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Finally... => Forum Games and Roleplaying => Topic started by: Cheesecake on July 23, 2013, 05:11:22 pm

Title: Frontier
Post by: Cheesecake on July 23, 2013, 05:11:22 pm
Frontier

Welcome, frontiersmen! You and your team, whom you've been training for over a year now, must embark on an adventure to find a new home! Our homeland, Irongrasp, has long been on the verge of anarchy. Overpopulation, food shortages, social inequality, these have plagued our once great kingdom. Your instructions are in the various manuals sent along with this scroll, along with a map. Your equipment will be waiting in the Gate.

Spoiler: Game+Rules (click to show/hide)

Spoiler: Playable Races (click to show/hide)

Spoiler: Other Races (click to show/hide)

Spoiler: Character Sheet (click to show/hide)

Spoiler: Backstory (click to show/hide)

I'll choose the most appropriate or most interesting characters for the party. The rest will be on the waitlist until a PC drops out or is killed. They might also be added in if things are going to slowly.

Most of the game mechanics will be explained as you do it, such as starting the first town, combat, etc.

By the way, I've written a story about dwarves here: Short Stories (http://www.bay12forums.com/smf/index.php?topic=129037.0)
Title: Re: Frontier
Post by: Cheesecake on July 23, 2013, 05:12:01 pm
~Reserved~
Title: Re: Frontier
Post by: GrizzlyAdamz on July 23, 2013, 05:38:52 pm
Hm, suppose you still need to list the skills & bonuses?

Spoiler (click to show/hide)
Title: Re: Frontier
Post by: GreatWyrmGold on July 23, 2013, 05:49:53 pm
Spoiler: Eberk Bauxitechisel (click to show/hide)
WIP
Title: Re: Frontier
Post by: Taricus on July 23, 2013, 05:53:52 pm
Spoiler: Character (click to show/hide)

Not completed yet (AKA the backstory and description, but should be ready mechanics wise.
Title: Re: Frontier
Post by: Alexandria on July 23, 2013, 06:01:22 pm
Spoiler: Character (click to show/hide)
Title: Re: Frontier
Post by: Taricus on July 23, 2013, 06:06:31 pm
GWG, I'd suggest respeccing your character for survival, if the implications of that are to be assumed (As in, survival is the skillset used to not only find food and such for a settlement, but also for raw materials like ores and quality stone.)
Title: Re: Frontier
Post by: GrizzlyAdamz on July 23, 2013, 06:13:50 pm
Question: are dwarves still stoneculi, or have they turned to proper flesh?
Title: Re: Frontier
Post by: flame99 on July 23, 2013, 07:17:05 pm
Name: Kaerith
Sex: Female
Age: 24
Race: Fae
Skills: +1 Divining with Animals, +1 to fighting w/ claws and teeth, Can communicate w/ animals
Bio: Kaerith appears as a large, brown, alpha female wolf. She often fights using her natural weapons rather than normal ones, and will often fight things just for fun. Her parents were killed by a group dedicated to killing Fae, and she lived on the streets. Most ignored her plight due to her appearance, and eventually turn to extortion and thievery, before hearing of the chance to live a life on the frontier. She joined instantly, and had proven to be a great warrior even without weapons.

Associated Department: Reclamation
Title: Re: Frontier
Post by: GreatWyrmGold on July 23, 2013, 07:43:32 pm
GWG, I'd suggest respeccing your character for survival, if the implications of that are to be assumed (As in, survival is the skillset used to not only find food and such for a settlement, but also for raw materials like ores and quality stone.)
I will consider your request.
Title: Re: Frontier
Post by: Harbingerjm on July 23, 2013, 08:19:49 pm
Name: Peter
Sex: No. (sorry, sorry, male)
Age: 18
Race: Fae (Eurasian Magpie)
Skills: +1 to Divining with Animals, +1 to Finding Shinies, ability to Communicate with Wildlife.
Bio: Appearance, Personality, Backstory, etc.

