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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 1446035239730.jpg (296.73 KB,900x1165,180:233,guild leaders meet.jpg)

c071f3 No.12311 [View All]

In a mythical land surrounded by ever creeping darkness, there stands a city. A beacon of hope for humanoids and civilization. You take the role of a guild leader within the city, facing off darkness from the outside and intrigue between the other guildleaders from the inside. How will you act? Improving yourself within the city by might weaken the city against the hordes of evil outside. Improving the city may come over your own benefits. Will you strike the right balance?

Become influencial and write the laws everyone in the city will bow to!

Start a rebellion to become the ruler of the city!

Become the hero the city needs and slay the dark beyond the walls!

Ally with darkness and see the city falls!

And much more…

Fill your sheet like this: http://pastebin.com/cjRxZpbN

each turn has 2 phases

Council phase:

> In this phase you can choose either to vote on city laws that will change how the game is being played, or choose to leave the council and get your own personal event.

> In this phase everyone who remained to vote for laws in the council can make alliances and trade freely

> DM posts the updated city stats with everything you need to know about what's going in the city.

Action phase:

> In this turn DM posts a list of possible actions player can make. All possible actions will be described to great depth and will be based on your scores and stats. The types of actions and the outcomes may be dynamic cased on the laws you implemented in the council phase and on your political status.

LET THEE POLITICAL ENTRIGUE BEGIN

104 postsand35 image repliesomitted. Click reply to view. ____________________________
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c071f3 No.12886

Dice rollRolled 6 + 9 (1d20)

The Beck Rogue Guild will put their tracking skills to the test.

5)Track the dire-wolf at the tall forest(Track type, difficulty 2)

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c071f3 No.12887

>>12866

http://pastebin.com/MLPu84EZ

Action Barter - Trade 5 ore for 125 Gold

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c071f3 No.12888

1)Mine ore at the caverns outside the city

>>12866

Guild stats

***

Guild's name: 'Tobrenski Contractors and Building Enterprise'

Political status: Council member

Guild type: Merchants company

Fame: 6

Influence: 26

Gold: 0

Resources: 12 Ore, 4 Meat, 14 Crops.

Might: 2

Total Fight score: +10

Toatal Banish score +8

Total Purge score +5

Total Track score +4

Total Steal score +5

Total Overall score +14

Members: 4

Owned buildings:

*Trading Post

Guild members

1)'Gundaz Tobrenski' the Dwarven Warrior

2)'Heimar Tobrenski' the Dwarven Wizard

3)'Seamus MacConrad' the Human Wizard

4)'Fellia Sinclaud' the Halfling Warrior

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c071f3 No.12889

>>12879

>>12884

1. We need to re-establish the Twelve Maker's powerbase in the city. The Aeslics are extremely disorganized as it stands, having lacked a Protiereus for some time. With our newly-appointed Xystus I, we must appoint new priests and deacons across the city, and encourage attendance to our churches once more. With a freshly renewed clergy, we can begin to focus on consolidating and refreshing our powerbase, and building more impressive and important symbols of the Aeslic's power.

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c071f3 No.12890

File: 1446399821391.jpg (128.37 KB,400x513,400:513,gnome rogue.jpg)

>>12886

Failure! The woods started looking too similiar after a while, hungry eyes were looming from behind the thick plants. As darkness fell Beck Rogues Guild realized they were lost

'Rebecca' the Elven Wizard Was lost in the forest

'Becka' the Gnome Rogue Was lost in the forest

– Aftermath –

You have recieved 1 might from the casters in your guild

your influence has increased by 6 points(the amount of your fame)

The members of your guild have consumed 1 amount of meat

The members of your guild have consumed 3 amount of crops

Guild stats: http://pastebin.com/7VHwRJKj

>>12887

You have managed to sell 5 ore for 113 gold.

– Aftermath –

You have gained 5 might from purity

You have recieved 2 might from the casters in your guild

your influence has increased by 6 points(the amount of your fame)

The members of your guild have consumed 3 amount of meat

The members of your guild have consumed 2 amount of crops

guild stats: http://pastebin.com/uzzbGavu

The dwarves pick their old pickaxes and dwell down the caverns. A refreshing change from the regular trade and talk, just you, the earth, and the ringing sound of ore being struck off the vein.

