[warriors] Allow the attack

[elders] Pottery
[study] Pottery
[tools] Bows

[task] Craft tools[Wicker shields]
[task] scout[The strange rocks]
[task] Trail markers(max number of settlements +1)
 
[warriors] Allow the attack

[elders] Pottery
[study] Pottery
[tools] Bows

[task] Craft tools[Wicker shields]
[task] scout[The strange rocks]
[task] Trail markers(max number of settlements +1)
 
[warriors] Allow the attack

[elders] Pottery
[study] Pottery
[tools] Bows

[task] Craft tools[Wicker shields]
[task] scout[The strange rocks]
[task] Trail markers(max number of settlements +1)
 
[X][warriors] Allow the attack
[X][elders] Masonry
[X][study] Masonry
[X][tools] Spears
[X][task] Study Masonry
[X][task] Study Masonry
[X][task] Craft tools[Wicker shields]
 
Last edited:
[warriors] Allow the attack
[elders] Masonry
[study] Masonry
[tools] Spears
[task] Study Masonry
[task] Study Masonry
[task] Craft tools[Wicker shields]
[warriors] Allow the attack

[elders] Pottery
[study] Pottery
[tools] Bows

[task] Craft tools[Wicker shields]
[task] scout[The strange rocks]
[task] Trail markers(max number of settlements +1)
We aren't really going to need pottery as its only current use is protecting against growth loss which we don't really have a problem with. In comparison we can unlock stone structures which can provide massive benifits such as the defensive or food benifits of stone structures.

We have enough bows but we're short 1 spear. Also we have auto scouting so no need to scout for metal especially since we won't be able to use it for a while and have other stuff to build in the mean time.

We don't have the cohesion for more settlements and have no reason to build another one so there no point in building trail markers for more.
 
[warriors] Allow the attack
[elders] Masonry
[study] Masonry
[tools] Spears
[task] Study Masonry
[task] Study Masonry
[task] Craft tools[Wicker shields]
changing my vote
 
[warriors] Allow the attack
[elders] Masonry
[study] Masonry
[tools] Spears
[task] Study Masonry
[task] Study Masonry
[task] Craft tools[Wicker shields]
 
Vote Closed
Adhoc vote count started by sunrise on Dec 26, 2018 at 5:48 PM, finished with 10 posts and 1 votes.

  • [X][warriors] Allow the attack
    [X][elders] Masonry
    [X][study] Masonry
    [X][tools] Spears
    [X][task] Study Masonry
    [X][task] Craft tools[Wicker shields]
sunrise threw 1 100-faced dice. Reason: random event Total: 42
42 42
sunrise threw 1 100-faced dice. Reason: tribe stability Total: 89
89 89
sunrise threw 3 100-faced dice. Reason: study Masonry Total: 54
5 5 13 13 36 36
sunrise threw 1 100-faced dice. Reason: craft Spears Total: 21
21 21
sunrise threw 1 100-faced dice. Reason: Craft tools[Wicker shields] Total: 81
81 81
sunrise threw 1 100-faced dice. Reason: Farming Total: 82
82 82
sunrise threw 1 100-faced dice. Reason: Hunting Total: 88
88 88
sunrise threw 1 100-faced dice. Reason: weather Total: 69
69 69
sunrise threw 1 100-faced dice. Reason: Tend Orchards Total: 90
90 90
sunrise threw 1 100-faced dice. Reason: our scouting Total: 72
72 72
sunrise threw 1 100-faced dice. Reason: orc patrols Total: 76
76 76
sunrise threw 1 100-faced dice. Reason: our manouvering Total: 65
65 65
sunrise threw 1 100-faced dice. Reason: orc manouvering Total: 77
77 77
sunrise threw 3 100-faced dice. Reason: our ranged attacks Total: 111
6 6 44 44 61 61
sunrise threw 3 100-faced dice. Reason: orc defense Total: 160
71 71 42 42 47 47
sunrise threw 1 100-faced dice. Reason: orc ranged attack Total: 36
36 36
sunrise threw 1 100-faced dice. Reason: our defenses Total: 80
80 80
sunrise threw 2 100-faced dice. Reason: morale orcs Total: 71
59 59 12 12
sunrise threw 3 100-faced dice. Reason: our morale Total: 205
64 64 65 65 76 76
sunrise threw 3 100-faced dice. Reason: our attacks Total: 103
26 26 47 47 30 30
sunrise threw 3 100-faced dice. Reason: orc defense Total: 133
38 38 59 59 36 36
sunrise threw 2 100-faced dice. Reason: orc attacks Total: 108
49 49 59 59
sunrise threw 2 100-faced dice. Reason: our defenses Total: 123
27 27 96 96
sunrise threw 2 100-faced dice. Reason: morale orcs Total: 53
28 28 25 25
sunrise threw 3 100-faced dice. Reason: our attacks Total: 138
38 38 89 89 11 11
sunrise threw 3 100-faced dice. Reason: orc defense Total: 153
77 77 74 74 2 2
sunrise threw 1 100-faced dice. Reason: orc attacks Total: 33
33 33
sunrise threw 1 100-faced dice. Reason: our defenses Total: 64
64 64
sunrise threw 1 100-faced dice. Reason: morale orcs Total: 46
46 46
sunrise threw 3 100-faced dice. Reason: our ranged attacks Total: 201
30 30 96 96 75 75
sunrise threw 3 100-faced dice. Reason: orc defense Total: 86
43 43 21 21 22 22
sunrise threw 1 100-faced dice. Reason: post battle looting Total: 13
13 13
sunrise threw 1 100-faced dice. Reason: Robin:farming Total: 16
16 16
sunrise threw 1 100-faced dice. Reason: patrol: strange rocks Total: 32
32 32
sunrise threw 1 100-faced dice. Reason: domestication of wolves Total: 87
87 87
sunrise threw 1 100-faced dice. Reason: domestication of bison Total: 5
5 5
sunrise threw 1 100-faced dice. Reason: craft Spears(high stability) Total: 86
86 86
sunrise threw 6 100-faced dice. Reason: Childern of the river Total: 377
86 86 89 89 70 70 62 62 59 59 11 11
sunrise threw 6 100-faced dice. Reason: Bison hill Total: 351
98 98 11 11 34 34 75 75 79 79 54 54
sunrise threw 6 100-faced dice. Reason: sons of the dragon Total: 409
65 65 75 75 73 73 81 81 17 17 98 98
sunrise threw 5 100-faced dice. Reason: Deer Hunters Total: 106
3 3 29 29 30 30 32 32 12 12
 