Associated Department: Exploration

Not done yet
Title: Re: Frontier
Post by: swordsmith04 on July 23, 2013, 10:41:52 pm
Spoiler (click to show/hide)

I assumed that the tech level was roughly medieval when I was typing up my character, but the only reference to tech are the flesh-techs who created the dwarves. So; bow and arrows, anachronism or normal fare?
Title: Re: Frontier
Post by: GreatWyrmGold on July 23, 2013, 10:44:18 pm
In case my question was missed, hidden in my character sheet: What/How many/Etc skills are we allowed to choose to add on?
Title: Re: Frontier
Post by: Alexandria on July 23, 2013, 10:48:41 pm
Dwarves
Dwarves were once stone homunculi tasked with mining riches for Irongrasp. The Flesh-Techs experimented further and further with the Stoneculi and became so advanced that they developed sentience and after a long uprising earned citizenship. Since they are artificial, they have a lot of trouble with Divination

Dwarves are very strong and have an iron will. They have an ingrained knowledge of rocks and minerals and require very little to sustain themselves. +1 to Rocks and Mining, -1 to Divining Attacks (against and for them), requires ration every month instead of half a month.

The bolded part is your skills, you choose none.

You have +1 to mining, -1 to diving, half ration requirement.
Title: Re: Frontier
Post by: Scelly9 on July 23, 2013, 10:50:53 pm
PTW
Title: Re: Frontier
Post by: GreatWyrmGold on July 23, 2013, 10:53:38 pm
Really? None of them?
Skills: Add the skills and bonuses mentioned in the OP and the ones you choose.
Title: Re: Frontier
Post by: GrizzlyAdamz on July 23, 2013, 11:25:39 pm
Waiting on more info before solidifying my character. Do not mistake my unfinished character for apathy.
Title: Re: Frontier
Post by: mastahcheese on July 24, 2013, 01:41:28 am
PTW
Title: Re: Frontier
Post by: evilcherry on July 24, 2013, 02:26:22 am
I would want more info for skills before committing or not.
Title: Re: Frontier
Post by: Cheesecake on July 24, 2013, 06:12:20 am
Really? None of them?
Skills: Add the skills and bonuses mentioned in the OP and the ones you choose.

By the ones you choose I meant choosing abilities where it says you can change it, like the Fae skills.
Title: Re: Frontier
Post by: GreatWyrmGold on July 24, 2013, 08:06:15 am
Really? None of them?
Skills: Add the skills and bonuses mentioned in the OP and the ones you choose.
By the ones you choose I meant choosing abilities where it says you can change it, like the Fae skills.
Ah.
A bit vague.
Title: Re: Frontier
Post by: ICBM pilot on July 24, 2013, 09:39:23 am
Name: Nevaeh
Sex:no (or female)
Age: 18
Race: fae (cat)
Skills:  +1 to Divining with Animals, +1 sneaking, ability to Communicate with Wildlife
Appearance:about half the size of a normal human has the paws tail and ears of a cat.
Personality:acts very nice and friendly, but spends most of her time thinking about how to kill people.is very loyal to people she trusts, and has the innocence of a child.
backstory: will be done when op is updated
department:the redundant department of redundant departmentssurvival
Title: Re: Frontier
Post by: Cheesecake on July 24, 2013, 10:18:06 pm
Okay, so these are the first characters:

Tav (Taricus) (Drow) (Construction)

Muliebris (Alexandria) (Fae) (Reclamation)

Derrod (swordsmith04) (Human) (Survival)

Peter (harbingerjm) (Fae) (Exploration)

The rest will be on the waitlist if someone drops out or someone is killed. I've chosen them by prioritizing that all the departments be filled.

Also, questions I may have not answered:

GrizzlyAdams: Are Dwarves still Stoneculi? Yes, but they prefer to be called dwarves, after an old miners myth. Stoneculi are basically stone golems but with a more fleshy appearance.

Swordsmith04: Tech Level: Yes, it is medieval low-magic. There are things like crossbows and potions, but no wands or sorcerers. "Magic" items or artifacts exist, but are very rare.

More info on skills:

Basically what I said before. For example, the human skillset: +1 to Divining, +1 to all diplomatic attempts with Humans, +1 to skill of choice.
 
You don't add new ones; you add the ones listed here to the character sheet, and you change the last one to whatever you want, in reason of course.

Ex: +1 to Divining, +1 to all diplomatic attempts with Humans, +1 to Sword Combat.

Sorry if it isn't displayed clearly in the OP. Game will start tomorrow (hopefully) if there are no more questions. In the meantime, I'll write the backstory for the game.