You have mined 10 amount of Ore

– Aftermath –

You have recieved 2 might from the casters in your guild

your influence has increased by 6 points(the amount of your fame)

You do not have enough resources to maintain the trading post

The members of your guild have consumed 3 amount of meat

The members of your guild have consumed 1 amount of crops

guild stats: http://pastebin.com/3iqcrKSH

>>12889

That counts as "do something else". Roll 1d100, if you roll less than 40 you achieve nothing. If you roll over 40 you will achieve a certain amount of influence/fame. Let's see your rolls now.

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c071f3 No.12892

Dice rollRolled 12 (1d100)

>>12890

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c071f3 No.12893

File: 1446402145247-0.png (557.38 KB,640x427,640:427,orcish horde.png)

File: 1446402145247-1.jpg (189.44 KB,640x740,32:37,orcish horde 2.jpg)

>>12892

The populace of the city were not kind enough to appreciate you trying to tell them how to live their lives and believe in what they definitely SHOULD believe, the poor souls must be in grave pain, you are determined to keep trying on setting them to the right path.

- Aftermath –

You have recieved 3 might from the casters in your guild

your influence has increased by 6 points(the amount of your fame)

The members of your guild have consumed 3 amount of meat

The members of your guild have consumed 1 amount of crops

guild stats: http://pastebin.com/GD5bMsJn

> City Event: To celebrate the coming spring, farmers decided to set up a festival! (+1 happiness, -10 crops from city stock every turn for 3 turns)

City report: http://pastebin.com/warning.php?p=1

The city is trembling to the terrible sound of savage beating drums. You climb the walls and look to the horizon where you see what everyone feared most - the savage orcish horde is marching to down your location. The horde is still very far away, but its size darken the horizon and the noise of savage screams and growls shakes the stone wall below you even from this distance. You hurry down the ladder to climb off the walls and run to the council. Time is of an essence, and only the council will decide the fate of the city from the upcomming horde.

* Trade: During this phase you can trade your resources and gold freely with any other guild leader as long as you don't break any of the trade policies currently in law.

* Alliance: Guilds can agree to ally each other - You must support your ally when he starts a rebellion. Aggresive actions against allies are forbidden. Breaking alliance costs 30 influence.

> [Patriarch = Titular/None]

The current rule exists only by name or does not exist at all. That means the council members are granted with full authority to govern the laws.

Each council member will vote on the change he wishes to make on the current discussed policies, the most voted option will become the new law.

Since there is no current patriarch to restrain you, you have the ability to pay 20 influence in order to make your vote counts twice

> Currently discussed policies: Horde conflict.

> 1) Vote to 'Bribe them off' - Each guild will pay up to 100 gold as a gift to the horde so they will move along and leave the city be.

> 2) Vote to 'Seal the city' - Close the city and let the horde siege until they starve and leave. Fulfilling missions at the next action phase will be impossible unless they are described to be within the city.

> 3) Vote to 'Fight the horde' - Fighting the horde means all guilds must roll 1d50+overall score against the CR of 500. losing means the horde loots all the gold and kills half the population.

> 4) Leave the council hall to your own affairs(You do not get to vote, trade, and make alliances at this turn. But instead you get your own personal event)

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c071f3 No.12896

FIXED CITY REPORT: http://pastebin.com/EeRRtBgw

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c071f3 No.12897

Members:

Anna 'Dixie', Human Wizard

Alexander, Human Warrior

Greta, Human Ranger

Richard 'Red', Human Warrior

Guild's name: 5th Expeditionary Co.

Political status: Council member

Guild type: Merchants Company

Fame: 6

Influence: 20

Gold: 200

Resources: 15 Ore, 15 Meat, 15 Crops

Might: 0

Total Fight score: = 8

Total Banish score: = 6

Total Purge score: = 8

Total Track score: = 6

Total Steal score: = 4

Total Overall score: = 14

Fluff:

A group of middle-aged friends from a period of military service. Once their service was up, each member went their separate way for years before a chance reunion led to a night of drinking and shared stories of poor fortunes on their own. Retelling the tales of their youth and of as working as a team sparked something within the four humans, and soon they had begun to work together toward founding their own merchant guild.

