Vote closed rolling a lot of dice
sunrise threw 1 100-faced dice. Reason: Liririel: Appoint Beren to lea Total: 88
88 88
sunrise threw 1 100-faced dice. Reason: Arawen: Train scribes Total: 75
75 75
sunrise threw 2 100-faced dice. Reason: Haldad fighting orcs Total: 111
68 68 43 43
sunrise threw 2 100-faced dice. Reason: our approach Total: 111
50 50 61 61
sunrise threw 2 100-faced dice. Reason: orc response Total: 108
68 68 40 40
sunrise threw 5 100-faced dice. Reason: our attacks Total: 172
19 19 26 26 27 27 67 67 33 33
sunrise threw 5 100-faced dice. Reason: orc defense Total: 278
88 88 67 67 28 28 52 52 43 43
sunrise threw 3 100-faced dice. Reason: orc attacks Total: 153
61 61 88 88 4 4
sunrise threw 3 100-faced dice. Reason: our defense Total: 176
46 46 70 70 60 60
sunrise threw 5 100-faced dice. Reason: our attacks 2 Total: 349
91 91 41 41 63 63 70 70 84 84
sunrise threw 5 100-faced dice. Reason: orc defense Total: 358
81 81 84 84 80 80 35 35 78 78
sunrise threw 3 100-faced dice. Reason: orc attacks Total: 151
22 22 45 45 84 84
sunrise threw 3 100-faced dice. Reason: our defense Total: 71
4 4 33 33 34 34
sunrise threw 5 100-faced dice. Reason: our attacks Total: 138
30 30 15 15 13 13 10 10 70 70
sunrise threw 5 100-faced dice. Reason: orc defense Total: 293
49 49 73 73 58 58 18 18 95 95
sunrise threw 3 100-faced dice. Reason: orc attacks Total: 126
19 19 62 62 45 45
sunrise threw 3 100-faced dice. Reason: our defense Total: 182
91 91 87 87 4 4
sunrise threw 5 100-faced dice. Reason: our attacks Total: 273
50 50 99 99 1 1 56 56 67 67
sunrise threw 5 100-faced dice. Reason: orc defense Total: 236
54 54 10 10 91 91 74 74 7 7
sunrise threw 3 100-faced dice. Reason: orc attacks Total: 67
7 7 16 16 44 44
sunrise threw 3 100-faced dice. Reason: our defense Total: 190
84 84 17 17 89 89
sunrise threw 5 100-faced dice. Reason: our attacks Total: 338
14 14 89 89 95 95 97 97 43 43
sunrise threw 5 100-faced dice. Reason: orc defense Total: 231
14 14 82 82 61 61 45 45 29 29
sunrise threw 2 100-faced dice. Reason: orc attacks Total: 109
54 54 55 55
sunrise threw 2 100-faced dice. Reason: our defense Total: 105
67 67 38 38
 
story+vote post 7
At the grand alliance meeting we have promised to help set up farms around Resting Deer and to teach about herbalism. In exchange the grand alliance will provide a group of volunteers for the battle against the orcs and salt.
[+4 population per turn, volunteers for the battle, need to help the other tribes in the next 12 turns.]

Liririel has made Beren the commander of the tribes warriors and in the weeks that follow Beren works on adapting the tribes tactics to include large groups of archers and a group of spearmen wielding heavy shields. For the fight against the orcs he forms the warriors and volunteers into a single line with own group of hunters supporting them with their bows. The other group will secure the southern side of the line and try to flank the orcs.
[Liririel: Appoint Beren to lead: 88, +2 Leadership xp for Liririel, +5 Leadership xp for Beren]

Adlegron leads our warriors to the north of the valley across a small path in the hills there avoiding the notice of the orcs. Beren is send ahead two hours before the sun will rise with a small group of warriors to take out any orcs between us and their camp and a spots a group of orcish hunters. As most of the hunters are still asleep Beren and the warriors sneak into the camp and kill them before they are awake. With the way cleared Adlegron joins Beren in the woods above the orcs.

Adlegron is leading the hunters trying to flank the orcs but this leaves him out of position when the orc chief joins the battle while a fierce melee start between our warriors and those of the orcs with some of our hunters supporting them with their bows. The orc hunters are taking heavy losses as they are under attack by the warriors from the deer hunters on one side and our hunters on their flank forcing them to defend themselves from attacks from multiple sides.

