067930
Oh well, I'll have to call it a day for now, since guest arrived.

Thread is archived on suptg, feel free to vote it up.

I won't hang around for AMA, since I chose to keep playing for as long as possible, but drop feedback if you want and I'll read it when I can.

I plan on continuing this tomorrow, in 17ish hours.
>>
>>26068019
Alright sounds good. I'm actually liking this session because it is actually an RP not a just research how to kill shit Civ.
>>
I doubt that anyone here can't find it but here is a link to the archives. Vote for it if you guys liked it.

http://suptg.thisisnotatrueending.com/archive.html
>>
>>26064460
no elf filth


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