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c071f3 No.12899

>>12893

The Representative Order of the Aeslics of the Twelve Makers votes to fight!

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c071f3 No.12901

>>12890

>>12893

http://pastebin.com/MLPu84EZ

Brother's Inc. wants to fight them off for good and avoid a siege. Scatter them to the wings!

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c071f3 No.12902

>>12893

The Stargazers vote to seal the city, our chances to fight them off are minimal at best, and I don't think any of us want to pay the requisite gold to bribe them away.

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c071f3 No.12903

>>12902

We shall also state this, if this foolhardy plan to attempt meaningless violence then the Stargazers will not participate in the combat.

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c071f3 No.12904

>>12893

The Specter Breakers vote to seal the city.

"Would give us a reason to focus on cleaning it out properly at least."

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c071f3 No.12905

>>12893

Representing the 5th Expeditionary Company, Anna votes to Seal the City.

"It is nothing short of incompetence to suggest that we leave the city walls and face this threat in the field. If none support bribing the horde, I vote to seal the city and weather the siege."

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c071f3 No.12908

>>12893

[Society]

[Vote: 2 - Seal The City] The Society for Discreet Problem-Solving votes to seal the city. It is generally agreed that the city currently has enough stock to outlast the hordes. If the situation grows exceedingly grotesque a sally against a weakened horde is still possible.

The Society would further like to castigate other city groups for advising an attack on such a force without event the chance to deplete it a whole or in part.

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c071f3 No.12941

>>12884

***

Guild stats

***

Guild's name: 'City Guard'

Political status: Council member

Guild type: Dwarven party

Fame: 9

Influence: 42

Gold: 68

Resources: 3 Ore, 3 Meat, 5 Crops.

Might: 2

Total Fight score: +18

Toatal Banish score +8

Total Purge score +6

Total Track score +10

Total Steal score +6

Total Overall score +21

Members: 6

Owned buildings:

*Tavern

Guild members

1)'Captain Dwarvinus Draconias' the Dwarven Warrior

2)Bendarof Burningwood the Dwarven Ranger

3)Drigi Cobblechest the Dwarven Warrior

4)Bendarof Headstrong the Dwarven Wizard

5)Norabur Ironpike the Dwarven Warrior

6)Badro Ironpike the Dwarven Ranger

4) Let em vote then. Nooo business for the City Guard, though in light of recent aspects perhaps trying to police the city is not an undertaking worth doing. Other options will have to be considered.

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c071f3 No.12945

File: 1446419248912.jpg (8.61 KB,209x242,19:22,bard.jpg)

>>12941

Music is being played loudly just outside the band's hall for all day now, keeping you unrestful and angry. .

It's probably about time someone would take action against whoever plays that music, and you decide it should be you!

You walk outside and see a bard singing and playing cheerfully on a lyre to a bunch of peasants who blankly stare at him with a smile stuck to their faces.

You slam the door violently behind and approach the bard with anger before you realize what he is singing about - The city guard, praising you and your deeds!

1) Pay the bard to keep singing, it may attract new recruits!(lose 150 gold, Gain 1 recruit for every 4 fame points the band has)

2) *Punch the bard* for the noise he is making

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c071f3 No.12949

Dice rollRolled 4 + 9 (1d20)

Honestly the only option we have is to seal the city, given we literally do not have the stats to do anything else. This confrontation is a tad… early in the game for its severeity.

That said The Beck Rogue Guild is going to have to go out into the city to see what fortune blows their way.

> 4) Leave the council hall to your own affairs(You do not get to vote, trade, and make alliances at this turn. But instead you get your own personal event)

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c071f3 No.12950

>>12949

forgot to take off dice

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c071f3 No.12955

>>12893

2) The walls of this city have never been breached, and so it will remain. Seal the city and let them tire themselves out!

[TRADE]

Once more the Von Drakes are interested to trade their grain for meat at a the current market price of 5 grain for every 7 meat with any guild that's interested.

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c071f3 No.12992

>>12888

>>12904

The Specter Breakers ask the Tobrenski Contractors if they might facilitate a trade deal for them.