Title: Re: Frontier
Post by: flame99 on July 24, 2013, 10:41:24 pm
How is the waitlist order determined?
Title: Re: Frontier
Post by: Cheesecake on July 24, 2013, 11:28:21 pm
Basically I'll try to fill the spot with a player of the same department.
Title: Re: Frontier
Post by: Alexandria on July 24, 2013, 11:34:01 pm
Well that rules the carbon copy of me from joining any time soon. ( I'll add the back story shortly been a little busy. )
Title: Re: Frontier
Post by: Cheesecake on July 25, 2013, 10:07:26 am
Turn 1: A Whole New World

Your party and your carriage soon arrive at Bleakfallow, a large plains with plenty of wildlife like deer and bison. To the north are vast forests with pine and redwood, the Bleakwoods. To the East is a mountain, and when the Sun rises, it rests above the peak and watches over Bleakfallow. When Bleakfallow was under the Irongrasp's rule, many outposts were set up on the Sun Peak. Mining outposts, research labs, and such. To the West is a swamp, and old rumors tell of a mysterious cave in the heart. To the South, from where you came, is the Kingdom of Irongrasp, nearly a weeks travel.

To get things started, you must design the initial town. Each family requires shelter. Each family consists of four members, all of working age. One family requires one ration per week. Building materials for all Irongrasp blueprints, at the moment, require Lumber, Stone, Supply (work materials and tools, etc.). Other requirements will be listed if you design your own buildings. Lumber may be accumulated by taking wood to a Lumber Mill. Stone can be obtained from a Quarry, as can other minerals. However, Quarry's take a long time to construct. Fortunately, there are abandoned Quarry's on the Sun Peak. Supply can be created from Workshops, or requisitioned from the Frontier by request.

Buildings:
Caravan


Workforce:
10 Families (Human) (Untrained)
5 Packs (Fae) (Hunting Proficient)
5 Broods (Drow) (Construction Proficient)
5 Families (Dwarves) (Mining Proficient)

Building Supplies:
50 Lumber
50 Stone
100 Supply

Areas:
Sun Peak (Mountain) (Abandoned Outposts) (Abandoned Quarry)
Bleakwoods (Forest)
Unexplored Swamp (Swamp)

Spoiler: GM Notes (click to show/hide)
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 10:29:17 am
I vote we set up somewhere between the peak and the woods, preferably as close to a river as possible and on flat open land.

Anybody else got a suggestion?
Title: Re: Frontier
Post by: Lukeinator on July 25, 2013, 04:12:55 pm
Waitlist
Name: Luke
Sex: Male
Age: 20
Race: Drow Outcast
Skills:+1 To building and to divination. Can comunicate through telepathy.
Bio: Is tall and has a white beard and hair(These drow are like the D&D ones,right?)Left his town because he was tired of being ordered around by spider people.

Associated Department:Construction.
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:00:46 pm
I vote we set up somewhere between the peak and the woods, preferably as close to a river as possible and on flat open land.
+1. Preferably a river than leads back to Irongrasp or somewhere else in the frontier.

When we've chosen our colony site, send two of the Fae packs out into the plains, hunting those deer and bison. Have them take a wagon or two from the caravan to haul the carcasses back. They'll take two families of humans along to help and teach some basics of hunting.

The families have their equipment, but what do the characters have? (For that matter, what do the Fae use to hunt? Spears, bows, their bare hands/paws, etc?)



Derrod will take a bow and a quiver of arrows and go looking for a path up to the old quarries. Sounds like part of my job description. (If the bow and arrows aren't available, he'll just grab whatever weapon the Fae hunters use, if any. If they don't use weapons, he'll look for a big stick or reasonably sharp rocks while he's searching.)

If I find a path, I'll lead the dwarves up to the quarries.



On the colony; I'd suggest building the shelters first, then setting up a lumber mill and a workshop and going from there.

Seeing as the Fae, Drow, and Dwarves all have specific skillsets, I think it's fair that the leader of the departments they fall into (Survival/Reclamation, Construction, and Survival) has control over what these groups do. The humans, being untrained, can be used for anything by any of us.

Also, have three of the human families go cut down some wood from the Bleakwoods. Just because we don't have a lumber mill yet doesn't mean we can't cut a few trees down.