Adlegron and the orc chieftain meet shortly after that and Adlegron shoots the orc with an arrow but the chief ignores the wound and attacks Adlegron with his club. The two fight for several minutes before Adlegron is stuck on his left arm breaking it. As this fight goes on the orcs push into our lines and our hunters fire arrows into the orcs.
[Adlegron broken arm: -10 to all combat and crafting rolls till turn 12]

The orc hunters launch one desperate last charge at the volunteers as the attacks by our hunters killed most of them. Beren shows why he was chosen as chieftain of the Ox clan when he personally leads them as they push the orcish warriors back. He is now joined by the second group of hunters as few orc hunters that survived scatter the volunteers go to the aid of Adlegron who is struggling against the orcish chief.
[Beren gains: captain: +5 to all leadership rolls, +10 to rolls to recruit him as a hero]

With his arm broken Adlegron falls back to get a better overview of the battle and he watches as our hunters fire wave after wave of arrows into the orcish warriors while a warrior from the deer tribe kills the orcish chieftain.
After that the battle does not last long and a runner is send to Galor to inform him that the way is clear. A warrior from the deer tribe warns against staying long at the beach as the demons attack all that settle there. They propose that any settlement in the area should be at the point where the valley narrows and not any closer to the coast from there. The next morning there are funerals for the 20 warriors of our tribe and 5 volunteers that died in the battle.
[Gained new potential settlement site: the narrows]
[Gained new potential settlement site: the beach]


After hearing about Liririel becoming the chieftain of the stoneshapers he agrees to join her and they salvage what they can from the shipwreck and Galors camp. The others at his camp are planning to move on with some heading to the larger towns up north or into the wilderness to find another way home.

[Galor skill 1] write in a skill Galor gains or increases
[Galor skill 2] write in a skill Galor gains or increases

The elves mentioned here are specialist not heroes and the 4 items(salvage or specialist) with the most votes are gained by our tribe.

[salvage] several bags of wheat and potatoes
+20 to the farming lore roll for us and Resting deer.
Will have rotted away if not picked

[salvage] The ships bronze anchor
Contains enough bronze for 2 swords giving +10 bonus to all attack and defense rolls
Lost at sea if not picked

[salvage] An altar to Yavanna
the reroll given by the shrine is 5 higher and +20 to building the shrine
Send to one of the temples in the north if not picked

[salvage] A set of silver tableware
Will impress visitors and gives +10 to all diplomacy rolls with minor tribes.
Lost at sea if not picked

[specialist] A skilled metalworker
Has Metalworking II and unlocks actions to look for mining sites(copper, tin and iron).
Will look for mining sites on his own and join the closest tribe when he does.

[specialist] A priestess
Has religion I and gives a +5 bonus to the reroll once a shrine has been build.
Will travel the area preaching about the elvish gods.

[specialist] A skilled warrior
Can join a group to give them +5 to all rolls.
Will join the deer tribe warriors if not picked.

[specialist] A skilled woodworker
Has crafting II and gives +5 to the tribe dice.
Will join Resting Deer if not picked

what names shall the 4 new elves get write in suggestions if i like them they will get used.
No hero actions this vote as it is large enough already.
 
@sunrise, is there a list of possible skills that Galor can learn? The shrine lets us reroll at -40 right? so if I roll a 30 and then the reroll results in a 60, that 60 becomes a 20 right?

[X] [salvage] several bags of wheat and potatoes
+20 to the farming lore roll for us and Resting deer.
Will have rotted away if not picked
Always pick perishables first.

[salvage] The ships bronze anchor
Contains enough bronze for 2 swords giving +10 bonus to all attack and defense rolls
Lost at sea if not picked
This is nice to have but not essential. Plus we could just get Metalworker to mine bronze ourselves

[X] [salvage] An altar to Yavanna
the reroll given by the shrine is 5 higher and +20 to building the shrine
Send to one of the temples in the north if not picked
This is more of a better to have and not need sorta thing

[salvage] A set of silver tableware
Will impress visitors and gives +10 to all diplomacy rolls with minor tribes.
Lost at sea if not picked
We are already in an alliance and we will likely be consolidating and expanding in the future, not meeting new tribes.

[X] [specialist] A skilled metalworker
Has Metalworking II and unlocks actions to look for mining sites(copper, tin and iron).
Will look for mining sites on his own and join the closest tribe when he does.
This makes the anchor and silverware less valuable the longer the metalworker gets to work.

