Civilization IV: Officially Over (see latest post)

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Aegis J Hyena
Game Master
Posts: 4293

Re: Civilization IV

Post by Aegis J Hyena » Fri Mar 01, 2013 12:11 pm

The Time Period: 985.07
Incoming Situations:
Statues and The Dead
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Cast of Characters (Players):
► Show Spoiler
Cast of Characters (Living NPCs):
► Show Spoiler
Known Knowledge:
► Show Spoiler
Societals:
► Show Spoiler
Random.org Rolls made:
► Show Spoiler
Towns and Villages
► Show Spoiler
The Poorly Locked Chest (and other assorted Treasure Chests):
► Show Spoiler
The Aspects and Experience:
► Show Spoiler
Current Questplots: 0/3:

The Situation:

The village finds itself in a deep depression-ravine surrounded by barren, spiky boulders on all sides. The depression's dimensions are about four hundred feet long by maybe some five hundred wide. The ground is hard, gritty sand that would make excellent sandpaper, with lots and lots and lots of fine quartz. The depression is reasonably protected from wind, though the downdrafts on the edge of the ground above are quite powerful. If harnessed, they could possibly be used to blow the unwary into your little depression where if not killed by the fall, can be taken prisoner, looted or sacrificed. Dominating the middle of the depression is a large deep blue pond that most certainly wasn't there before you got here; Ol' Mags must have put it here. The waters have no magical powers yet, but they soon will from exposure to the land. Tainted with Chaos, the waters will change the goblins for good or for ill, but no one is sure yet WHAT those changes are going to be.

In the center of the oasis (itself some one hundred feet in diameter... not a perfect circle, but you get the idea) is a large sandstone carving of a winged sphinx with Ol' Mags' head which occupies about half the space. Upon command, the wings can stretch out and upward, providing easy access to the surface of the depression if you don't feel like climbing up steep inclines and jumping from boulder to boulder. The sphinx is hollow, and will serve as the temple to the village. Tempratures range in the 80s in the depression to almost 120 on the surface. You will not be able to survive long up there without help or a big water supply.

Because of the mutation factor, some 35 goblins total have small "mutations" (ranging from an extra finger to two irises in one eyeball, etc). Five of them are story worthy, but it will take a Standard Action to introduce one of them (so you have a while yet). The mutations have the unfortunate effect of causing them to be cut off from Ol' Mags, so you can't have any priests with mutations. The Chaos Taint also hurts magic use; so only 1/7 of those with Mutations could become wizards (though for right now no one is). When they die, it is unknown what will happen to their spirits and they are -not- happy about this. Ol' Mags is powerless to bring them back into the fold; this is a side effect of the Chaos Taint of the desert.

There is no real wildlife to speak of, either in the depression or on the rocks surrounding your new home. It's a barren, flat land that is blisteringly hot in the daytime and near-freezing at night. On top of that, there's a "salty haze" that hangs in the air of the depression that just won't go away, making your lot constantly thirsty. Fortunately, fresh, pure water is pouring out of the sphinx's open mouth (a nice little gift from Ol' Mags) so you do have a constant source of fresh water. There are no other civilizations nearby that will rival you for resources, although with the bleakness of the surrounding land, you'd be surprised to find resources, period.

Ol' Mags has gracefully given you some less-gritty-than-normal sandy areas to farm with in this depression, and has taught the secret of farming Cloxin Tuber. This is a water-filled sweet reed as strong and sharp as bamboo with a radish-shaped blue vegetable on one end, and only grows in very sandy soil. This is going to be your basic staple and while you have enough space to farm now for your small village, if there's to be any kind of growth you'll need to move your operation topside where it's far more exposed to the elements later.

For now the goblins are too busy establishing lean-tos, taking shelter under overhangs, or beginning to shape the clay in the oasis into dried mud to build homes with to establish a political order or chief. Ol' Mags has left limited supplies of dull, thick cloth (enough for clothes, some makeshift shelter), but the Chaos effect of the land has prevented Him from giving other very basic needs other than a few pouches of cacti seeds. You're on your own until you can find something else out there. At the next Winter's Meet (technically, though you'll never see snow here in your lifetime), all of that will likely be hashed out. So much to do and so little time to do it before night falls... at least you're left in peace by anything intelligent that might be out there. For now.

WILL YOU... (pick 3 unless I say otherwise)...

