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Author Topic: Spirits of the Sevlagar- Turn 3 Lucky squid  (Read 3264 times)

WhitiusOpus

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Re: Spirits of the Sevlagar- Turn 1
« Reply #30 on: February 18, 2014, 08:30:11 am »

The tribal leader of the Imperium turns to his fellows.

"Men, we have arrived! Fear not the poisonous plants!"

setup an encampment. Call upon ancestral magic to protect our tribe. Send five men out with spears and hand axes to gather food.
Logged
Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar- Turn 1
« Reply #31 on: February 18, 2014, 04:37:40 pm »

Imperium of Salvos

The clan members quicly begin setting up a small but safe camp for shelter. The storms however, badly damage about half of it. The shaman chants and chants, but the ancestors voices are drowned out by the howl of the storm, and nothing happens. The five men gathering food soon return with large amounts of plants, several hides, and quite a bit of meat.

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Kingdom of the Garganthuan Reptile

A decent sized wooden keep is constructed in the center of the clearing,
and a few crappy huts are established. As the work continues, several gorillas began tramping just outside of the clearing.

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Empire of Mind

The scouting parties are nervous about leaving the rest, so they don't get very far. The elders begin experiments, and find some effective rock shapes for digging.

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The Land of the Great [The sound that you make when you slowly blow out through your lips with moving your finger back and forth slowly]

The fishers catch a few bits, nothing major. Several dozen stones and paint-plants are collected, as well as quite a bit of incense. Two small rivers and a few scattered ponds are also located. The gods listen to your prayers, and all the ventures prove to be sucessful. As soon as the praying is finished, shouts of joy come from the fishers. Two of them run back to the camp, holding nets nearly bursting with fish. Next, the shaman in charge of runestones takes them and creates several high quality runestones, then in a fit of genius, discovers tow new runes. The rune of water and the rune of halting. Neither the spirit or the ancestor communes go particularly well. Faint whispers are heard, but nothing really.

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My Name is Immaterial

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Re: Spirits of the Sevlagar- Turn 1
« Reply #32 on: February 18, 2014, 04:58:32 pm »

Continue as before, but focusing on building the communal huts.

Remuthra

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Re: Spirits of the Sevlagar- Turn 1
« Reply #33 on: February 18, 2014, 05:13:22 pm »

Continue research, establish a temporary camp to excavation efforts in using chopped wood, and continue surveying and gathering.
« Last Edit: February 18, 2014, 05:33:32 pm by Remuthra »
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Detoxicated

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Re: Spirits of the Sevlagar- Turn 1
« Reply #34 on: February 18, 2014, 05:31:06 pm »

7 Kill said gorillas with spears, smoke the meat, take the leather to tan it, 10 Keep building the keep. 5 begin using rocks to sharpen our wooden tools, and build a small farming plot.
Edit: 6 Survey the area. Gather all specimen of plants. 1 Builds a small altar to begin praying to the ancestors for ideas to improve the tools they have.
« Last Edit: February 18, 2014, 07:20:31 pm by Detoxicated »
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WhitiusOpus

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Re: Spirits of the Sevlagar- Turn 1
« Reply #35 on: February 18, 2014, 06:09:53 pm »

fix the damaged tents as a first order.

"Hmm, it appears we have somehow angered the Gods!"

Continue ancestral worshipping. Send 15 members out with the stone axes to gather good, strong timber to make better housing.
Logged
Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar- Turn 1
« Reply #36 on: February 19, 2014, 08:30:35 pm »

Imperium of Salvos

The tents are fixed and stregthened with the new hides, and a couple others are contstructed. Nearly everyone can shelter themselves now. The voices of the ancestors are drowned out still. The woodcutters chop down three or four trees and begin dragging them over. The storm also begins to calm down.


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Kingdom of the Garganthuan Reptile

The gorillas wander away before your lizardfolk can hunt it. The keep is heavily expanded and fortified. Since you have no wooden tools, sharpening them proves difficult. None of the lizardfolk think to start making wooden tools. A small area is cleared of all plant life, but at first you don't have any plants. This soon changes, as your explorers soon return, a few edible plants coming with them. Most of  them are consumed, but a few are planted. A small altar is made out of piled wood and stone, nothing special. However, the construction of the altar inspires on of the lizardfolk to offer a prayer to a deity.  You have discovered primitive praying!

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Empire of Mind

Further experimentation has led too two new tools- The pick and the shovel have been invented!
For whatever reason, absolutely no progress is made in the building of the campsite. However, perhaps shamed by their earlier performance, the younger flayers make excellent progress in surveying the area. they do not find much of interest except for what was noticed earlier. Several flayers who examined the ruins have found interesting objects of unknown origin and purpose, while others collect many plants of many types. a foolish young flayer, fooling around with some of the relics, accidently launches a searing burst of flame and cuts off his own arm.

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The Land of the Great [The sound that you make when you slowly blow out through your lips with moving your finger back and forth slowly]

 Steadily, fallen tress and branches are gathered together and set up to begin constructing long huts.
Meanwhile, the fishers continue fishing. While many catch large amounts of fish, one finds a more interesting find. A rounded amulet with severla unfamiliar runes and symbols is found inside one of the fishes. it is later noticed to have a faint glowing. The commune with the ancestors goes well, and several of them make an appearence offfering words of wisdom and blessings. The commune with the spirits goes even better. The consumed incense pleases the spirits greatly, and two lesser ones offer wisdom to the members of the tribe who please them the most. One blessed by the raven spirit, immediatly begins gathering sticks and stones and muttering to himself. The other, blessed by the spirit of the shark, begins to grow a set of shapr teeth and increases in size and stature.