Story post 27
weather = 38 (old weather) + 50(return towards average) + 69 roll) /3 = 52 +10% food.
Elder council: Masonry +15 at 15
study Masonry 05-25+5: +0 at 15/100
study Masonry 13-25: +0 at 15/100
study Masonry 36-25: +11 at 26/100

Warriors conquest strange rocks.
Craft spears 21: none made.
Craft tools[Wicker shields] 81: 4 made.
High stability bonus: craft spears: 86: 2 made.

Tend Orchards:90+5+5=100: 6 food x2 =12 new study: Cherry growing at 20/100
Hunting 88+5+5-5= 09 7 food x3 =21
farming 82+5=87: 7 food x3= 21, Cherry growing +20 at 40/100
hero farming 16+5+10=31 5 food

Random event 42: The green valley
patrol strange rocks: 32: settlement found.
domestication of wolves: 87 > wolf domestication at 31/100 stage one done
domestication of bison: 5

Stream camp +1 = 1 food
longhouses +3 x3 = 6 food
smokehouse +1 = 1 food
Traps +3 = 3 food

Produced = 11

Patrols: = -1 food
Elder council = -1 food
Warriors = -1 food
Eaten = -3 food

food eaten= 13(nr of tasks) x3 = 39 +3 = 42
food produced: 12+21+21+5+11 = 70 *1.1 = 77
Growth: 34 from food -1 battle losses.
More then 2/3 of needed food(28): no Stability loss from food shortage
stability roll = 89 *(57/42) = 122 Stability: very High

Tamed wolves +5 to hunting rolls
Specialization: all food producing actions get DC 15: 1 food, +5 to all other locked actions
Patrols do a scouting roll at roll/3.

Cohesion:
+04 base
-09 settlements
-01 outpost
+02 Trail markers
+03 Great Hall
+01 Hero
=
+0

Culture:
Our tribe(39):
main culture:
Way of the Hero(Hero worship, Study the world) : 19
Other cultures:
Local customs: 12
The mighty River 2
none: 6

Tribes Status:
Stability: very High.
Food: major surplus(+34)
Growth 54/56
Tools: 5 spears, 1 wicker shield, 4 bows, 5 knives and 4 axes.

The attack against the orcs started with the orcs opening fire on our warriors with the bows they had captured during the raid but between the warriors shields and leather armor they had no noticeable impact. Our hunters and warriors returned fire and seeing orcs go down boosts the morale of our hunters while some of the orcs are already looking for a way to flee in case the fight goes against them.

The warriors lead the charge against the orcs charging the center of their line while most of the hunters attack the flanks where the first orcs start to run away. One hunter gathers several hunters and runs around the orcs and start firing arrows in their backs.

As the first orcs start to flee our hunters attack the remaining orcs who soon realize that their only chance is to run away but they suffer heavy losses at they start to flee but it is already to late before they make it they all fall to the bows of our hunters.

Scouting 72+10(patrols) = 82 vs 76 = scouting advantage(6/2)
Maneuver 65+3(scouting) = 68 vs 77 = maneuver disadvantage(9/2).