A) Dig in the walls of the depression and search for caves or mines?
B) Send search parties out so you can explore the land and see if there's anything else out there?
C) Use the clay in the oasis to form a dome over the depression, protecting yourselves from the boiling sun in the daytime?
D) Attempt to harness the downdrafts, so you can set up traps on the outer rim?
E) Begin a cactus farm with the seeds?
F) Dig out a shelter-cave under the oasis itself, one that can hold the village?
G) Focus on turning the sand into a kind of mud-stone? Mixing it with pulped Cloxin Tuber hardens it.

Perks: Pick one from each list. One more for Technology to come next month.
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Lokthar
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Re: Civilization IV

Post by Lokthar » Fri Mar 01, 2013 12:14 pm

Dusk9 wrote:What is it with you guys and inhospitable lands? :roll:
Honestly, I sort of play the start up like I would Dwarf Fortress. Inhospitable lands give us more FUN.

Nolandking
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Posts: 689

Re: Civilization IV (985.07)

Post by Nolandking » Fri Mar 01, 2013 12:29 pm

Ok I think we should do this

ACE

A) chriscane
B)
C) chriscane
D)
E) chriscane
F)
G)

And for techs

Basics Tree: Clean Food
Home Defense Tree: Scent Marks
Outer Defenses Tree: Oasis Slowdown
Dungeon Combat Tree: Danger Sense
Blueprints Tree: Sandstone Mold
Single Tactics Tree: Dervish Fury
Language Tree: Word Wise
Healing Tree: Fast Healing I
Spell School Tree: Elementalism
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Davecom3
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Location: Gainesville, Florida

Re: Civilization IV (985.07)

Post by Davecom3 » Fri Mar 01, 2013 12:35 pm

BCE, Clean Food, Scent Marks, Small Shrine to Ol' Mags, Danger Sense, Minor Sandstorm, Sandstone Mold, Word Wise(Better to have skill picking up languages before we call traders to ourselves and unintentionally offend them), Fast Healing I, Oasis Channeling

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Lokthar
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Re: Civilization IV (985.07)

Post by Lokthar » Fri Mar 01, 2013 12:57 pm

Well, for this first month, I say we focus on getting secure.


A) Dig in the walls of the depression and search for caves or mines? Might be a good idea, but we live in a desert, and the odds of sandstone being quite this close to the surface are unlikely
B) Send search parties out so you can explore the land and see if there's anything else out there?Not until we can make canteens to cart some water around with us, Or scout at night.
C) Use the clay in the oasis to form a dome over the depression, protecting yourselves from the boiling sun in the daytime?Might work, might collapse and kill all of us.
D) Attempt to harness the downdrafts, so you can set up traps on the outer rim?Could be a good idea, but we run the chance of blowing corpses into the water supply
E) Begin a cactus farm with the seeds?Definitely a good idea. get an extra water source, and enable scouting a bit further than the rim of the depression
F) Dig out a shelter-cave under the oasis itself, one that can hold the village?Similar issues with this as c. I don't have a problem with it if we can reinforce the lake bed with sandstone or something to keep the lake from falling in on us
G) Focus on turning the sand into a kind of mud-stone? Mixing it with pulped Cloxin Tuber hardens it.Works well with C, but we also have a limited amount of food.

CEG

A) chriscane
B) Davecom
C) chriscane, Lokthar, Davecom
D)
E) chriscane, Lokthar, Davecom
F)
G) Lokthar

Techs: Clean Food, Birthrate I (unless we have some giant scorpions or snakes roaming around, we already have an immunity to poison, and thus to anything smaller than us by a good amount), Small Shrine, Dungeon Seeking I, Minor Sandstorm, Sandstone Mold, Word Wise, Fast Healing I, Elemetalism[Earth]
Last edited by Lokthar on Fri Mar 01, 2013 1:02 pm, edited 1 time in total.

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SuperVaderMan
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Re: Civilization IV (985.07)

Post by SuperVaderMan » Fri Mar 01, 2013 1:02 pm

Yeah, if we just have an easy time of it, where's the fun in that? ;)

A) 2 (chriscane, SuperVaderMan)
B) 1 (Davecom3)
C) 3 (chriscane, Davecome3, Lokthar)
D)
E) 4 (chriscane, Davecom3, Lokthar, SuperVaderMan)
F)
G) 2 (Lokthar, SuperVaderMan)

Technology Votes
► Show Spoiler
For Last Defense I picked Last Stand, my logic being that if something's powerful enough to make it all the way to the inner sanctum, it'd be nice to have a last-ditch Smite to save us all.

