Magically Misplaced!
3/3 SPRING, game year 1.
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A: Continue building a palisade wall around the main town: 4 votes (16 points) + 1d100(40) = 56
C: Contact the Giant(Cyclops) non hostile way.: 3 votes (12 points) + 1d100(38) = 50
J: Try praying to a good of metals, fire and forging: 3 votes (12 points) + 1d100(82) + Minor action (10) = 104
Another month passes, and summer is near! People talked about going out to find May, but decided that she would probably return by her own. And indeed she did, sadly not alone!
Twelve days after she ran away the Fishing village was attacked, no less than seven zombies this time, May among them! It was a hard fight, not least because people did not want to fight May, they tried to talk to her, calm her or trap her, but when she got close to one of the kids who had ran there to see what happened one of the guards had to take action and fired an arrow into her head!
Luckily no one was hurt in the combat, but clearly this is not going to stop anytime soon, something should be done about it...
In better news, the palisade wall around the main town is finished, it took up the rest of the timber reserves, but the lumberjacks are already filling it back up!
A small group of men decides that the Animals left at the forest edge is a gift from the giant, and adds them to the storage, but not before trying to eat a small batch, to see if something is wrong with it, all seems fine.
This encourages the people to try and contact the Giant, as he seems friendly! While the idea may be good, the timing is not! when the men gets to the small clearing where the giant has his fireplace they hear yelling, deep voices yelling! "Hum you scum! we told you not to steal our deer! Squirrels and mice, ducks and birds, only small animals can you eat! That's your punishment and you know it!" then all hell breaks loose, getting closer the men can see three other Cyclops beating up the one armed one! "Teaching you a lesson Hum, better you learn it!"
After a some minutes it seems They are about done beating up Hum who is silent on the ground! but then one of your men takes a wrong step and makes noise loud enough to alert one of them "What's that?" one says and they all starts walking towards you! Suddenly Hum gets back up on his legs, throws a rock right at the neck of the biggest Cyclops just before he starts running away, the two smaller turns to run after him but the biggest one stops them "STOP!... There is no time to chase him now... We have to go see if the humans are productive! Garal wants a big harvest before we attack!"
That's all the men hear before they have to hide! The three Cyclops walks right past them towards the town! The men are shaken and it takes them some time before they gather the courage to go back to town! when they get there everything seems to be just fine, and there are no signs of the Cyclops.
Hum, as the one armed Cyclops is apparently named is not seen anymore this month, and his fires only burn every third or fourth day now...
Oblon the sage continues his search for a higher power, but it is not before he by random chance bumps into
Wayland something happens.
Just as Oblon passes Wayland, the timber Wayland is carrying towards the wall breaks in two, upon inspection the two sees that the inside of the wood is scorched and burned, somehow small deposits of iron ore are inside. INSIDE the wood!
Talking together Oblon concludes that it must be Waylands desire to forge again that somehow has attracted the higher powers of this realm... or at least, that's the theory!
Just as the month is about to end
Captain Aengus calls the people together for a more important discussion! Just outside the walls are two... ehm... Dwarfs? Eh... people of small stature, but not deformed like the Dwarfs back in England. They call themselves Gnomes and goes by the names Zionil and Gond! They say that they are traveling sales and craftsmen who have by accident lost their food rations to a pack of wolves! They beg of you to allow them a place to sleep, just for the night! and, if you are willing, they would also like to buy from you some food for the rest of their travels, and permission to return in the winter, using the town as a rest place during the worst of the winter storms... In return they will give you the rest of their wears! including both tools and some weapons.
OPTIONS, choose up to 3:
A: Send out armed men to find whatever turned May and others into zombies. (armed with 4 swords and 2 bows)
B: Try finding Hum (giant) again (hostile or non hostile approach?)
C: Investigate into the situation with the other three Cyclops.
F: Send out another scout party (Choose direction or destination)
G: Build more houses, living together is fine for couples and families, but you all need a place to call your own!
H: Try praying to god again!
I: Try praying to this "Pelor" God you heard about!
J: Other option (each suggestion costs at least 1 Action point)
What should be done about Zionil and Gond (choose two)
1: Invite Zionil and Gond in, try talking a bit with them; where are they from? what is this place?
2: Accept their offer, you give them some food now and a place to stay next winter, in return they will give you the wares they have now and bring you some iron bars and coal from their secret stash.
3: Accept the offer, but let them keep their wares.
4: Accept their offer, but follow them and see where their stash is.
5: Kill them and take their stuff, maybe they have a map to the stash!
6: Tell Zionil and Gond its time to leave (follow/don't follow?)
Still (always) open for new players)
MAP:
Sight explanation:
Settlement status:
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Humans 29(18M, 11W) Adults, 4 children.
Gnomes 2(visit for now)
.[tabs: Buildings]
18 standard houses, fine condition.
1 church, lightly fortified, fine condition.
[tabs: Recourses]
Food: 34 (-32,5/month)
-Corn + 30 to 300 food during 2/3 summer & 3/3 summer.
-Fish + 0 to 20 each month
-Game + 0 (no hunters)
Building materials
- Stones and clay 60 (+10 each month)
-Wood 4 (+10 each month)
Other
None
[tabs: Defenses]
Church lightly fortified (+5 defence to anyone inside)
Palisade wall at the main town (+8 defence to anyone inside including buildings)
[tabs: Weapons]
12 Swords (+10 to attacks)
30 Knives (+2 to attacks)
6 Long Bows (+12 to ranged attacks)
3 short bows (+8 to ranged attack)
500 arrows.[/tabs]
Player status:
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.[tabs: A. Griffiths]
Name: Aengus Griffiths (Nolandking)
Description: WIP
Health: Normal
Profession: Village Militia Captian
1st Talent : Command (Lowers difficulty of tasks within his field by 10%)
2nd Talent : Intimidate (Lowers difficulty of tasks within his field by 10%)
Major actions : 1
Minor actions : 3
Action points : 25
[tabs: R. Johnson]
Name: Robert Johnson (ChuckDaRighteous)
Description: Being a fast rider and sneaky stalker made Robert a great scout in Arthur's army.
Health: Normal
Profession: Scout (Lowers difficulty of tasks within his field by 20%)
1st Talent : Stealth (Lowers difficulty of tasks within his field by 10%)
2nd Talent : Animal handling/riding (Lowers difficulty of tasks within his field by 10%)
Major actions : 1
Minor actions : 3
Action points : 25
[tabs: S Jones]
Name: Sam Jones (Badge)
Description: A fast talking man who prides himself in making the best hooch and ale in town. Also the only hooch and ale in town, thus holding the spot of best and worst... He always dreamed of building and running a tavern.
Health: Normal
Profession: Brewer
1st Talent : Cook
2nd Talent : Knowledge of herbs, spices and mushrooms.
Major actions : 1
Minor actions : 3
Action points : 25
[tabs: Wayland]
Name: Wayland (Nerre)
Description: WIP
Health: Normal
Profession: Blacksmith
1st Talent : Woodworking
2nd Talent : Leatherworking
Major actions : 1
Minor actions : 2
Action points : 25
[tabs: Oblon]
Name: Oblon The Sage (Runsaround)
Description: Oblon's entire life is Saging. He was born to Sage. He spends his non-saging time preparing to better Sage. It's a shame he's not altogether that great at it.
Health: Normal
Profession: Sage
1st Talent : Scholaring
2nd Talent : Pondering
Major actions : 1
Minor actions : 3
Action points : 25[/tabs]