Troops:
Our tribe:
Hunters 1: health: 200/200 morale: normal weapons: stone tipped spears(+10A), shields(+10D) and bows(+10A) skill: hunters, militia +20 attack +15 defense
Hunters 2: health: 200/200 morale: normal weapons: stone tipped spears(+10A), shields(+10D) and bows(+10) skill: hunters, militia +20 attack +15 defense
Warriors: health: 250/250 morale: good weapons: stone tipped spears(+10A), shields(+10D) and bows(+10A) skill: warriors +30 attack +30 defense defence

orc forces
orc hunters 1: health: 100/200 morale: normal weapons: stone tipped spears(+10) and bows(+10) skill: hunters +10A +5D, warrior culture(+10A +10D)
orc hunters 2: health: 113/200 morale: wavering weapons: stone tipped spears(+10) skill: hunters +10A +5D, warrior culture(+10A +10D)

our ranged attacks:
06+10+30 vs 71+4+15 skill = no damage
44+10+20 vs 42+4+15 skill = 64 vs 61 = 3 damage
61+10+20 vs 47+4+15 skill = 91 vs 66 = 25 damage

orc ranged attacks:
36+20 vs 80+30 = no damage

morale orcs:
59 vs 3
12 vs 25 orcs 2 wavering

our morale:
65 vs 97
76 vs 75 hunters 3 morale raises to good.

-------------------
Round two our attacks
26+40 vs 38+15 = 66-53= 13 = orcs 1 at 184
47+30+10 vs 59+15-10 = 87-64 = 23= orcs 2 at 152
30+30+10+10 vs 36+15-10 = 80-41 = 39 = orcs 2 at 113

49+30 vs 27+40 = 79-67 = 12 warriors at 238
59+20 vs 96+25 = no damage

28 vs 13
25 vs 62 orc 2 breaks
--------------

Round two our attacks
38+40+10 vs 77+15 = 88-92= no damage
89+30+10 vs 74+15 = 129-89 = 40 = orcs 1 at 144
11+30+10+10 vs 02+15 = 61-17 = 44 = orcs 1 at 100

orc attack:
33+30 vs 64+40 = 79-67 = no damage

Morale:
46 vs 84 orc 1 wavering
All orcs wavering or broken, they flee.
------

our ranged attacks:
30+10+30 vs 43+15 skill = 70-58 = 12 = orcs 1 at 88
96+10+20 vs 21+15 skill = 126-36 = 90 = orcs 1 wiped out
75+10+20 vs 22+15 skill = 105-37 = 68 = orcs 2 at 45

In the weeks following the battle our hunters searched the eastern hills looking for more orcs but none where found. What they did find where cherry trees and the abandoned camp of the orcs and the hunters used the camp as a base as they scouted the valleys and hills. Once news of the victory arrived at the main settlements of the tribe the elders send men into the hills to collect the strange rocks that could be found there and the camp slowly grew larger.
[Unlock new study project: Cherry growing, improves food from orchards.]
[Unlock new study project: Copper working, allows improved tools]

How did the tribe name the settlement spot near the copper ore?
[name] Write in name.

Did the tribe keep the settlement or leave once they had what they needed to study the strange stones?
[hill camp] It became a settlement
[hill camp] It became a outpost
[hill camp] It was abandoned.

The study of masonry when slow as the tribe lacked a way to move a large amount of limestone from the mines to the settlements as the network of trails did not reach the limestone mining site. Better news came from our farmers and hunters as the amount of food collected was bigger then ever before.

The children of the river are slowly growing larger and have started to farm more land along the great river. Among the Bison hill tribe a new hero has been discovered an artisan that has begun making tools for them. The sons of the dragon saw a pair of dragons fighting to the death while scouting and created a shrine containing the skull of the slain dragon serving as the center of their faith that they have started to expand into a large temple.

The creation of a noble class among the deer hunters was not accepted by all of the tribe and several groups of hunters left the tribe and moved into the northern wilderness. The nobles still spend part of their time hunting and the rest on managing the tribe.


children of the river: Friendly, offers food and wants art.
Deer hunters: Neutral, offers food and wants art or tools.
Bison Hill Friendly, offers food and wants tools.
Sons of the dragon Neutral, memories of the war have faded.


[elders] pick a study project from the list under tasks that gains +15 progress.
[study] pick a study project from the list under tasks that gets a roll.
[tools] What do the tribes artisans focus on? (traps, spears, axes, knives, or bows)
[emergency] Do one more task but loose 1 stability, vote none if not needed.

Locked tasks: Tend Orchards x2 Hunting x3, Warriors 1x Craft tools x1, Farming x3 and Study 1x
From now on there will be one roll per type of locked action instead of a roll per action.

With the tribes numbers they can perform 3 tasks this year. Robin will Farm if she rolls less the 50 he dies of old age.

[task] conquest
Take control of the lands surrounding the tribe
All groups send get -5 on their roll as they stay in the conquered area to control it.
there is a additional penalty of -5 per 25% losses taken in the battle.
Each time this task is taken more groups join(max 3 per time this action is taken).
results in a battle.
Targets:
Northern forest: always successful, find settlement site on victory

[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 3 per time this action is taken)
Targets: No targets

[task] Train warriors
Turns a group of hunters into warriors.
DC 5: success.