For Spiritual I like Smite, 'cause that pretty much means we will probably win any magical engagement we get into, if we can stop them from casting spells.

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Aegis J Hyena
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Posts: 4293

Re: Civilization IV (985.07)

Post by Aegis J Hyena » Fri Mar 01, 2013 1:39 pm

Lokthar wrote: (unless we have some giant scorpions or snakes roaming around, we already have an immunity to poison, and thus to anything smaller than us by a good amount)
Heh heh heh. *looks innocent* This is a chaos area, snakes might not have poison in those fangs...
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Loki
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Re: Civilization IV (985.07)

Post by Loki » Fri Mar 01, 2013 2:25 pm

A) 2 (chriscane, SuperVaderMan)
B) 2 (Davecom3, Loki)
C) 4 (chriscane, Davecome3, Lokthar, Loki)
D)
E) 5 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki)
F)
G) 2 (Lokthar, SuperVaderMan)

Clean Food, Soothing Presence, Small Shrine to Ol' Mags, Dungeon Seeking, Charge and Trip, Quicksand Traps, Word Wise, Maglubiyet's Fingerpoke, Elementalism [Earth]
ÔÇ£Introduce a little anarchy, upset the established order, and everything becomes chaos, IÔÇÖm an agent of chaos , and you know the thing about chaos? ItÔÇÖs fair."

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Alavar
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Location: Poland

Re: Civilization IV (985.07)

Post by Alavar » Fri Mar 01, 2013 2:39 pm

I don't like that place. And the fact we are still pushed towards being evil :roll: Whatever.
A) 3 (chriscane, SuperVaderMan, alavar)
B) 2 (Davecom3, Loki)
C) 4 (chriscane, Davecome3, Lokthar, Loki)
D)
E) 6 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar)
F)
G) 3 (Lokthar, SuperVaderMan,alavar)

Food and Water
Basics) 4 (chriscane, Davecom3, Lokthar, loki)
Gourmet) 1(Alavar)
Culture) 1 (SuperVaderMan)

Home and Family
Home Defense) 2 (chriscane, Davecom3, Alavar)
Family Circle) 2 (Lokthar, SuperVaderMan)
Loyalty) 1 (loki)

Village Defense
Outer Defenses) 1 (chriscane)
Inner Sanctum) 4 (Davecom3, Lokthar, loki, Alavar)
Last Stand) 1 (SuperVaderMan)

Dungeoneering
Mazefinding) 3 (Lokthar, loki, Alavar)
Lootseeking)
Dungeon Combat) 3 (chriscane, Davecom3, SuperVaderMan)

Warfare
Group Tactics) 1 (loki)
Single Tactics) 1 (chriscane)
Magic Tactics) 4 (Davecom3, Lokthar, SuperVaderMan, Alavar)

Technology
Tool)
Trap) 1 (loki)
Blueprints) 5 (chriscane, Davecom3, Lokthar, SuperVaderMan, Alavar)

Social
People) 1 (Alavar)
Language) 4 (chriscane, Davecom3, Lokthar, loki)
Goods) 1 (SuperVaderMan)

Spiritual
Divine Focus)
Smite) 2 (SuperVaderMan, loki)
Healing) 4 (chriscane, Davecom3, Lokthar, Alavar)

Sorcery
Spell School) 5 (chriscane, SuperVaderMan, Lokthar, loki, Alavar)
Ley Line) 1 (Davecom3)
I.M.E.)
Perks: Pick one from each list. One more for Technology to come next month.
Please keep in mind any health advice should be taken with a grain of salt. I'm not 'very' experienced (yet :P)

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HerdsCats
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Location: Somewhere between a tub and a sharp pointy set of teeth

Re: Civilization IV (985.07)

Post by HerdsCats » Fri Mar 01, 2013 2:48 pm

A) 4 (chriscane, SuperVaderMan, alavar, HerdsCats)
B) 2 (Davecom3, Loki)
C) 4 (chriscane, Davecome3, Lokthar, Loki)
D)
E) 7 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar, HerdsCats)
F)
G) 4 (Lokthar, SuperVaderMan,alavar, HerdsCats)


Perks: Clean Food, Birthrate, Last Stand, Danger Sense (Though I am torn between this and Treasure Finding...), Minor Sandstorm, Sandstone Mold, Word Wise (I figure it might help to learn their language BEFORE we find out we just traded shiny metals for rat poop. Just sayin'.), Divinity Meditation,Oasis Channelling
My name is HerdsCats. I do the impossible, improbable, and downright unpleasant on a daily basis. How may I help you today?