[specialist] A priestess
Has religion I and gives a +5 bonus to the reroll once a shrine has been build.
Will travel the area preaching about the elvish gods.
Those bonuses are adding up.

[specialist] A skilled warrior
Can join a group to give them +5 to all rolls.
Will join the deer tribe warriors if not picked.
We already have Beren and Adlegron to be our main combat heroes with Galor as a possible 3rd if we spec him that way. The Deer Warriors getting another hero is fine.

[X] [specialist] A skilled woodworker
Has crafting II and gives +5 to the tribe dice.
Will join Resting Deer if not picked
+5 to all tribe rolls and crafting 2 is really strong as that bonus gets used every time the tribe does an action.
 
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@sunrise, is there a list of possible skills that Galor can learn? The shrine lets us reroll at -40 right? so if I roll a 30 and then the reroll results in a 60, that 60 becomes a 20 right?
Yes but rerolls are ignored if the result would be lower then the original roll.

the list of skills is:
Hunting: The art of hunting.
Farming: The art of farming.
Scouting: Used for exploration and before battles.
Combat: Fighting against hostile heroes and groups.
Leadership: Commanding armies
Administration: Running tribes and nations
Crafting: Building anything from a bow to a longhouse.
Metalworking: From mining ore to producing swords.
Herbalism: The art of healing using herbs
Lore: Remembering the past and learning the lessons from it
Diplomacy: The art of convincing others with words.
Religion: The worship of the gods.
 
[Galor skill 1] Combat
[Galor skill 2] Administration

We don't have an administration but we can get every other skill. We could have Galor run our 2nd village when there are enough people to set up a mine. For the salvage I ended up picking the Shrine instead of the Priestess as the Priestess won't get any benefit until the shrine is built and while the shrine gets the same bonus but also +20 to progress. I feel the priestess's benefit is too small, it would make much more sense if she gives a +10 instead of a +5 since she is an active practitioner of all of the elven deities instead of just an altar. to a singular deity.
 
The train skill can be used to train skills heroes do not have yet, it takes 5 xp to get the first rank in a skill.
What I meant was that we already have every other skill or can get it without using that option (Farming can be learned through the Lore Farming action, Metalworking from the metalworking elf, Combat/Scouting/Leadership is already available from our combat heroes, and etc.)
 
[X] several bags of wheat and potatoes
+20 to the farming lore roll for us and Resting deer.
[X] An altar to Yavanna
the reroll given by the shrine is 5 higher and +20 to building the shrine
Send to one of the temples in the north if not picked
[X] A skilled metalworker
Has Metalworking II and unlocks actions to look for mining sites(copper, tin and iron).
Will look for mining sites on his own and join the closest tribe when he does.
[X] A priestess
Has religion I and gives a +5 bonus to the reroll once a shrine has been build.
Will travel the area preaching about the elvish gods.
 
Vote tally time.

There is one vote for Galor's skills:
[Galor skill 1] Combat
[Galor skill 2] Administration

These options have 2 votes each:
several bags of wheat and potatoes
An altar to Yavanna
A skilled metalworker

And these have one each:
A priestess
A skilled woodworker

Vote is still open.
 
Military and battle
After the first battle i have decided on making some changes to how battles are run the largest one is that groups and heroes have less health now followed by having separate ranged attack, melee attack and defense strengths.
This will allow a greater variety in enemies and gear and major battles will have a vote listing the enemy groups where the players pick how they deploy the tribes forces.

A groups stats indicate their abilities at battle, a group with +0 to a stat is as good as a group of hunters armed with stone tipped spears wearing light leather armor.

Health: The amount of hits a group or hero can take before they are defeated, for groups each health is 10 men.
Armor: The first hit will reduce a groups armor instead of health
Ranged attack(RA): The ability to attack at ranged.
Melee attack(MA): The ability to attack in melee
Defense(D): Defense against both ranged and melee attacks.

Each group or hero fights with one of the enemies groups of heroes and will get the following bonuses:
Attacking someone with less the 50% of your health +10 bonus to attacks(for example a hero with 8 health vs a group of hunters with 3)
Attacking someone while not under attack +10 bonus to attacks.
Before battle there is a scouting roll by both sides the side that rolls the highest gets a +10 to all rolls in the first round of battle and if the difference is 50 or more it is a +20 bonus
Before battle there is a maneuvering roll by both sides the leadership skill gives a bonus to this roll, the side that rolls the highest gets a +10 to all rolls in the first round of battle and if the difference is 50 or more it is a +20 bonus.