[task] Patrol lands(max one per three settlements)
+1 cohesion this turn
Sets up additional patrols to guard our lands.

[task] Expand patrols
Expand the numbers of the patrols to improve their ability to scout.
patrols require one more food per turn and -20 growth to expand.
Get a scouting roll at roll/2 instead of roll/3

[task] Craft tools[type]
known tools:
-Stone tipped spears: Gives a group of hunters +10 on the roll.
-Axes: Gives a +10 bonus while creating a camp.
-knives: Gives +5 bonus on gather plants and camp building.
DC 30: enough tools for one group DC: 70 two groups DC: 95 three groups
- Bows: used in ranged combat and hunting.
DC 40: enough tools for one group DC: 80 two groups DC: 100 three groups
-Wicker shields
Give a +10 bonus to defense but last only a single battle/raid.
DC 25: enough tools for one group, DC 50: two groups
DC 75: three groups, DC 100: four groups

[task] scout[target]
valid targets: Logging site, The great river, far river bank and The strange rocks
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.

[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
the first markers will allow a extra campsite, the second reduces the DC of trade tasks by 5 the third increases the odds other tribe send trades to us.
+5 from knives, +10 from axes

[task] Create outpost
valid locations: The old Oaks(minor gains to woodworking) Limestone hills(access to stone for building)
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.

[task] Create new settlement[location]
valid locations: The old Oaks(minor gains to woodworking) Limestone hills(access to stone for building)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: camp is created DC 60: camp is created with simple shelters
+5 from knives, +10 from axes is created with simple shelters
+5 from knives, +10 from axes

[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters.
Collect teachers, create tools and prepare food to trade to the target.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, when you offer food you get 1d100-20 instead.
DC 20: trade successful. 2 food/1 tools DC 60 gain 3 food/2 tools DC 60 gain 5 food/3 tools.
DC 70: gain one culture at the group you are trading with.

[task] worship Heroes
Seek the favor of the divine.
DC 35 get +5 and DC 80 get +10 on all other task rolls

[task] Festival
Holds a festival showing of the tribes values.
Up to 5 Art can be consumed to get a +10 bonus per art.
DC 30: +1 culture,
DC 60: +2 culture
DC 90: +3 culture

[task] Give gifts
Sends out gifts to influence other tribes
Up to 5 Art can be consumed to get a +10 bonus per art.
DC 60: +1 culture,
DC 90: +2 culture

[task] A House for the gods
Acts a center of the tribe and helps to keep it together.
Lowers the DC of the worship hero action by 5
Unlocks culture, allowing tribes to merge.
progress 0/300
gain roll-40 progress each time this action is taken.
+10 from axes

[task] Construct Longhouses
max once per camp
Valid targets: none
Reduces the amount of food needed by the tribe by two.
DC 10: shelters provide bonus next turn DC 50: bonus this turn.
+10 from axes

[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
+5 from knives, +10 from axes

[task] Build palisade
All camps have a palisade
DC 10 palisade bonus next turn DC 50 bonus this turn.
+5 from knives, +10 from axes

[task] Build smokehouse: +1 food, max one per three groups of hunters or fishers.
By smoking fish and meat it can be kept for longer.
loose one less growth when short on food per smokehouse.
DC 10 smokehouse bonus next turn DC 50 bonus this turn.

[task] Gather plants(max 2 times per turn)
Provides food by collecting edible plants.
DC 20: 3 food DC 40: 4 food DC 70: 5 food.
+10 from knives

[task] Tend Orchards max 3 times per turn, 2 locked in)
Provides food from Orchards.
DC 25: 4 food DC 40: 5 food DC 70: 6 food.
+5 from knives, +5 from axes

[task] Farming (max 5 times per turn, 3 locked in)
Sow and harvest food.
DC 25: 5 food DC 50: 6 food DC 70: 7 food
+5 from knives

[task] Clear forest
-1 max hunting task, +2 max Farming tasks.
DC 20
+10 from axes

[task] Fishing (max 2 times per turn, 0 locked in)
Fish in the streams of the forest
DC 30: 3 food DC 40: 4 food DC 60: 5 food.
+5 from knives

[task] Hunting(max 5 times per turn, 3 locked in)
Provides food by hunting, requires bows.
DC 30: 4 food DC 40: 5 food DC 50: 6 food DC 60: 7 food. 90: 8 food.
+5 from spears

[task] Build trap line(max 1 per group of hunters)
Creates a line of traps increasing the amount of food collected by hunters.
+1 food per trapline
DC 10: trapline provide bonus next turn DC 50: bonus this turn.
+5 from knives, +10 from axes

[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100-25) but can not lose progress

- Pottery 39/100
Create clay pots by heating them with a campfire.
Unlocks:
Create pottery
DC 30: one DC 60: two DC 90 three
For each piece of pottery and 2 food you have you start the next turn with one food.
The pottery can only be used once.