GM: How long are the turns, anyway? Families need one ration a week (the Dwarven families half a ration per week, presumably), how many turns do my hunters get to gather/kill enough food?
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 07:02:19 pm
(( Uhm dude, the fae packs are mine.... Thats the rest of the reclaimers. ))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:03:43 pm
They're hunters. That falls under Survival, doesn't it?
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 07:05:00 pm
(( Falls under both I guess. So how about a split, I take 2, you take 2 and 1 remains with the rest to provide protection.

Although Ideally you can then use them to train some humans into hunters because I'm gonna need all those fae a bit later. I've got a couple of jobs to do that require fae's special skills.


Btw Cheese, how do we gain more families? Breeding is obvious for fae given that they could have in some cases 4-5 kids at a time and they'd only need 4-5 years to grow up but thats a long turn solution.

How do we increase our numbers in the short term? ))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:08:18 pm
((I'd just like to point out that they are currently our only means of gathering food, and we have no stockpile. We don't know how long the turn is, and we need one ration per family and half a ration per dwarven family by the end of the week. Feel free to take a few packs off doing reclamation, but I don't think we can spare even one pack for protection if you take two.))

((EDIT: I was planning on training a few humans into decent bowmen/hunters by myself later, so you'll have the Fae at some point. But at this point, I think food is a greater concern.))

((EDIT2: Gah. I'm pretty sure we can count on immigration. We are in the frontier, after all.))
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 07:10:30 pm
(( We have enough food for a little while mate and 2 packs of fae is plenty for hunting our numbers ain't huge at the moment. The food won't do much good if the families get killed because nobody is protecting them.

You can always take 2-3 families of humans to help them hunt.

Not really, we have 3 concerns, food, protection and clearing the area of predators. We have some food, we have reclaimers and hunters. So we need 1 family or more to provide protection 2 or more to clear predators and 2 or more to hunt.))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:13:15 pm
((Did I miss something? That 100 supplies are building material, not food, by the way. We have exactly no rations at all at the moment.))

((Edit: Fair point. What're you planning on using those Fae packs for, anyway?))
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 07:15:35 pm
(( Thats only building supplies mate, we won't have come out here with no supplies of food or water it'd be stupid, it just ain't listed.
Coming to the middle of nowhere to build a new city and forgetting to bring food.

But even if your right it doesn't really change anything. The people have to be protected and the area has to be cleared of predators so we have to split the 5 families up either way. You want to hunt food, I need to get to work clearing the area and the families need at least 1 group to keep them safe while we're away. ))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:21:44 pm
((I'd be disappointed in our GM if we have food and it isn't even mentioned, considering the demand was. But I've edited my post.))
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 07:24:00 pm
(( Well I doubt we came with no rations at all but it's possible. ))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:25:32 pm
((It's possible, and quite likely in my opinion, that we ate everything we brought or hunted along the way.))
Title: Re: Frontier
Post by: Harbingerjm on July 25, 2013, 07:29:20 pm
((I'll just go search the mountain for mines and other stuff of interest, then, shall I? Alexandria, feel free to come along with any troops you're using. Oh, also, I'd suggest turning a few families of humans into actual combat troops, probably spears and bows for now.))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:31:06 pm
((I'm already on my way up to find the old quarry paths. I've got a +1 to Archery and intend on having something to shoot or throw, so you can come with me, I suppose.))
Title: Re: Frontier
Post by: Alexandria on July 25, 2013, 07:31:43 pm
(( I guess, but it'd be common sense to bring enough rations to sustain us while we begin setting up. ))

Leave 1 fae family to guard the group, take 2 families out with me and search everything within a mile of our camp killing any non intelligence predators. (( In short kill animals but don't attack orcs or goblins.

I'm gonna be searching the area to begin clearing it out, but use the humans for whatever you like I'm just gonna use the fae. They fit better for my job.

The sooner you train up some humans the better I wanna get to work but I can't until all the fae are ready. I was gonna train some human guards but your already doing it.

My fae will use leather armor and teeth and claws. Fae can't really use bows since most of them have claws which would split the bowstrings. ))
Title: Re: Frontier
Post by: swordsmith04 on July 25, 2013, 07:47:24 pm
Survival is to ensure that the new town you have created can support itself. They must me able to grow their own crops, obtain their own resources, and defend themselves. A Survival Frontiersman must search for proper crops or livestock for the town to focus production.

