How dangerous is travelling to the western mountain pass?
Not that dangerous as most of the route is under control by tribes loyal to the Grand alliance the main problem is finding the way as nobody in our tribe has ever made the trip.
the description you do have is as follows:
Travel to the camp of the Hill tribe
Walk north for about two weeks till you enter a region where there are small towns.
When you find one of these ask there for the way to the western mountain pass
 
[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
 
Well even with those answers I think the best course of action is:
[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
 
vote closed, rolling the dice.
sunrise threw 1 100-faced dice. Reason: Adlegron: Combat tactics Total: 71
71 71
sunrise threw 1 100-faced dice. Reason: Liririel: Help create farms Total: 77
77 77
sunrise threw 1 100-faced dice. Reason: Galor: Hunt wolves Total: 73
73 73
sunrise threw 1 100-faced dice. Reason: Arawen: Train herbalism Total: 89
89 89
sunrise threw 1 100-faced dice. Reason: mining at the narrows Total: 47
47 47
sunrise threw 1 100-faced dice. Reason: Haldad organise Total: 61
61 61
 
story+vote post 10
Adlegron has worked with our warriors to improve their tactics and coordination this includes tricks like having one warrior stab at a enemy when the shield of the warrior before him is in the way and moving that shield out of the way at the last moment giving them little time to notice the spear. The second main change is training in swapping positions during a battle to allow those that are fighting on the front line time to rest and bandage their wounds.
[Adlegron: Combat tactics: 71 +5 to melee attacks for warriors, +3 leadership xp]

Liririel and Arawen traveled together to teach the members of the Grand Alliance more about herbalism and farming. They first visit the salt traders where two of their wise woman join them as they head to Resting Deer. At resting deer they plant a potato field and sow wheat and Liririel spends two weeks explaining how to take care and harvest both. Liririel returns home with a better idea of what needs to be taught to train gatherers into farmers while Arawen goes to visit the Deer tribe to teach them herbalism.
[Liririel: Help create farms: 77: complete and +20 to our farming as well. +2 farming xp]
[Arawen: Train herbalism: 89, +2 farming xp, +2 herbalism xp]

Galor campaign against the wolves has destroyed the packs living near the the salt traders but what he did next was almost as important when he spend two weeks with their hunters teaching them how to effectively use their new bows.
Galor has become a close friend of the salt traders and some mention his name when they talk about their next chieftain as their current chieftain want to retire once he trained his replacement.
[+2 Influence, annexing the salt traders at the next grand alliance meeting cost one less Influence]
[Galor: Hunt wolves: 73, +3 hunting xp, +1 diplomacy xp]

Luthien has not found a place to mine near the narrows settlement but can search deeper into the mountains but she will need help to organize that.
[mining at the narrows: 47 ]

Haldad has created a second hunting camp in the land conquered from the orcs and is thinking about settling somewhere.

The workers of the tribe have turned the narrows into a permanent camp with enough workers to support our tribes actions in the region. The tribe has grown by 32 members to 532 and the scribes and wise woman have continued to teach writing to the tribe.


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 15 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:

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, +20 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 +5 to ranged attacks, +15 to melee attacks, +10 to defense and +2 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


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

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 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
Can be trained at alliance that do not have Boyars.

Train stoneworkers
Gives +5 to the tribal dice, +2 population per turn to hunters and farmers.
Can be trained at alliance that do not have stoneworkers.

Train potters
+1 population per turn per group in the tribe
Can be trained at Resting Deer

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 Administration 65: Beren(hunting/combat/leadership)
DC Administration 75: Brandir(hunting/crafting)
DC Administration 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 35/50



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 46/60


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

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.
Specialists can be trained for all tribes.

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.

Metalworking

Search for mines
Now that Luthien has finished searching our lands for mining sites we can send her into the lands of our allies.
Each group can supply about 20 groups and each team 5.
DC 95: A large mining site is found where multiple groups can work
DC 90: A mining site is found where single groups can work
DC 85: A minor mining site is found where a team of specialist can work
DC 70: deposits large enough to use the ore in 5 actions
DC 60: deposits large enough to use the ore in 1 action
DC 40: can try again
A second roll is made for the type of ore:
1: silver
2: tin
3: copper
4: iron
5: iron

The following places can be searched: the narrows, the salt trader camp, Resting Deer, Deer hunter camps(2x), hill tribe
 
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Is combat tactics still supposed to be there? Also what skill is recruiting heroes based off?