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madmartin26
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Re: Civilization IV (985.07)

Post by madmartin26 » Fri Mar 01, 2013 2:50 pm

Nah, the mutations are cool! Besides, they don't make us evil, just different.
A) 4 (chriscane, SuperVaderMan, alavar, HerdsCats)
B) 3 (Davecom3, Loki, Madamrtin26)
C) 4 (chriscane, Davecome3, Lokthar, Loki)
D)
E) 8 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar, Madmartin26, HerdsCats)
F)
G) 5 (Lokthar, SuperVaderMan,alavar, Madmartin26, HerdsCats)


Perks: Pick one from each list. One more for Technology to come next month.

Food And Water:
Gourmet Tree: Tuber Expertise (Increases food value of Cloxin Tuber)

Home and Family
Home Defense Tree: Scent Marks (protection from night snakes/scorpions)

Village Defense
Outer Defenses Tree: Oasis Slowdown (the water, not the mud/clay, slows hostiles to 50% speed)


Dungeoneering:
Lootseeking Tree: Treasure Finding I (Finds 10% better loot)

Warfare:
Magic Tactics Tree: Minor Sandstorm (Blinds, deals slight earth damage but may interrupt spells)

Tactics: Sorcery was rolled, so now Sorcery EXP increases by another 25%.

Technology:
Blueprints Tree: Sandstone Mold (construct things faster with molds)

Personal: I picked the bonuses to start with; I'll just add a +1 in a random stat/benefit per level.

Social:
Language Tree: Word Wise (pick up on languages 20% faster)


Spiritual:
Healing Tree: Fast Healing I (Regenerate 1 HP per 3 turns)

Sorcery:
Spell School Tree: Elementalism [Earth] (self-explaining)

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Alaen
Converses Frequently
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Re: Civilization IV (985.07)

Post by Alaen » Fri Mar 01, 2013 3:35 pm

A) 4 (chriscane, SuperVaderMan, alavar, HerdsCats)
B) 3 (Davecom3, Loki, Madamrtin26)
C) 5 (chriscane, Davecome3, Lokthar, Loki, Alaen)
D)
E) 9 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar, Madmartin26, HerdsCats, Alaen)
F) 1 (Alaen)
G) 5 (Lokthar, SuperVaderMan,alavar, Madmartin26, HerdsCats)



Food and Water
Basics) 6 (chriscane, Davecom3, Lokthar, loki, Alaen, HerdsCats)
Gourmet) 2(Alavar, madmartin26)
Culture) 1 (SuperVaderMan)

Home and Family
Home Defense) 5 (chriscane, Davecom3, Alavar, Alaen, madmartin26)
Family Circle) 3 (Lokthar, SuperVaderMan, HerdsCats)
Loyalty) 1 (loki)

Village Defense
Outer Defenses) 2 (chriscane, Madmartin26)
Inner Sanctum) 4 (Davecom3, Lokthar, loki, Alavar)
Last Stand) 3 (SuperVaderMan, Alaen, HerdsCats)

Dungeoneering
Mazefinding) 3 (Lokthar, loki, Alavar)
Lootseeking) 1 (Madmartin26)
Dungeon Combat) 5 (chriscane, Davecom3, SuperVaderMan, Alaen, HerdsCats)

Warfare
Group Tactics) 1 (loki)
Single Tactics) 1 (chriscane)
Magic Tactics) 7 (Davecom3, Lokthar, SuperVaderMan, Alavar, Alaen, HerdsCats, Madmartin26)

Technology
Tool)
Trap) 1 (loki)
Blueprints) 8 (chriscane, Davecom3, Lokthar, SuperVaderMan, Alavar, Alaen, HerdsCats, Madmartin26)

Social
People) 1 (Alavar)
Language) 7 (chriscane, Davecom3, Lokthar, loki, Alaen, HerdsCats, Madmartin26)
Goods) 1 (SuperVaderMan)

Spiritual
Divine Focus) 1 (HerdsCats)
Smite) 2 (SuperVaderMan, loki)
Healing) 6 (chriscane, Davecom3, Lokthar, Alavar, Alaen, Madmartin26)

Sorcery
Spell School) 7 (chriscane, SuperVaderMan, Lokthar, loki, Alavar, Alaen, Madmartin26)
Ley Line) 2 (Davecom3, HerdsCats)
I.M.E.)