They need 5 more units of Ore, but don't have a trade port themselves or the time to trade.

If the Specter Breakers provide 125 gold, the Tobrenski can purchase 5 units of ore for them, and return the ore next council meeting. The Specter Breakers offer an additional 15 gold as a fee for taking care of the transaction.

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c071f3 No.12999

File: 1446500466703.jpg (94.87 KB,500x1329,500:1329,rogue 2.jpg)

>>12949

You were strolling around the streets of the city, enjoying the colorful crowd and sweet smells coming from the market ahead of you.as you heard a soft whistling signaling you from an alley just as you passed by it. You look to the Inside and you see a fairly short human standing there cloaked by the shadows. He signals you to approach. As you do you notice the human is very young

He stares at you in curiosity for a moment with a cunning smile, before he pulls something from his robe that clings in a metalic voice, its a bunch of keys.

The human plays with the keys in his hand like a jester as he speaks in an almost childish voice My name is Matthew Sacae! The talisman of the city as you may know! I have much interest in the… disorder of this city. You know, since the dragon immigrated back to our lands and the new so called king of the… well, you don't care about that do you?

he grunts to the air and continues ''Aaanyway! I have this bunch of keys here which will grant you access to every door in the city marked with blue beneath the arch. I marked them myself!

You see, I need disorder and you need power, we both get the benefits. Giving the keys to the wrong hands is what I need, and you need those keys! Perfect deal, even a fair one I suppose! Now, all you have to do is to use your influence to make sure the guards won't stick their noses at the east side of the city, you know, where they keep their prisoners is at. I might visit there myself - Think you can handle it?''

1) Accept the deal (lose 15 influence to cancel the guard patrol, gain item Matthew's keys +4 steal)

2) No, this deal is not fair! It is unfair to the citizens of this fair city!

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c071f3 No.13000

>>12999

Mutters are passed back and forth among the remaining members of the Beck Rogues, until Lil' Beck steps forward.

"Deal. Consider the patrol sufficiently distracted. "

1) Accept his deal (use 15 influence to cancel the patrol, gain item "Matthew's keys +4 steal) ");

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c071f3 No.13071

File: 1446525923698.jpg (89.68 KB,1024x728,128:91,prison.jpg)

>>13000

You take off to your guild hall that evening and go up the stairs as you keep thinking about the encounter you had with that rogue. Who was he? He was sure confident about himself, yet you have never heard of his name before. The things he talked about… Dragons? Kings? They make no sense at all. Maybe he is just crazy and nothing of him should make any sense at all - But… But you DID check those keys he gave you, and they do seem to open each door with a blue mark underneath the arch. Could a crazy person achieve such thing?

You lay down in bed with all those questions dancing circle around your mind, you stay awake restless until you hear a loud shattering noise from the east. Followed by the sound of guards screaming orders at each other. You look outside your window as you see a guard running in panic at the streets, calling other guards to rally EVERYONE go east! The prisoners have escaped! A hole was blown to the eastern wall!

Whoever this Matthew Sacae was, he sure was not crazy…

> New threat has spawned "Track the prisoners hiding within the city"

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c071f3 No.13072

>>13071

New threat has spawned "Track the prisoners hiding within the city(Track Type, Difficulty 2)"

*Fixed

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c071f3 No.13074

At the same note, im giving everyone another day to reply on the current phase, since 8ch was down yesterday I imagine some of you did not comment just because of that. Anyhow, I will continue to the next phase when im back from work(11 hours~) So be sure to comment by then.

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c071f3 No.13098

>>12893

Ainz votes to seal the city.

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c071f3 No.13126

File: 1446582165360-0.jpg (1.04 MB,632x3712,79:464,actions3.jpg)

File: 1446582165360-1.jpg (309.25 KB,1331x820,1331:820,Mill.jpg)

> Voted to 'Seal the city'

1) Fulfill mission(choose mission, roll 1d20 + relevant score)

2) Recruit mercenaries (choose from the garrison, you can't have more members than your fame score)

3) Cast a spell (summon darkness/summon inferno/conjure gold/aura against evil/godly intervention)

4) Construct a building

5) Aggresive action (Steal/Sabotage)

6) Barter at the market(buy/sell resources)

7) Start a rebellion(costs 80 influence requires 15 fame)

8) Do something else (describe)

9) fulfill objective(the final objective of the game)

First to comment is the first to take action.