Gear provides bonuses and has requirements to use:
Bows: +10 to ranged attacks, can be used by hunters,warriors and heroes with hunting I or combat I.
Heavy shields: +1 armor can be used by warriors and heroes with combat I.

Some groups are more skilled then hunters due having superior training or leadership
Stoneshaper warriors get +5 to ranged attacks, +15 to melee attacks, +10 to defense and +2 health.
The group lead by Beren gets +5 to ranged attacks, +5 to melee attacks, +5 to defense
 
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story+vote post 8
In the days following the battle Arawen trained several scribes to help run the tribe and when the first reports came back it become clear that there was more potential for trade then first believed. The largest demand is for bows and arrows followed by tools and with the help of our traders we can supply 5 groups. When the volunteers headed home they where giving gifts of bows and tools in thanks for helping fight the orcs.
[Arawen: Train scribes : 75 Arawen +2 lore xp, +20 to writing lore, +5 to the tribe dice +5 to writing lore per turn, +1 Influence]
[Influence represents our ability to make changes to the grand alliance and it spend during meeting and in some diplomatic actions]

Idril the priestess and her older sister Elwing the woodworker have been talking for a while where to go, Idril wanted to explore but Elwing believed they could do more if they stayed at the stoneshapers. They decided to visit Running Deer and build a shrine there and return to the stoneshapers afterwards.
[Idril and Elwing will be back in 6 turns once the shrine at Running Deer is completed]

The defeat of the orcs combined with meeting up with Galor has lead to a large number of new options for the tribe as they bring new ideas, some of the high priority jobs have been completed and more resources are available. These ideas go from new buildings, creating a new settlement, promoting greater corporation within the grand alliance and searching for mining sites.
[multiple new options]


Luthien has started to look for ore in the area around our settlement and Elros has left for the deer tribe to help them fight the orcs that live south of them.
[free roll for ore this turn]

Now there are plans for a second settlement it might be time to give the first one a name beyond the stoneshapers camp.
[name] Keep stoneshapers camp as name
[name] First camp
[name] The capital
[name] write in(subject to my approval)

The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes(a 100 sided dice is rolled for them) and single action by the rest of the tribe that will always roll 25.
Actions will be carried out in the order i think helps the most, for example Train personal guards would be done before an attack against the orcs.
The tribe has the following heroes: Adlegron, Liririel, Galor and Arawen.
Turns last a month each

Actions:

Military:
The tribe has secured the narrows

The tribes forces consists of:
1st hunter militia (+10 to ranged attack rolls, 6/6 health)
2nd hunter militia (+10 to ranged attack rolls, 6/6 health)
Beren's warriors (+20 to ranged attack rolls, +15 to melee attack rolls, +15 to defense rolls 6/8 health, 1 armor)

Train full time warriors
Replaces a group of hunters with a group of warriors
Each group of warriors cost 6 population per turn due the food they eat and they have +20 to combat rolls and +3 health
Training a group unlocks new lore actions to improve them.
Leadership 0/25

Increased militia training
Have the hunters spend several days each month training for war
-1 population per turn for each group of hunters +5 to ranged attack rolls for hunters
leadership 0/25

Train personal guards
Train a group of guards for a hero these small groups consist of the best warriors the tribe has.
Guards give +5 to combat rolls and +1 heath to a hero and cost -1 population per turn for each group.
Write in what heroes get guards
leadership 0/20 per group trained

Use poisoned weapons
The use of poison is not liked by everyone as you need to be careful not to get poisoned while adding it to a weapon and most poisons act to slow to be effective during a battle.
Find one that works against orcs, will give +5 on attack rolls vs orcs in battle.
-2 population per turn from those disliking this leaving.
DC 50(herbalism)

Combat tactics
With full time warriors we can work on using more complex tactics in battles
All warriors get +5 to melee attack rolls.
0/40 leadership

Deploy the warriors to the narrows
There are orcs and hellhounds roaming the beach by sending our warriors to the narrows we can prevent attacks from that direction and claim the narrows for our tribe.
The warriors will be at the narrows instead of our main camp.

Investigate the state of the Grand Alliance
information is added about what the members are fighting to the information post(wolves and orcs) allows the sending of our warriors to help.