-Dedicated leaders 0/100
One group can be turned into dedicated leaders giving:
+2 cohesion but eating two more food and one art per turn.
Max one group per 15 groups in the tribe

-Masonry 26/100
Allows the creation of stone buildings including walls and large temples.

- Cherry growing 40/100
Look into the best way to add cherry trees to our orchards.
Tend Orchards:
DC 25: 4 food DC 40: 5 food DC 70: 6 food.
Becomes:
DC 25: 4 food DC 35: 5 food DC 65: 6 food.

- Copper working 0/??? at least 200+
Allows the creation of copper tools.
 
Last edited:
[X][name] Green Rock

Because some of the common copper ores found at the surface are green.

[X][hill camp] It became a outpost

If it's abandoned, the orcs may come back and raise trouble, but I gather we're not immediately ready for expansion into new territory. Plus, the orcs may come back and try to regain the lost territory anyway, so having lots of dependents hanging around in the area they're trying to recapture could get ugly.
 
Last edited:
[X][name] Green Rock
[X][hill camp] It became a outpost
[X][elders] masonry
[X][study] masonry
[X][tools] wicker shields
[X][task] trail markers
[X][task] festival
[X][task] study[cherry growing]
 
[X][name] Green Rock
[X][hill camp] It became a outpost
[X][elders] masonry
[X][study] masonry
[X][tools] wicker shields
[X][task] trail markers
[X][task] festival
[X][task] study[cherry growing]
 
Last edited:
[X][name] Green Rock
[X][hill camp] It became a outpost
[X][elders] masonry
[X][study] masonry
[X][tools] wicker shields
[X][task] trail markers
[X][task] festival
[X][task] study[cherry growing]
 
[X][name] Green Rock
[X][hill camp] It became a outpost
[X][elders] masonry
[X][study] masonry
[X][tools] wicker shields
[X][task] trail markers
[X][task] festival
[X][task] study[cherry growing]
 
Vote closed
sunrise threw 1 100-faced dice. Reason: random event Total: 65
65 65
sunrise threw 1 100-faced dice. Reason: weather Total: 72
72 72
sunrise threw 1 100-faced dice. Reason: Farming Total: 91
91 91
sunrise threw 1 100-faced dice. Reason: hunting Total: 87
87 87
sunrise threw 1 100-faced dice. Reason: Tend Orchards Total: 59
59 59
sunrise threw 1 100-faced dice. Reason: patrols Total: 99
99 99
sunrise threw 1 100-faced dice. Reason: study Masonry Total: 86
86 86
sunrise threw 1 100-faced dice. Reason: craft wicker shields Total: 67
67 67
sunrise threw 1 100-faced dice. Reason: trail markers Total: 8
8 8
sunrise threw 1 100-faced dice. Reason: festival Total: 14
14 14
sunrise threw 1 100-faced dice. Reason: study[cherry growing] Total: 21
21 21
sunrise threw 1 100-faced dice. Reason: domestication of bison Total: 38
38 38
sunrise threw 1 100-faced dice. Reason: domestication of wolves Total: 89
89 89
sunrise threw 1 100-faced dice. Reason: warriors scouting Total: 99
99 99
sunrise threw 7 100-faced dice. Reason: Childern of the river Total: 488
47 47 85 85 40 40 57 57 74 74 92 92 93 93
sunrise threw 7 100-faced dice. Reason: Bison hill Total: 239
66 66 48 48 5 5 10 10 19 19 32 32 59 59
sunrise threw 6 100-faced dice. Reason: sons of the dragon Total: 403
93 93 94 94 84 84 71 71 41 41 20 20
sunrise threw 5 100-faced dice. Reason: Deer Hunters Total: 227
73 73 35 35 22 22 67 67 30 30
sunrise threw 1 100-faced dice. Reason: bison hunters 4th Total: 99
99 99
sunrise threw 1 20-faced dice. Reason: bison hunters 4th Total: 16
16 16
sunrise threw 1 20-faced dice. Reason: our new 4th Total: 15
15 15
sunrise threw 1 100-faced dice. Reason: Tend Orchards Total: 79
79 79
sunrise threw 1 100-faced dice. Reason: Hero Farming Total: 8
8 8
sunrise threw 1 100-faced dice. Reason: tribe stability Total: 2
2 2
 
Okay, so it looks like people might have gotten a bit drunk on the first fruits of the cherry orchards... which messed up the attempts at having a festival, growing more cherries and setting up new trail markers. Or something. Probably the something.

That said @sunrise You might telling us what sort of number we're looking for to get tame Bison? Because it seems like we're consistently failing that. Unless we're steadily filling up a meter, and might be actually cracking it sometime soon? Or... not so soon going by how bad the rolls have been.
 