[snip]

Reclamation is to be able to fight back the vile creatures that have overtaken Krag. The Reclamation Frontiersman must be able to defend himself, his Frontiersmen comrades, and be able to find the surrounding enemy's weakness and relay it to the new city.

((Not to mention that training a militia is a Survival responsibility, not a Reclamation one. You poacher. ;) I'll get on it within a turn or two, I promise.))
Title: Re: Frontier
Post by: Harbingerjm on July 25, 2013, 07:55:22 pm
(( Fae can't really use bows since most of them have claws which would split the bowstrings. ))
((Wut?))
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 12:15:25 am
(( I'm not training a militia I'm training an army :).

In time I'll use all species but for now fae are the simplest.

As for the bows, most fae have some form of claws, claws are sharp, try to pull a bowstring with it your gonna cut the string, so fae are limited to crossbows and melee weapons.
If we go about it realistically anyway. ))
Title: Re: Frontier
Post by: Harbingerjm on July 26, 2013, 03:59:44 am
As for the bows, most fae have some form of claws, claws are sharp, try to pull a bowstring with it your gonna cut the string, so fae are limited to crossbows and melee weapons.
If we go about it realistically anyway. ))
((Again, wut? What's your source for this?))
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 04:10:52 am
(( Our fae are predominantly fox and dog types, I checked a couple days ago because I was curious about fae, orc and goblin species.

So the majority of them have claws, but no matter we have humans for bows anyway and the fae will be more use as raider style fighters.))
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 06:28:00 am
((One thing I don't get is how having claws would interfere with using a bow. Considering the stress bowstrings are put under when firing an arrow, I doubt a claw is going to snap it, especially since they wouldn't be trying to. Not to mention that in archery, you hold the bottom of the arrow, not the string; and with the pads of your fingers, not by the fingernail. Those Fae are perfectly capable of using bows if they have opposable thumbs.))
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 07:24:37 am
(( The string hits your finger a lot when you release so it'd catch the claw and be cut.

But either way I don't want bows for them ,it's no use for the role I need them to fill. ))
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 05:43:00 pm
Bump. I don't think Taricus knows the game has started.
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 05:58:44 pm
He does, I told him yesterday.
Title: Re: Frontier
Post by: Taricus on July 26, 2013, 06:08:08 pm
I'm just lazy really. I'll get something up soon however.
Title: Re: Frontier
Post by: GreatWyrmGold on July 26, 2013, 06:26:07 pm
I think it depends on if the faes' claws are sharp or not.
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 06:30:36 pm
(( Well the fae are hunters, they ain't likely to have blunt claws when they're job is to fight. ))
Title: Re: Frontier
Post by: Harbingerjm on July 26, 2013, 07:40:09 pm
(( Well the fae are hunters, they ain't likely to have blunt claws when they're job is to fight. ))
Actually the Fae are "generally docile animal(s), most often birds, domesticated animals, and forest herbivores."
The fact they've later gotten a job as hunters is unlikely to effect their biology, and bows are more effective hunting weapons than claws anyway.
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 07:42:26 pm
(( I asked for those breeds for the fae to better fit the pack dynamic that I'm going to use for the reclaimers. ))
Title: Re: Frontier
Post by: Harbingerjm on July 26, 2013, 07:49:13 pm
... Anything else that's been changed and not mentioned we should know about?
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 07:59:12 pm
(( Not that I know of, I only asked for changes on the reclaimer forces since they are under my command. ))
Title: Re: Frontier
Post by: Taricus on July 26, 2013, 08:03:04 pm
Use the drow families to start construction of a settlement in the northeast of the local area, preferably near a source of running fresh water. The buildings in the settlement for now are to consist of basic houses for the settelers, and a storage/granary for the food stocks.
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 08:21:39 pm
Right, let's get this out of the way.

(( Not that I know of, I only asked for changes on the reclaimer forces since they are under my command. ))
Except that they aren't specifically yours. They're hunters, which is Survival. I'm letting you use them because they're the closest thing to soldiers* we have and you seem to think your job is more important than mine. They're as much, if not moreso, mine as yours. The conversation with the GM should've been had in the thread (in fact, please quote the entire thing), and if you absolutely had to have had it via PM, I should have been at least asked about it.

This is a four-player team effort here, Alexandria. The workforce overlaps; check with us before you decide anything, and do so in the actual thread. Maybe you just didn't want us disagreeing, though.