Construction:

Turn a group of hunters into crafters
By having a dedicated group crafting goods for a tribe far more goods can be made each month.
Each group of specialist can supply 2 more groups, there can be two more groups of specialists and the tribes dice increases by 10.
Each group of crafters cost 6 population per turn due the food they eat
crafting 0/20

Build a shrine
A shrine will provide a place of worship and the help of the gods for our tribe
This shrine will hold the altar salvaged from the ship.
reroll the lowest roll each turn at -35 take the highest of the two.
crafting 20/60

Build a house fit for our chieftain
Build a larger house for the tribes chieftain where she can meet with larger groups.
+5 to the tribe's rolls, +5 to all diplomacy rolls.
crafting 0/40

Build a smokehouse
With our hunters collecting more game we can build a smokehouse to preserve it.
Gives +2 population per turn
crafting 0/40

Build a meeting hall
Build a large hall to hold feast in and talk to large groups at once.
-5 to the DC to recruit heroes, +5 to the tribes rolls
crafting 0/60

Create a settlement at the narrows
Turn a group of hunters into crafters to maintain a settlement at the narrows.
will add a tribe dice(the narrows) at +15
crafting 0/30

Send hunters to the narrows
Creates a camp for our hunters at the narrows
will add a tribe dice(the narrows) at +5
hunting 0/20

Create a marked trail to the salt traders
Clearing roads is beyond our abilities at the moment but we can carve marks into trees and stack rocks to mark the route to nearby settlements.
Increases trade and makes traveling to the salt trades easier.
crafting 0/50

Create a marked trail to the narrows
without a trail only a palisade and housing can be build when we settle the narrows.
crafting 0/40

Workshops
Our specialists are working from their homes by building workshops they can get more done in the same time
each specialist can supply one more group.
crafting 0/30


Specialists:
The tribe has four specialists(the stoneworker, boyars, wise woman advisor, militia captains) and can have one more.
When the tribe gains a group it can have one more specialist.
Each specialist can supply 5 groups.

Train potters
Pottery allows food that is produced when there is more then needed to be used when food is scarce.
+1 population per turn per group in the tribe(+4 now)
crafting 0/20


Hero:

Recruit a new hero
Recruit a potential hero, can only be taken once per turn and the DC goes up by 30 each time a hero is recruited with this action
write in the hero you like to recruit from the heroes and notable person information post.
Base DC is 75 but some potential heroes have traits that reduce this.
DC 65: Beren(hunting/combat/leadership)
DC 75: Brandir(hunting/crafting)
DC 75: Luthien(Elvish metalworker)

Search for potential
Search for someone with the potential to become a hero, write in are allowed to get specific skills.
DC 40(administration or leadership)

Train skills
write in a skill to train
DC 10 +1 to the chosen skill
DC 40 +2 to the chosen skill
DC 60 +3 to the chosen skill
DC 80 +4 to the chosen skill

Lore

Cultural identity
The tribe is united but this can be improved by turning its history into songs
+1 max groups in the tribe
Lore 0/40

Farming
After the hunters the largest group in the tribe are the gatherers by teaching them about farming we can increase the amount of food the tribe collects.
Gives +4 population per turn when done
farming 20/60

Writing
nobody outside of our heroes can read or write teaching the tribes leaders(the militia captains and clan chiefs) to write will make managing the tribe easier.
+1 max specialists, unlocks new options.
Lore 20/50

Diplomacy
There is no diplomacy possible with the orcs or demons that roam these lands but there are other human tribes in the area.

current relations:
Salt traders(one group of hunters): trading, allies
Resting deer(Salt miners)(one group maintaining the camp,one of miners,one of hunters): sending us salt
Deer clan(one group of warriors, two of hunters): allies

Influence: 1 can be spend during grand alliance meetings there is one per year and more after major events or where organized by us.
More Influence action are unlocked once we fulfill our promises made at the last meeting

Train the Grand alliance in herbalism
Will speed up the healing of the hunters of the Grand alliance.
Herbalism 0/100

Send a hero to help a grand alliance member
Write in the action you want the hero to do see the information post about the grand alliance for options.

Help create farms at Resting deer
Once completed Resting Deer will start to gain more groups.
farming 20/60

Travel to the western mountain pass
The main strength of the Great alliance is at the mountain passes where they block the demon army from reaching the southern lands.
Visiting one of these passes will tell us a lot about the great alliance.
scouting 0/120

Hold a meeting of the Grand Alliance in our lands
This will be harder if we held a meeting in the last 3 turns.