That said @sunrise You might telling us what sort of number we're looking for to get tame Bison? Because it seems like we're consistently failing that. Unless we're steadily filling up a meter, and might be actually cracking it sometime soon? Or... not so soon going by how bad the rolls have been.
Its filling up a meter and it is going slowly, there is a upcoming vote for the next goal of the wolves domestication where it can be sped up a bit.
It fills at roll-50 but you cant loose profess and 80+ hunting rolls help as well form both our tribe and the bison hill tribe.

Its the same difficulty as the wolves domestication but with far worse rolls.
 
Last edited:
So apparently our wolves keep bringing down the tamest Bison or maybe it's them plus our hunters. Who woulda thought? >.> <.< XD
 
story post 28
weather = 52 (old weather) + 50(return towards average) + 72 roll) /3 = 58
Elder council: Masonry +15 at 41
study Masonry 86-25+5: +0 at 100/100
Trail markers 08+10 = 18 failure
festival 12: no impact
study cherry growing 21: no progress
Warriors conquest strange rocks.
Craft spears 21: none made.
Craft tools[Wicker shields] 67: 2 made.
High stability bonus: craft spears: 86: 2 made.

Tend Orchards:59+5+5=69: 5 food x2 =10
Hunting 87+5+5-5= 97 7 food x3 =21
farming 91+5=87: 7 food x3= 21, Cherry growing +20 at 60/100
hero farming 08+5+10=23 Robin dies.
new group tend orchards 79+5=84 6 food

Random event 65: The green valley
patrol : 99: eastern lands explored
warriors scout 99: explore the great river.
domestication of wolves: 89 > wolf domestication at 75/100, stage one done
domestication of bison: 5

Stream camp +1 = 1 food
longhouses +3 x3 = 6 food
smokehouse +1 = 1 food
Traps +3 = 3 food

Produced = 11

Patrols: = -1 food
Elder council = -1 food
Warriors = -1 food
Eaten = -3 food

food eaten= 15(nr of tasks) x3 = 45 +3 = 48
food produced: 10+21+21+6+11 = 69
Growth: 21 from food
More then 2/3 of needed food(30): no Stability loss from food shortage
stability roll = 2 *(/45) = 122 Stability: High

Tamed wolves +5 to hunting rolls
Specialization: all food producing actions get DC 15: 1 food, +5 to all other locked actions
Patrols do a scouting roll at roll/3.

Cohesion:
+04 base
-09 settlements
-02 outpost
+02 Trail markers
+03 Great Hall
+01 Hero
=
-1

Culture:
Our tribe(45):
main culture:
Way of the Hero(Hero worship, Study the world) : 21
Other cultures:
Local customs: 14
The mighty River 3
none: 7

Tribes Status:
Stability: very High.
Food: major surplus(+34)
Growth 19/60
Tools: 5 spears, 3 wicker shields, 4 bows, 5 knives and 4 axes.

It has taken longer then the tribes elders expected but they have found out how limestone could be mined so it can be used for buildings. As moving limestone blocks to our settlements is is something that is only worth it if limestone is needed for the building most of the buildings are still constructed using wattle and daub construction. There are three plans for using limestone the first is for wall to surround our settlements and outposts, the second in the construction of the house for the gods to make it even more impressive and finally for the construction of granaries.
[The house of the gods provides better bonuses when build now(+5 to festivals and gift giving)]
[tasks to build walls and granaries have been added]
[unlock study option Travois: a frame for pulling goods]

As the good harvests continue the tribe grows even larger and the farmers have started to plant cherry trees near their farms while on the day of the festival there where thunderstorms disruping it before it had begun. The results of the group asked to study the cherry trees where disappointing they failed to find out anything new.
[+20 to cherry growing]
[+1 group , +1 our culture +1 local customs]

As Robin passed away the farmers talked about her legacy she had introduced farming at the great river and helping produce the largest harvests seen by the tribe how did they remember her?
[legacy] With more farming
Perform a extra farming action
[legacy] With a limestone statue of her
+2 culture

Traders from the children of the river have taught us to make pottery in exchange for us teaching them how to produce art they have also started building a great hall.
One of the nobles of the Deer hunters visited wanting to get some art for himself but there was no art we could sell him.
[study pottery done, kilns at 20/100, decorative pottery at 20/100 and dedicated leaders at 30/100]

The patrols where spend there time exploring eastwards from Green Rock where there are more hills with several orcish villages in them and more then one battlefield where orcs fought each other. The warriors scouted the lands along the great river where they spotted a group of hunters being chased by orcs. When the orcs spotter our warriors they fled as they where outnumbered with the arrival of our warriors. The hunters where from a tribe living further along the river on a large island in the middle of a large swamp where they where driven to by the orcs.
Their tribe spends most of its time fishing and farming on the small patch of drier ground in the swamp and would hunt on occasion for bison to add meat to their diets. For travel they made use of canoes created by hollowing out logs.