Read the pic related for in-depth description of each action

Read the city report to see available recruits and missions http://pastebin.com/Bc9pJeUE

>Reminder: You can not fulfill missions outside the city since it is now sealed

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c071f3 No.13134

Dice rollRolled 17 (1d20)

>>13126

Members:

Anna 'Dixie', Human Wizard

Alexander, Human Warrior

Greta, Human Ranger

Richard 'Red', Human Warrior

Guild's name: 5th Expeditionary Co.

Political status: Council member

Guild type: Merchants Company

Fame: 6

Influence: 20

Gold: 200

Resources: 15 Ore, 15 Meat, 15 Crops

Might: 0

Total Fight score: = 8

Total Banish score: = 6

Total Purge score: = 8

Total Track score: = 6

Total Steal score: = 4

Total Overall score: = 14

Fluff:

A group of middle-aged friends from a period of military service. Once their service was up, each member went their separate way for years before a chance reunion led to a night of drinking and shared stories of poor fortunes on their own. Retelling the tales of their youth and of as working as a team sparked something within the four humans, and soon they had begun to work together toward founding their own merchant guild.

5th Expeditionary Company's members gather their old war equipment and prepare to accept a mission to aid the city.

> Fulfill Mission

>12)Fight the goblins at the city's sewers(Fight type, difficulty 1)

Fight score = 8

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c071f3 No.13135

Dice rollRolled 3 (1d20)

>>13126

http://pastebin.com/MLPu84EZ

Brother's Inc.

1 Fulfill mission, "Track the prisoners hiding within the city(Track Type, Difficulty 2)"

Track Score +13

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c071f3 No.13137

Dice rollRolled 9 (1d20)

>>13126

[Society for Discreet Problem-Solving]

1. Track the dire-wolf at the scarred desert (Track type, difficulty 2)(1d20+9+

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c071f3 No.13138

>>13126

[Twelve Makers]

Construct a Tavern.

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c071f3 No.13142

Dice rollRolled 20 + 6 (1d20)

>>13135

>>13126

The Beck had nothing to do with this job and aren't feeling a bit guilty at all. No siree. That isn't why the Beck Rogue Guild is gonna help the Brother's Inc track these prisoners down whatsover They just need the gold see?

1 Fulfill mission, "Track the prisoners hiding within the city(Track Type, Difficulty 2)"

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c071f3 No.13148

Dice rollRolled 10 + 13 (1d20)

>>13126

http://pastebin.com/zF517mfy

"The enemy is at the gates, so let's take care of the enemies within. We got a fairy causing trouble at my favourite tavern. And if things go well, then the first round is on me! So let's get it!"

1, 13)Banish the fairy from the laughing-Goat tavern(Banish type, difficulty 1)

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c071f3 No.13149

>>13126

Guild's name: 'Specter Breakers'

Political status: Council member

Guild type: Mercenary band

Fame: 9

Influence: 37

Gold: 800

Resources: 15 Ore, 9 Meat, 11 Crops.

Might: 8

Total Fight score: +8

Toatal Banish score +11

Total Purge score +11

Total Track score +5

Total Steal score +5

Total Overall score +16

Members: 5

Owned buildings:

Guild members

1)'Petyr Vank' the Gnome Wizard

2)'Rayne Stanz' the Gnome Wizard

3)'Windstone Zadok' the Human Paladin

4)'Professor Egad' the Human Paladin

5)'Amblus Bashtof' the Dwarven Warrior

Action:

Go to the market to buy 5 ore

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c071f3 No.13153

>>13126

spend 10 might, summon darkness

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c071f3 No.13158

File: 1446613228052.jpg (45.88 KB,297x450,33:50,human rogue.jpg)

>>13135

Failure! Atfirst you thought that you are getting a good lead on them as you followed their bloody footsteps into the dark conrners of the city, but it was all too easy - a set up trap. They have waited for you there, as you passed through between two narrow walls to an alley they blocked your way from two different pathes. Now is your doom Says one prisoner, his body is twice the size of yours and his prisoner clothes are tainted with blood. He holds a large butchers knife. He is stepping closer from one side while the rest of the group steps from the other. No where to run, it seems like the end. He is now close enough to deliver the final blow, but why did he stop? You see his just standing there… And then, he falls like lumber on his head, with an arrow piercing the back of his neck. You look behind him and see >>13142 We followed you for the gold, we hoped we could steal your glory… Now, what do you say about we just share? The beck's guildmembers laugh as the rest of the prisoners scatter in panic, just before a group of guards who came to check for the noise handles them and drags them back to prison.