Diplomacy 20: Meeting with just the salt traders
Diplomacy 40: Resting Deer shows up
Diplomacy 50: +1 Influence, Deer tribe shows up
Diplomacy 60: Hill tribe shows up
Diplomacy 80: +2 Influence


Exploration
Some of the tribe tales and goods being traded among the tribes give hints that there is more then just small tribes like the ours on this continent.
Write in a direction to explore in.
 
I am terrible with names so I'll abstain from voting names.
[X] Adlegron: Deploy the warriors to the narrows
[X] Liririel: Workshops
[X] Galor: Send hunters to the narrows
[X] Arawen: Farming
[X] Tribe: Train potters
 
I am a bit worried about the fact the last post got 0 likes and only a single person voting as one of the main reasons i write quests is because i enjoy reading and playing them and want to give others the option to play one more quest.
Vote closing in 8 hours.
 
I have no idea why there is so few people. I notice that this thread doesn't appear in the Similar Thread tab at the bottom and that is where I usually find quests now, so maybe it is because a lot of people don't know this quest exist due to it not appearing in similar threads?
 
Yeah I think this is a good idea.
[X] Adlegron: Deploy the warriors to the narrows
[X] Liririel: Workshops
[X] Galor: Send hunters to the narrows
[X] Arawen: Farming
[X] Tribe: Train potters
 
Vote closed rolling the dice
sunrise threw 1 100-faced dice. Reason: Adlegron: Deploy the warriors Total: 50
50 50
sunrise threw 1 100-faced dice. Reason: Liririel: Workshops Total: 77
77 77
sunrise threw 1 100-faced dice. Reason: Galor: Send hunters to the nar Total: 47
47 47
sunrise threw 1 100-faced dice. Reason: Arawen: Farming Total: 11
11 11
sunrise threw 1 100-faced dice. Reason: looking for ore Total: 27
27 27
sunrise threw 2 100-faced dice. Reason: Deer tribe vs orcs Total: 180
89 89 91 91
 
story+vote post 9
The tribes warriors are now based at the narrows from where they control the only way into the western end of the valley. As long as we hold the narrows our lands are save from attacks from the west. During the march there Beren teaches Adlegron more about maneuvering large forces. After the warriors have been deployed Galor creates a new camp for our hunters opening new lands for them and providing another center for our civilization. This causes our tribe to grow even faster then before and a 3th group of hunter militia are formed at the stoneshapers camp
[Adlegron: Deploy the warriors Total: 50, +1 leadership xp, gains Leadership I: +5 to Leadership rolls]
[Galor: Send hunters to the narrows : 47, +1 leadership xp, the narrows can do one action per turn always rolling 5]
[population growth has lead to a 3th group of hunters they live at the stoneshapers camp]

Arawen has tried to set up the tribes first farm despite never having seen a farm helped by the tribes wise woman, they scatter some seeds only for birds to eat them all as soon as they leave. The potatoes do better and soon berries appear on the plants but those sicken all that eat them. Liririel explains that the roots of the potatoes are the part that should be eaten but by that time few are still interested in farming. The scribes do better and most of the leaders are capable of reading their own names by now. With the potters trained the tribe can now store food for longer allowing it to be stored for the winter.
[Arawen: Farming: 11: farming +6 at 26/60, +2 farming xp, writing +5 at 25/50]


[Tribe: Train potters +5 population per turn]Luthien has been looking for copper and iron around our main settlement but has not found any there but with the new camp at the narrows there are new lands to investigate.
[looking for ore: 27, nothing found so far]

Between the houses at the stoneshapers camp there are now several workshops for our toolmakers, boyars and potters providing places for them to gather and store tools while they work. This allows our traders to export more goods to our allies and supply our growing tribe. One of the workshops is used by the traders storing goods to be traded to the other tribes and holding the salt imported from Running Deer before it is spread among the tribe. It is at this workshop that Liririel hears about a request for aid for the salt traders in fighting the wolves in their lands.
[Liririel: Workshops: 77 +3 crafting xp, each group of specialists can supply one more group]
[new action to hunt wolves]

With our tribe growing in size some are revering to Liririel as Queen instead of chieftain this is limited to a small group in the tribe but if Liririel starts to do it herself more might follow. She would not be the first to do so as several of the larger settlments in the north are ruled by Kings and Queens as well.
[new action]