The domestication of the wolves has reached the point where you can easily tell if you are looking at a wolf or one of our dogs. Now it is time to decide what we will focus on next in our dogs.
[dogs] Companions
By breeding for more friendly dogs we can use them as pets.
The tribe learns more about animals reducing the DC for all animal domestication by 5
[dogs] War
Allows the training of groups of dogs of use in warfare.
Each group eats 2 food has 100 health and get +10 to attack and +0 to defense
[dogs] Guarding
Train dogs to guard the tribe
gives a +20 bonus when rolling to see if you spot attackers.

children of the river: Friendly, offers food and wants art.
Has: decorative pottery and kilns
lacks: dedicated leaders and wicker shields

Deer hunters: Neutral, offers food and wants art or tools.
Has: dedicated leaders
lacks: art, decorative pottery and kilns

Bison Hill Friendly, offers food and wants tools.
lacks: dedicated leaders, art, pottery, decorative pottery and kilns

Big island Friendly, any help against the orcs is welcome.
lacks: dedicated leaders, art, pottery, decorative pottery and kilns
has: log canoes and trade stations

Sons of the dragon Neutral, memories of the war have faded.
lacks: unknown
has: unknown


[elders] pick a study project from the list under tasks that gains +15 progress.
[study] pick a study project from the list under tasks that gets a roll.
[tools] What do the tribes artisans focus on? (copper working, spears, axes, knives, or bows)
[emergency] Do one more task but loose 1 stability, vote none if not needed.

Locked tasks: Tend Orchards x2 Hunting x3, Warriors 1x Craft tools x1, Farming x3 and Study 1x
There will be one roll per type of locked action instead of a roll per action.
As you now have more groups then actions you can take you now find out that for each 5 cohesion you have you get +1 action/boost per turn

With the tribes numbers and organization they can perform 3 tasks this year.

[task] conquest
Take control of the lands surrounding the tribe
All groups send get -5 on their roll as they stay in the conquered area to control it.
there is a additional penalty of -5 per 25% losses taken in the battle.
Each time this task is taken more groups join(max 3 per time this action is taken).
results in a battle.
Targets:
Northern forest: always successful, find settlement site on victory

[task] Raid
When raiding the tribe enters a area fights and returns home afterwards.
Each time this task is taken more groups join the raid
Write in the groups you want to send(max 3 per time this action is taken)
Targets: none

[task] Train warriors
Turns a group of hunters into warriors.
DC 5: success.

[task] Patrol lands(max one per three settlements)
+1 cohesion this turn
Sets up additional patrols to guard our lands.

[task] Expand patrols
Expand the numbers of the patrols to improve their ability to scout.
patrols require one more food per turn and -20 growth to expand.
Get a scouting roll at roll/2 instead of roll/3

[task] Craft tools[type]
known tools:
-Stone tipped spears: Gives a group of hunters +10 on the roll.
-Axes: Gives a +10 bonus while creating a camp.
-knives: Gives +5 bonus on gather plants and camp building.
DC 30: enough tools for one group DC: 70 two groups DC: 95 three groups
- Bows: used in ranged combat and hunting.
DC 40: enough tools for one group DC: 80 two groups DC: 100 three groups
-Wicker shields
Give a +10 bonus to defense but last only a single battle/raid.
DC 25: enough tools for one group, DC 50: two groups
DC 75: three groups, DC 100: four groups

[task] scout[target]
valid targets: Logging site, The great river, far river bank and The strange rocks
DC 30 to 50 depending on the site
If resources are not found the DC is reduced by roll/2.

[task] Trail markers(max = number of settlements +1)
With trade between the camps on the rise a network of trail markers would allow easier travel.
DC 30: Trail markers provide bonus next turn DC 80: bonus this turn.
Each trailmarker improves cohesion by 1.
the first markers will allow a extra campsite, the second reduces the DC of trade tasks by 5 the third increases the odds other tribe send trades to us.
+5 from knives, +10 from axes

[task] Create outpost
valid locations: The old Oaks(minor gains to woodworking)
Creates a outpost to claim a settlement site for the tribe
Each outpost reduces cohesion by one.
Allows the tribe to use resources in an area
DC 10: success.

[task] Create new settlement[location]
valid locations: The old Oaks(minor gains to woodworking), Limestone hills(access to stone for building) and Green Rock(copper ore)
Each settlement created increase the maximum farming and hunting actions by one.
Each settlement reduces cohesion by three.
DC 10: camp is created DC 60: camp is created with simple shelters
+5 from knives, +10 from axes

[task] Trade
Valid targets are the following tribes: Bison hunters, children of the river, Hill hunters.
Collect teachers, create tools and prepare food to trade to the target.
write in to target specific tribes/thing to trade
When trading techs both gain 1d100 on the tech, when you offer food you get 1d100-20 instead.
DC 20: trade successful. 2 food/1 tools DC 60 gain 3 food/2 tools DC 60 gain 5 food/3 tools.
DC 70: gain one culture at the group you are trading with.