[X] Adlegron: Help hunt
[X] Liririel: Farming
[X] Galor: Proclaim Liririel as Queen
[X] Arawen: Writing
[X] Narrows: Build a meeting hall
[X] Camp: Turn a group of hunters into crafters
 
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[X] Adlegron: Help hunt
[X] Liririel: Farming
[X] Galor: Proclaim Liririel as Queen
[X] Arawen: Writing
[X] Narrows: Build a meeting hall
[X] Camp: Turn a group of hunters into crafters
 
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I like to thank you all for liking, cometting, debating the quest and voting.
Vote closed, rolling the dice.
Adhoc vote count started by sunrise on Apr 22, 2020 at 2:13 AM, finished with 8 posts and 2 votes.
sunrise threw 1 100-faced dice. Reason: Adlegron: Help hunt Total: 30
30 30
sunrise threw 1 100-faced dice. Reason: Liririel: Farming Total: 29
29 29
sunrise threw 1 100-faced dice. Reason: Galor: Proclaim Liririel Queen Total: 31
31 31
sunrise threw 1 100-faced dice. Reason: Arawen: Writing Total: 74
74 74
sunrise threw 1 100-faced dice. Reason: Haldad: new tribe Total: 83
83 83
 
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story+vote post 11
Work on improving our settlement continued with work starting on building a meeting hall and training a group of crafters. Now we have a group of dedicated crafters the amount of goods produced at our main settlement has increased allowing us to supply all of the grand alliance hunters and warriors with bows and stone tools. The resulting increase in trade gives our tribe more information about what happens in the rest of the alliance and makes it easier to send advice to them. Adlegron spend his time hunting while Liririel introduced farming to the tribe. Those that gather plants around our settlements have now created small fields of wheat and potatoes creating a new source of food for the tribe.
[Camp: Turn a group of hunters into crafters done +1 Influence for supplying the grand alliance]
[Narrows: Build a meeting hall at 15/60]
[Adlegron: Help hunt: 30+10 +1 hunting xp, +4 population]
[Liririel: Farming: 29 +1 farming xp, study farming complete +5 population per turn]


Arawen has finished to teach our leaders to read allowing our leaders to communicated complex plans and reports to be given with letters instead of having to return to the central settlement in person. This is used by Galor who is setting up a more complex government with Liririel as Queen giving order to local chieftains. There is still more work to be done as it is not yet clear what needs to be decided by the Queen and what shall be handled by the chieftains.
[Galor: Proclaim Liririel Queen: 31+5 at 36/60, +1 administration xp]
[Arawen: Writing: 74 +2 lore xp study writing complete and +10 to proclaim Liririel Queen]
[wise woman +5 to Cultural identity at 5/40]


Haldad has organized a new group of hunters and convinced them to join the Deer tribe and he is working on a permanent camp as reports from the area around the lake suggest that there are multiple groups of warriors and orc heroes there backed by at least four groups of hunters.
[Haldad: new tribe: 83, Deer tribe +1 group of hunters]


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 15 and the stoneshapers camp at 35.
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:

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, +20 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 +5 to ranged attacks, +15 to melee attacks, +10 to defense and +2 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

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

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.
This roll will be 5 higher if all settlements have shrines.
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 15/60

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 four more.
When the tribe gains a group it can have one more specialist.
Each specialist can supply 8 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 5 groups
0/20 Metalworking

More Boyars
Allows us to provide 8 more groups with bows
0/20 crafting
Can be trained at alliance that do not have Boyars.

Train stoneworkers
Gives +5 to the tribal dice, +2 population per turn to hunters and farmers.
Can be trained at alliance that do not have stoneworkers.

Train potters
+1 population per turn per group in the tribe
Can be trained at Resting Deer

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 Administration 65: Beren(hunting/combat/leadership)
DC Administration 75: Brandir(hunting/crafting)
DC Administration 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 5/40


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
46/60 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: 4 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

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.
Specialists can be trained for all tribes.

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.

Metalworking

Search for mines
Now that Luthien has finished searching our lands for mining sites we can send her into the lands of our allies.
Each group can supply about 20 groups and each team 5.
DC 95: A large mining site is found where multiple groups can work
DC 90: A mining site is found where single groups can work
DC 85: A minor mining site is found where a team of specialist can work
DC 70: deposits large enough to use the ore in 5 actions
DC 60: deposits large enough to use the ore in 1 action
DC 40: can try again
A second roll is made for the type of ore:
1: silver
2: tin
3: copper
4: iron
5: iron

The following places can be searched: the narrows, the salt trader camp, Resting Deer, Deer hunter camps(2x), hill tribe
 
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I think you got the camp and narrows switched around since the camp rolls at 25 (so the crafters should be finished) and the narrows roll at 15.
You are right i swapped those two, the post has been updated.

I am giving the following as reward:
Increased cooperation leads to the shrine at Running Deer completing early(the two elves there return to our tribe next turn)
 
What promises did we make at the last meeting?

[X] Adlegron: Travel to the western mountain pass
[X] Liririel: Convince the grand alliance to accept Liririel as queen
[X] Galor: Proclaim Liririel as Queen
[X] Arawen: Cultural Identity
[X] Narrows: Build a meeting hall
[X] Camp: Build a meeting hall
 
@RulerOfNothing, I suggest we start getting metals up and running asap, we will need it when we start fighting demons and getting more population while it is relatively peaceful.
 
@sunrise, what happens if we fail a hero recruitment action? Also, if we roll below 40 when searching for mineral deposits at a location, that means that we can't do that again at that location?
 
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@sunrise, what happens if we fail a hero recruitment action?
rolls of a 5 or lower will make that hero unavailable for several turns.
getting within 20 of the DC will make the next try easier

Also, if we roll below 40 when searching for mineral deposits at a location, that means that we can't do that again at that location?
That is correct, but you are allowed to search in all areas controlled by the grand alliance so you will find something in the end.
 
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