The hunters of the Deer tribe have intercepted a large force of orcs marching on their camp atop a hill along their route. They met the orcs by charging downhill when the orcs where hallway up the hill the fighting is evenly matched between the stronger and more skilled orcs versus the larger number of hunters. Then Haldad arrives with the warriors after marching around the hill and attacks them from behind this leaves the orcs outnumbered and surrounded but they still keep fighting. A hour later the fighting is over and Haldad launches a counterattack deep into the orc held lands around the lake burning the camps of the orcs. Now Haldad attention has turned to securing the area so his rear is secure when he advances towards the lake.
[Deer tribe vs orcs: 89, Haldad 91: Haldad has driven the orcs back and is preparing for the next offensive]

The actions of the tribe consist of 2 parts choosing the actions picking the actions for the heroes(a 100 sided dice is rolled for them) and two action by the rest of the tribe: the narrows at 5 and the stoneshapers camp at 25.
Actions will be carried out in the order i think helps the most and the tribe has the following heroes: Adlegron, Liririel, Galor and Arawen.
Turns last a month each

Actions:

Military:
With the growth of the tribe a third group of hunter militia's has joined the tribes forces.

The tribes forces consists of:
1st hunter militia (+10 to ranged attack rolls, 6/6 health)
2nd hunter militia (+10 to ranged attack rolls, 6/6 health)
3th hunter militia (+10 to ranged attack rolls, 6/6 health)
Beren's warriors (+20 to ranged attack rolls, +15 to melee attack rolls, +15 to defense rolls 7/8 health, 1 armor)


Train full time warriors
Replaces a group of hunters with a group of warriors
Each group of warriors cost 6 population per turn due the food they eat and they have +20 to combat rolls and +3 health
Leadership 0/25

Increased militia training
Have the hunters spend several days each month training for war
-1 population per turn for each group of hunters +5 to ranged attack rolls for hunters
leadership 0/25

Train personal guards
Train a group of guards for a hero these small groups consist of the best warriors the tribe has.
Guards give +5 to combat rolls and +1 heath to a hero and cost -1 population per turn for each group.
Write in what heroes get guards multiple groups can be trained with one action.
leadership 0/20 per group trained

Combat tactics
With full time warriors we can work on using more complex tactics in battles
All warriors get +5 to melee attack rolls.
0/40 leadership

Use poisoned weapons
The use of poison is not liked by everyone as you need to be careful not to get poisoned while adding it to a weapon and most poisons act to slow to be effective during a battle.
Find one that works against orcs, will give +5 on attack rolls vs orcs in battle.
-2 population per turn from those disliking this leaving.
DC 50(herbalism)

Hunting

Hunt wolves for the salt traders
With our growing number of hunters we can spare some to help our allies with their problems
+1 health for the salt trader hunters, +1 Influence
-4 population this turn as less time is spend on hunting
hunting DC 30

Help hunt
Our heroes can lead the hunters to secure more food.
DC 10 +1 population this turn
DC 20 +2 population this turn
and 1 more for each 10 higher rolled.

Construction:

Turn a group of hunters into crafters
By having a dedicated group crafting goods for a tribe far more goods can be made each month.
Each group of specialist can supply 2 more groups, there can be two more groups of specialists and the tribes dice increases by 10.
Each group of crafters cost 6 population per turn due the food they eat
crafting 0/20

Build a shrine
A shrine will provide a place of worship and the help of the gods for our tribe
This shrine will hold the altar salvaged from the ship.
reroll the lowest roll each turn at -35 take the highest of the two.
crafting 20/60

Build a house fit for our chieftain
Build a larger house for the tribes chieftain where she can meet with larger groups.
+5 to the tribe's rolls, +5 to all diplomacy rolls.
crafting 0/40

Build a smokehouse
With our hunters collecting more game we can build a smokehouse to preserve it.
Gives +2 population per turn
crafting 0/40

Build a meeting hall
Build a large hall to hold feast in and talk to large groups at once.
-5 to the DC to recruit heroes, +5 to the tribes rolls
crafting 0/60

Create a settlement at the narrows
Turn a group of hunters into crafters to maintain a settlement at the narrows.
crafting 0/30

Create a marked trail to the salt traders
Clearing roads is beyond our abilities at the moment but we can carve marks into trees and stack rocks to mark the route to nearby settlements.
Increases trade and makes traveling to the salt trades easier.
crafting 0/50

Create a marked trail to the narrows
without a trail only a palisade and housing can be build when we settle the narrows.
crafting 0/40