*And while we're on the subject, I'd like to point out hunters are not the same thing as soldiers. One can serve as the other in a pinch, but you've made the mistake of assuming one is as good as the other. And that because they could act as soldiers if needed, they must obviously be Reclamation...
Title: Re: Frontier
Post by: Harbingerjm on July 26, 2013, 08:23:08 pm
(( Not that I know of, I only asked for changes on the reclaimer forces since they are under my command. ))
Except that that has an effect on an entire species, a species my character is part of.
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 08:27:50 pm
(( Not a species, on the limited number currently present which is a fraction of 1% of a species.

As for quoting it, I don't have it I delete my messages as I go unless they contain something thats important. I asked for reclaimers specifically to be altered, at the time I assumed it would be a separate group for each of us not a single group for both of our jobs.

I never said my job was more important at all so please don't tell me what I'm thinking, it's insulting. I said we had multiple jobs that needed doing and couldn't send the entire force off to do a single job.

Since I asked specifically about reclaimers I had no reason to ask any of you, since I'm the one controlling the reclaimers, I didn't assume hunters were soldiers or as good as the other, or that they had to be reclaimers, again. Insulting to assume you know what I'm thinking.))
Title: Re: Frontier
Post by: Taricus on July 26, 2013, 08:28:09 pm
You know, you guys CAN just ask the GM, right?
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 08:30:43 pm
(( I've been waiting for him to get involved. ))
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 08:52:24 pm
As for quoting it, I don't have it I delete my messages as I go unless they contain something thats important. I asked for reclaimers specifically to be altered, at the time I assumed it would be a separate group for each of us not a single group for both of our jobs.

Alright. So what constitutes the reclaimers? The Fae hunters I'm using certainly don't, and the group guarding the building site is debatable.

I never said my job was more important at all so please don't tell me what I'm thinking, it's insulting. I said we had multiple jobs that needed doing and couldn't send the entire force off to do a single job.

That's the impression I get.
Those jobs don't all need to be done at once. We absolutely must have food, or this is going to be a pretty short game. Meanwhile, most of the predators in the area probably don't even know we're here yet, and a group a hundred strong will intimidate all but the strongest from even trying. You think one pack of Fae hunters is good enough to defend the caravan; we haven't accounted for the actions of five human families, yet. They could do the job better.

Since I asked specifically about reclaimers I had no reason to ask any of you, since I'm the one controlling the reclaimers, I didn't assume hunters were soldiers or as good as the other, or that they had to be reclaimers, again. Insulting to assume you know what I'm thinking.))

This is one of the issues I have. The 'reclaimers' isn't a distinct group, and we have to share the workforce. If you want something a certain way and it affects us, you should ask us before you go to the GM. How would you feel if I had gone to the GM instead of you and declared all of the Fae were explicitly bowmen and would work exclusively for me? (I did do the last bit, but I realized pretty quickly that others might have issues with that. That doesn't appear to have occurred to you.)

And you didn't assume the Fae were all reclaimers?
(( Uhm dude, the fae packs are mine.... Thats the rest of the reclaimers. ))
Title: Re: Frontier
Post by: Taricus on July 26, 2013, 08:54:08 pm
Look, we should just wait for the GM to update the turn, the argue then. This would certainly help clear up a few misconceptions, especially if some of our questions are answered.
At any rate, if anyone else has any building ideas, tell me about them, and we'll see if it's feasible.
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 09:04:25 pm
Alright. We'll need a workshop and lumber mill at some point. A tannery would make use of the hides of the animals the hunters will be bringing in. If we roll poorly on the river, we'll want a well or two. I'd suggest building the town in such a way that there's an open space in the center, for a future square/market.

I can tell I'm going to be training up some human soldiers pretty soon, so a barracks would be useful. Who knows, we might even find horses and need a stable. If building pastures and such falls under construction, I'd like a few of those, too.
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 09:15:57 pm
Well I've asked the gm to split the reclaimers and survivors.