[task] worship Heroes
Seek the favor of the divine.
DC 35 get +5 and DC 80 get +10 on all other task rolls

[task] Festival
Holds a festival showing of the tribes values.
Up to 5 Art can be consumed to get a +10 bonus per art.
DC 30: +1 culture,
DC 60: +2 culture
DC 90: +3 culture

[task] Give gifts
Sends out gifts to influence other tribes
Up to 5 Art can be consumed to get a +10 bonus per art.
DC 60: +1 culture,
DC 90: +2 culture

[task] A House for the gods
Acts a center of the tribe and helps to keep it together.
Lowers the DC of the worship hero action by 5
Lowers the DC of the festival and gift giving action by 5
Unlocks culture, allowing tribes to merge.
progress 0/300
gain roll-40 progress each time this action is taken.
+10 from axes

[task] Create pottery
DC 30: one DC 60: two DC 90 three
For each piece of pottery and 2 food you have you start the next turn with one food.
The pottery can only be used once.

[task] Construct Longhouses
max once per camp
Valid targets: none
Reduces the amount of food needed by the tribe by two.
DC 10: shelters provide bonus next turn DC 50: bonus this turn.
+10 from axes

[task] Maintain camp
Add the result of this roll to the stability roll.
Can be taken once per three turns.
On a 90+ roll gain a administration hero.
+5 from knives, +10 from axes

[task] Build palisade
All camps have a palisade
DC 10 palisade bonus next turn DC 50 bonus this turn.
+5 from knives, +10 from axes

[task] stone walls
target: any
DC 30 wall bonus next turn DC 80 bonus this turn.
gives a +20 bonus if the settlement is the target of a raid.
+5 from axes

[task] Build granary
Each granary can store 10 food
You gain 1 cohesion if you have more then one food per group in the tribe stored
You gain 2 cohesion if you have more then two food per group in the tribe stored
DC 40 granary constructed


[task] Build smokehouse: +1 food, max one per three groups of hunters or fishers.
By smoking fish and meat it can be kept for longer.
loose one less growth when short on food per smokehouse.
DC 10 smokehouse bonus next turn DC 50 bonus this turn.

[task] Gather plants(max 2 times per turn)
Provides food by collecting edible plants.
DC 20: 3 food DC 40: 4 food DC 70: 5 food.
+10 from knives

[task] Tend Orchards max 3 times per turn, 2 locked in)
Provides food from Orchards.
DC 25: 4 food DC 40: 5 food DC 70: 6 food.
+5 from knives, +5 from axes

[task] Farming (max 5 times per turn, 3 locked in)
Sow and harvest food.
DC 25: 5 food DC 50: 6 food DC 70: 7 food
+5 from knives

[task] Clear forest
-1 max hunting task, +2 max Farming tasks.
DC 20
+10 from axes

[task] Fishing (max 2 times per turn, 0 locked in)
Fish in the streams of the forest
DC 30: 3 food DC 40: 4 food DC 60: 5 food.
+5 from knives

[task] Hunting(max 5 times per turn, 3 locked in)
Provides food by hunting, requires bows.
DC 30: 4 food DC 40: 5 food DC 50: 6 food DC 60: 7 food. 90: 8 food.
+5 from spears

[task] Build trap line(max 1 per group of hunters)
Creates a line of traps increasing the amount of food collected by hunters.
+1 food per trapline
DC 10: trapline provide bonus next turn DC 50: bonus this turn.
+5 from knives, +10 from axes

[task] Study[target]
Some new ideas result in new tasks right away others need more time or dedicated study to use.
You gain progress equal to (1D100-25) but can not lose progress

- Decorative Pottery 20/100
Some of the pottery made are works of art.
You get one art when making pottery with DC 70

- Kilns 20/100
Simple kilns that improve the airflow allowing higher temperatures
-5 to the DC of making pottery

- Dedicated leaders 30/100
One group can be turned into dedicated leaders giving:
+2 cohesion but eating two more food and one art per turn.
Max one group per 15 groups in the tribe

- Cherry growing 60/100
Look into the best way to add cherry trees to our orchards.
Tend Orchards:
DC 25: 4 food DC 40: 5 food DC 70: 6 food.
Becomes:
DC 25: 4 food DC 35: 5 food DC 65: 6 food.

- Copper working 0/??? at least 200+
Allows the creation of copper tools.
copper tools are 20% better then stone ones.

- Travois 0/100
A simple frame used to pull goods
-10 to the DC of a house of the gods, walls and granaries
-5 to the DC of trade

- Structured debates 0/100
Create a set of rules for debates.
-5 to the DC of the study action
 
Last edited:
A few things i did not find a place for in the update:
The big island tribe lives far enough away that there is room for a settlement between where our settlement and theirs is on the river(but orcs hunt here so building one will lead to fighting them)
log canoes give a cohesion bonus for settlements connected by water.
trade stations are small group of a tribe providing small but constant bonuses for their owner and to the tribe hosting them.
Decided to make copper tools about 20% better then stone ones.
 
Added one more study option:
- Structured debates 0/100
Create a set of rules for debates.
-5 to the DC of the study action
 
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