Sucess! Gain 2 fame

Beck's rogues guild gains the 250 gold

>>13137

Choose a different action you can't go outside the city (city is sealed, see last event)

>>13134

You have dwelled into the city sewer's finding the goblins wasn't hard since you only had to follow the stench. Killing them proved even easier.

Success! Gain 1 fame and 250 gold.

> I must leave for work now, I had 10 minutes and commented fast as i could. Ill finish replying to y'all when im back and post the next phase.

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c071f3 No.13159

>>13126

13)Banish the fairy from the laughing-Goat tavern(Banish type, difficulty 1)

Assuming I don't have to roll since I auto win anyways.

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c071f3 No.13171

Dice rollRolled 6 (1d20)

>>13158

[Society for Discreet Problem-Solving]

[Note: I am not sure if I reroll.]

1. 17)Track the prisoners that are hiding within the city(Track type, difficulty 2) (1d20+9)

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c071f3 No.13196

>>13171

For both you and tansen, notice the mission you are trying to attempt was already done by another guild. Choose something else

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c071f3 No.13201

Preparations for [TRADE]

A messenger goes around the city informing major guilds that the Von Drakes wish to trade for 4-8 ore, and as much meat they can afford during the next council session. They will bring 200 gold and 15 wheat to trade.

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c071f3 No.13208

>>13171

[Society]

8.[Other] The society, seeing few real options given that work has dried up, simply trains and plots at their guild house.

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c071f3 No.13284

So 8ch did not really work for me yesterday when i tried to reply, and now im late for work so I have to leave. I will try to comment again when im back from work.

Also, there are 3 players whom I didn't get their comment yet, awaiting for this too. hoping they just have similar site problems as i do.

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c071f3 No.13462

So is Bidderlyn having problems with 8ch, or did something else happen?

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c071f3 No.13496

File: 1446933893379.jpg (2.02 MB,2385x1655,477:331,253047.jpg)

>>13462

I announced it on mibbit guess you haven't seen it so sorry about that, i'll announce it here also:

Im going to reboot the game and re-open in few weeks.

I was kind of down with the fact players left the game on a single turn, it really messed up my current plans and I had to re-work all the balance to the point it was just frustrating and senseless. I had pleadings from players to keep going despite the players leaving (Ordon, randomperson, whitedeath) yet I feel the game wouldn't be the same and I do aim to try for the best I can and not just settle. Besides that, I feel like I should improve the game and add more depth and interactions so people wouldn't get bored and feel like quitting. I know some of you guys had great fun and I had great fun too. I love running this game but I can't go on when I feel the experience is incomplete. This is by no means the end of this game, Im just going to re-boot the game in a few weeks - Enhanced and better.

Hope to see you all then!

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c071f3 No.13498

>>13496

also the whole "secret" action guild type thingy. It makes it hard for a cult to win when it's bloody obvious that I'm trying to raise the number of threats.

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c071f3 No.13499

>>13498

Noted, ill make secret guild type (you can seem to be a different guild than you really are) and secret actions possible. (Biderlyn@gmail.com).

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c071f3 No.13590

>>13496

Alright, thank you for answering. I really hope the next run lasts longer. I had a fun time with this while it did and I hope to be part of the next run, see you then.

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c071f3 No.19792

File: 1450415110613.jpg (277.2 KB,624x907,624:907,rogue women.jpg)

Just an update since i can't get you all on mibbit chat to know this - I'm still planning to re open the game and infact im working really hard at the moment for the re-boot. It's just that I made much more content for the reboot than i intended to, so the schedule delayed as a result.

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