Barracks as well as tanners, fletchers, smiths, training space.
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 09:19:58 pm
And how I was supposed to know that if you do everything in PMs?
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 09:26:07 pm
..... That would be why I just told you I've done it. Since I've only just done it.
Title: Re: Frontier
Post by: swordsmith04 on July 26, 2013, 09:34:15 pm
I was referring to that PM conversation with Taricus you mentioned but edited out. You said you'd already requested a barracks, as if I should've known that already.
Title: Re: Frontier
Post by: Alexandria on July 26, 2013, 09:35:10 pm
That would be why I edited it back out.
Title: Re: Frontier
Post by: Taricus on July 26, 2013, 09:38:38 pm
I was referring to that PM conversation with Taricus you mentioned but edited out. You said you'd already requested a barracks, as if I should've known that already.
That wasn't a PM conversation, rather it was one over IRC
Title: Re: Frontier
Post by: Cheesecake on July 27, 2013, 05:59:30 am
Okay, guys, I'll clear things up in the turn. Sorry it took so long.
Title: Re: Frontier
Post by: Cheesecake on July 27, 2013, 05:18:09 pm
Turn 2: New Beginnings

While you design plans, you send out the Fae and Humans to replenish the food you've exhausted on the way here. They travel into the plains, and sneak up on the bison herd. (2) They hear the packs closing in and run off. The Fae decide to try again, with the deer, closer to the forest. (3) They kill only two fauns, and they gather berries for the herbivores along the way back. (Humans gained Hunting Adequate)

You tell the party to establish a settlement near a river, which you find flowing back to Irongrasp. (3) Things go well, albeit behind schedule. You manage to set up a large town hall, and enough houses to shelter the families. (5) You even manage to set up a mill and a storeroom. You tell the Humans to chop the trees in Bleakwoods and soon you start wood production.

Derrod takes his bow and quiver and travels up the mountains for a path to the quarry. (2) You can't find a road that's broken or dangerous. As you go down, you spot something moving in the trees. (1) You can't see it, and as you go closer to look, a goblin jumps out at attacks you! You retaliate (4(+1)-6) but the goblin trips you and you are cut in the leg. (5-6) The goblin strikes again, and you try your best to stop its next attack with its claws, but it slashes you in the arm. You try to escape (1-3) but it grabs your legs and drags you off. You pass out.

You wake up in a cave, tied to a post. You see a campfire, surrounding it are more goblins, around 10-15 but your mind is groggy. You see a big goblin, which you assume to be their Alpha. It looks like a badger, and it nearly resembles an Orc, if not for a telltale goblin laugh it does as it sees you.

Muliebris takes her packs with her to kill predators, despite their urging you not to. (You'd upset the food chain) You go around, killing only the very dangerous first, as requested by the Fae. Most notably, a grub-bear you find in its den. A large, multi-armed bear with a ferocious bite. (6-3) You hit the bow in one of its arms. The pack go on all fours and ram at the creature, goring, clawing, or biting it. (6(+1)-4) The grub-bear is savagely beat and it burrows away. You follow it to a cave where you hear chants. Goblin chants. You look inside and see a human tied up.

 

Buildings:
Caravan
Town Hall
Houses
Mill
Storeroom


Workforce:
8 Families (Human) (Untrained)
2 Families (Human) (Hunting Proficient)
5 Packs (Fae) (Hunting Proficient)
5 Broods (Drow) (Construction Proficient)
5 Families (Dwarves) (Mining Proficient)

Building Supplies:
40 Lumber
45 Stone
80 Supply

Areas:
Sun Peak (Mountain) (Abandoned Outposts) (Abandoned Quarry)
Bleakwoods (Forest)
Unexplored Swamp (Swamp)
River (River)
Goblin Cave (Hostile) (Cave)

Injuries:
Cut Leg
Slashed Arm

Spoiler: GM Notes (click to show/hide)

Also: The Creation Story on the Dwarves. (http://www.bay12forums.com/smf/index.php?topic=129037.0) Please give me feedback. I'm trying to improve my writing skills.
Title: Re: Frontier
Post by: Taricus on July 27, 2013, 05:30:32 pm
((Huh, was the drow construction bonus already included in the rolls, or was that forgotten at all?))
Title: Re: Frontier
Post by: Alexandria on July 27, 2013, 05:41:59 pm
(( An OOC thread would be good yes please Cheesecake, another breeding question. Will breeding fae with fae be the same as humans or a kind of mix? Because if it's based on animals then they would grow faster then humans and are born in higher numbers in some cases.