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((The RNG favors darksquids))

My Name is Immaterial

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #37 on: February 19, 2014, 09:12:02 pm »

"The spirits, the ancestors and the gods have blessed us a hundred times over! Let us fast today, offering them our meals as an invitation to tomorrow's feast in their honor!"

Hold a fast today, offering the day's rations to the Spirits, the Ancestors and the Gods, inviting them to the next day's festivities. Get the entire tribe in on it.
Tomorrow, hold a feast in honor of the aforementioned beings. Use two days of rations in their honor, both to feed the tribe and as sacrifice.

From then on, continue exploring the surrounding area, with the squid blessed by the spirit of the Shark leading the group.
Erect a small fence around the village.
Continue, if not ramp up the prayer and consultation of the spirits and ancestors.
Allow the squid blessed by the Spirit of the Raven to continue his project, with as little interference and as much help as possible.
Experiment VERY CAREFULLY with the glowing amulet.


((I don't want to get cocky quite yet, but...))

Detoxicated

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #38 on: February 20, 2014, 06:03:25 am »

Let a group of five pray constantly at the altar, praying for a fruitful harvest. A group of five shall scout the area for interesting things, they shall take spears with them to hunt on availability.
Five people shall dig out a well. Five people shall gather fruit and berries. The nine specimen gather wood and stone.
One shall contemplate, gazing into the sky for knowledge, in meditation
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WhitiusOpus

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #39 on: February 20, 2014, 09:51:08 am »

"Good, my fellow beings! Good! The Fatherland shall be grateful for your contributions!

20 people go and gather more logs. Have the other ten begin experimenting with digging tools.
Logged
Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.

Remuthra

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #40 on: February 24, 2014, 05:04:05 pm »

Send most of the population to begin digging the subterrare. Have some consult the Elder Brain (Ancestral Magic) on the secrets of the arcane manipulation of the elements. Have some others fell trees for wood.

Urist Mc Dwarf

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #41 on: February 25, 2014, 05:36:16 pm »

Imperium of Salvos

The gathering of logs goes well, and several dozen are felled. A large area of rocks is discovered while the trees are cut down. No one has any idea on how to design a digging tool.   

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Kingdom of the Garganthuan Reptile

5 lizardfolk kneel before the altar, praying in loud voices to "those who created our world and guide our hands and the feet of the beasts and the life of the plants" As they pray, a glowing nimbus of light surronds them and the crops, and bark appears to grow out of their skin. Several tree-like creatues stand at the edge of the clearing, watching solemnly as the tribe goes about their labor. The Guggle bushes begin to grow rapidly, the branches bursting with fruit.  The hunters don't  find anything. The digging of the well goes decently, for a people without any tools, until one lizardfolk thoughtlessly throughs a rock,breaking another's arm. Meanwhile, many frutis are colleceted. The collectorsd are barelyable to carry them. Curiously enough, following the collectors are several monkeys. Thinking, quickly, the hunters stab them through and kill them. A lot of trees are cut down and stone collected. The tree like creatues stir, but let it pass. The mediatator suddenly jumps up, as several winged creatures descend upon him. A green glow emenates from each, and they surround the lizardfolk breifly, leaving him lying prostrate on the ground. His scales have turned brown and gray and are as hard as stone and bark. Thorny protusions grow from  his fingers and back. Small growths of leaves and berries cover his head like a veil, and the grass leans in towards him. Slowly, he rises and raises his arm. The tree-like creatures march around him forming an honor guard of sorts, and he slams his fists into the ground again and again. Three intertwing trees rise up and up, twisting and expanding until they form a massive crown bigger then the clearing.

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Empire of Mind

A little rock is cleared away, making several small caves, but nothing really else happens. The elder Brain guides you on the natue of magic and elements. As a result, three of the flayers learn life magic and one learns stone magic. The life magic flayers then work together to heal the wounded flayer. In addition to completely restoring the severed arm, they slightly increase its size. A few dozen trees are cut down and the flayer brings up much stone from one of the caves.

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The Land of the Great [The sound that you make when you slowly blow out through your lips with moving your finger back and forth slowly]

The fast goes well, the feast however, doesn't really cause anything to happen. The members of the tribe refuse to explore due to their overstuffedness, but they still build a fence about halfway around the village. Their is response neither from gods nor ancestors, but the spirits offer advice about the amulet. It apparently isn't particularly useful except as a light source. The Raven- blessed darksquid finishes her project. it is a small stick. On one end is a chipped rock that is quite sharp. it is tied to the stick with a plant. The squid explains the effectiveness of it compared too a club. You have discovered stone knives!

 
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((Feel free to ask for a map.))

Detoxicated

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #42 on: February 25, 2014, 06:03:06 pm »

I would like a map. Let 5 of them experiment with leafs and plant fibers, trying to weave pockets to carry stuff with it. Five shall experiment with the logs and rocks, trying to design tools to even the soil and to dig in it. The exarch shall hold a mess to honor and strengthen the bond to the greattree. Let ten build a small temple. The five who prayed earlier shall sit in a circle, trying to find a proper totem. Four shall begin clearing the land off bushes and trees, surrounding the settlement. They shall gather any object of interest.
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Remuthra

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #43 on: February 25, 2014, 06:05:45 pm »

Dig, mates, dig like dwarves!

WhitiusOpus

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Re: Spirits of the Sevlagar- Turn 2 Lucky squid
« Reply #44 on: February 26, 2014, 02:03:04 pm »

10 of the tribesmen continue to gather logs. 10 others begin construction of wood cabins capable of housing five people - make ten cabins. The other ten begin experimenting with digging instruments again- what is the best way to break down rocks? Move Dirt?
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Quote from: The Froggy Ninja
Young Masches: Fetch yonder blade!
Masches grabs his "sword." Navi gasps. Her aura flushes a pinkish hue and she flies out the window.
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