Build a palisade
The camp at the narrows lacks a palisade.
provides +5 to combat rolls at the narrows
crafting 0/40

Build houses at the narrows
Gives +2 population per turn
crafting 0/20

Specialists:
The tribe has four specialists(the stoneworker, boyars, wise woman advisor, militia captains) and can have one more.
When the tribe gains a group it can have one more specialist.
Each specialist can supply 6 groups.

train miners
Luthien has asked for a group of miners to be trained to help him search for a mining site.
+5 to rolls to find a mine until one is found
Then they provide enough metal to provide for 6 groups
0/20 Metalworking

More Boyars
Allows us to provide 6 more groups with bows
0/20 crafting

Train an Ambassador
Find one someone skilled at talking to send as an ambassador to the other tribes
+5 on diplomacy rolls

Hero:

Recruit a new hero
Recruit a potential hero, can only be taken once per turn and the DC goes up by 30 each time a hero is recruited with this action
write in the hero you like to recruit from the heroes and notable person information post.
Base DC is 75 but some potential heroes have traits that reduce this.
DC 65: Beren(hunting/combat/leadership)
DC 75: Brandir(hunting/crafting)
DC 75: Luthien(Elvish metalworker)

Search for potential
Search for someone with the potential to become a hero, write in are allowed to get specific skills.
DC 40(administration or leadership)

Train skills
write in a skill to train
DC 10 +1 to the chosen skill
DC 40 +2 to the chosen skill
DC 60 +3 to the chosen skill
DC 80 +4 to the chosen skill

Lore

Cultural identity
The tribe is united but this can be improved by turning its history into songs
+1 max groups in the tribe
Lore 0/40

Writing
nobody outside of our heroes can read or write teaching the tribes leaders(the militia captains and clan chiefs) to write will make managing the tribe easier.
+1 max specialists, unlocks new options.
Lore 25/50



Farming
After the hunters the largest group in the tribe are the gatherers by teaching them about farming we can increase the amount of food the tribe collects.
Gives +4 population per turn when done
Farming 26/60

Administration

Proclaim Liririel as Queen
By making Liririel our Queen we can reorganize how the tribe is run by appointing chieftains to each settlement and start work on a palace and gather a royal court.
Once both have been completed Liririel will be able to do two actions per turn
0/60 Administration

Diplomacy
There is no diplomacy possible with the orcs or demons that roam these lands but there are other human tribes in the area.

current relations:
Salt traders(one group of hunters): trading, allies
Resting deer(Salt miners)(one group maintaining the camp,one of miners,one of hunters): sending us salt
Deer clan(one group of warriors, two of hunters): allies

Influence: 1 can be spend during grand alliance meetings there is one per year and more after major events or where organized by us.
More Influence action are unlocked once we fulfill our promises made at the last meeting

Convince the grand alliance to accept Liririel as queen
We can start talking to the other tribes to convince them that Liririel would make a good Queen.
This will not make her the ruler of the other tribe but convince them to recognize her as the queen of the stoneshapers.
+1 Influence, new diplomatic options
Diplomacy 0/60

Train the Grand alliance in herbalism
Will speed up the healing of the hunters of the Grand alliance.
Herbalism 0/100

Send a hero to help a grand alliance member
Write in the action you want the hero to do see the information post about the grand alliance for options.

Help create farms at Resting deer
Once completed Resting Deer will start to gain more groups.
farming 20/60

Travel to the western mountain pass
The main strength of the Great alliance is at the mountain passes where they block the demon army from reaching the southern lands.
Visiting one of these passes will tell us a lot about the great alliance.
scouting 0/100

Hold a meeting of the Grand Alliance in our lands
This will be harder if we held a meeting in the last 3 turns.

Diplomacy 20: Meeting with just the salt traders
Diplomacy 40: Resting Deer shows up
Diplomacy 50: +1 Influence, Haldad shows up
Diplomacy 60: Hill tribe shows up
Diplomacy 80: +2 Influence


Exploration
Some of the tribe tales and goods being traded among the tribes give hints that there is more then just small tribes like the ours on this continent.
Write in a direction to explore in.
 
[X] Adlegron: Combat tactics
[X] Liririel: Help create farms at Resting deer
[X] Galor: Hunt wolves for the salt traders
[X] Arawen: Train the Grand alliance in herbalism
[X] Narrows: Create a settlement at the narrows
[X] Camp: Create a settlement at the narrows

Can the Narrows and Main Camp work together and get a 30 point total?
 
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