Canines especially can breed up to 15 in one go. Big cats breed up to 3-4 regularly, even foxes breed 3-4 at a time. Predator fae are rarer but I think thats because they die off in much higher numbers. Will the breeding characteristics of the individual animal species still impact breeding?

Are all orcs and goblins like that? Or will we find a few odd ones out who can be reasoned with?))


Return to the camp, gather up all 5 fae families with shields and axes, 3 human families with bows and both sets of human hunters with bows then come back to the cave. Have 2 human families move inside and fire then run back outside, have the fae hidden either of the cave and the other 3 humans further out. If the enemy chases them out then ambush them first with bows then with fae flanking attacks. Rescue the human when it's finished.

If they don't come out then all archers move in and fire with the fae staying behind them and intercepting any enemy that attack, archers cease fire when fae engage in melee.


(( Well I've tried to explain why I made the changes I did and what I'm planning after this, down to you 2 now. ))
Title: Re: Frontier
Post by: swordsmith04 on July 27, 2013, 11:08:18 pm
Okay. Two problems here: Why didn't I get to decide what my character did in combat? You made different decisions than I would have... for example, my reaction to movement would've been 'Shoot at it! Back up and get ready to kill whatever it is' not 'Let's walk right up here and see what this is'. I use a ranged weapon and had nothing for melee, for god's sake.

2. Minus six!? What for? 'Twas surprising, yes, but the instinctual reaction of a hunter to being jumped is to shoot at the thing, not completely freeze up. :/ I could see a -1 or -2, but -6 is way too high. I suppose it might have been a range handicap for trying to use a bow at close quarters, but, again, not what I would have done. (For example, I have these things called fists. They are better for beating things up than trying to fire a bow at something standing right next to me.)

Stay calm. Clear my head and evaluate seriousness of injuries and how tightly I'm bound. If I can break the rope or slip out of it, do so at the first opportunity. (AKA when Muliebris comes around the corner in about one second, but I don't know that's going to happen.) Also determine location of my bow (and my quiver of arrows, I guess). Evaluate threat of the goblins in the room. Weapons? And look for exits.

Here's hoping that wound doesn't get infected and kill me if I get out of this alive! /temptingfate


Is this still part of Turn 1, or are we into turn 2, now?

(And I was suggesting we each take control of department-related families, not that we automatically had control of them. For example, we expect the Construction leader to give commands to the Drow and towards building stuff, and we basically agree not to step on each others' toes.)



Title: Re: Frontier
Post by: Alexandria on July 27, 2013, 11:30:36 pm
(( That isn't a -6 silly, thats the goblins roll, you got 4+1 the goblin got 6.

Cheese am I allowed to read his spoiler? Since it's not in my turn I haven't looked yet incase I'm not meant to know.))
Title: Re: Frontier
Post by: swordsmith04 on July 27, 2013, 11:40:22 pm
Oh. Carry on, then. >.>
Title: Re: Frontier
Post by: Alexandria on July 27, 2013, 11:41:43 pm
(( I swear if your getting me dragged into a war already I may have to mount your head in the center of town as a warning of the punishment for criminal ineptitude. ;).

Some survivor getting taken prisoner by a goblin on your first day :P. ))
Title: Re: Frontier
Post by: swordsmith04 on July 27, 2013, 11:45:57 pm
Blame the cake, not me! If I'd been able to choose my actions, I might not have ended up in this situation - and had a nice prisoner for you, to boot. And since I don't think this is the cave in the swamp, this cave was previously unknown - in a way, it's a good thing you found out about it. ;)
Title: Re: Frontier
Post by: Alexandria on July 27, 2013, 11:51:48 pm
(( I would have found it anyway since I found it on my own, you've just made things much harder since I have to rush in to save you. But since I don't know what I'm facing I've got a new plan. ))
Title: Re: Frontier
Post by: Cheesecake on July 28, 2013, 05:30:24 am
Blame the cake, not me! If I'd been able to choose my actions, I might not have ended up in this situation - and had a nice prisoner for you, to boot. And since I don't think this is the cave in the swamp, this cave was previously unknown - in a way, it's a good thing you found out about it. ;)

Actually, I tried to do that, but I wanted to allow you to retaliate, as a sort of auto-attack everytime he hit you. It's just that the dice rolled bad.
Title: Re: Frontier
Post by: Alexandria on July 29, 2013, 02:48:53 pm
Budump.