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Arch Lich Burns
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Re: Civilization IV (985.07)

Post by Arch Lich Burns » Fri Mar 01, 2013 4:02 pm

A) 4 (chriscane, SuperVaderMan, alavar, HerdsCats)
B) 4 (Davecom3, Loki, Madamrtin26, Burns)
C) 6 (chriscane, Davecome3, Lokthar, Loki, Alaen, Burns)
D)
E) 10 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar, Madmartin26, HerdsCats, Alaen, Burns)
F) 1 (Alaen)
G) 5 (Lokthar, SuperVaderMan,alavar, Madmartin26, HerdsCats)

Rogbull
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Re: Civilization IV (985.07)

Post by Rogbull » Fri Mar 01, 2013 5:38 pm

A) 5 (chriscane, SuperVaderMan, alavar, HerdsCats, Rogbull)
B) 5 (Davecom3, Loki, Madamrtin26, Burns, Rogbull)
C) 6 (chriscane, Davecome3, Lokthar, Loki, Alaen, Burns)
D)
E) 11 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar, Madmartin26, HerdsCats, Alaen, Burns, Rogbull)
F) 1 (Alaen)
G) 5 (Lokthar, SuperVaderMan,alavar, Madmartin26, HerdsCats)

Food and Water
Basics) 6 (chriscane, Davecom3, Lokthar, loki, Alaen, HerdsCats)
Gourmet) 2(Alavar, madmartin26)
Culture) 2 (SuperVaderMann, Rogbull)

Home and Family
Home Defense) 5 (chriscane, Davecom3, Alavar, Alaen, madmartin26)
Family Circle) 3 (Lokthar, SuperVaderMan, HerdsCats)
Loyalty) 2 (loki, Rogbull)

Village Defense
Outer Defenses) 2 (chriscane, Madmartin26)
Inner Sanctum) 4 (Davecom3, Lokthar, loki, Alavar)
Last Stand) 4 (SuperVaderMan, Alaen, HerdsCats, Rogbull)

Dungeoneering
Mazefinding) 4 (Lokthar, loki, Alavar, Rogbull)
Lootseeking) 1 (Madmartin26)
Dungeon Combat) 5 (chriscane, Davecom3, SuperVaderMan, Alaen, HerdsCats)

Warfare
Group Tactics) 1 (loki)
Single Tactics) 1 (chriscane)
Magic Tactics) 8 (Davecom3, Lokthar, SuperVaderMan, Alavar, Alaen, HerdsCats, Madmartin26, Rogbull)

Technology
Tool)
Trap) 1 (loki)
Blueprints) 8 (chriscane, Davecom3, Lokthar, SuperVaderMan, Alavar, Alaen, HerdsCats, Madmartin26)

Social
People) 1 (Alavar)
Language) 8 (chriscane, Davecom3, Lokthar, loki, Alaen, HerdsCats, Madmartin26, Rogbull)
Goods) 1 (SuperVaderMan)

Spiritual
Divine Focus) 1 (HerdsCats)
Smite) 2 (SuperVaderMan, loki)
Healing) 7 (chriscane, Davecom3, Lokthar, Alavar, Alaen, Madmartin26, Rogbull)

Sorcery
Spell School) 8 (chriscane, SuperVaderMan, Lokthar, loki, Alavar, Alaen, Madmartin26, Rogbull)
Ley Line) 2 (Davecom3, HerdsCats)
I.M.E.)

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Donnigan
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Location: Someplace Hot and Dusty

Re: Civilization IV (985.07)

Post by Donnigan » Fri Mar 01, 2013 5:58 pm

A) 5 (chriscane, SuperVaderMan, alavar, HerdsCats, Rogbull)
B) 5 (Davecom3, Loki, Madamrtin26, Burns, Rogbull)
C) 6 (chriscane, Davecome3, Lokthar, Loki, Alaen, Burns, Donnigan)
D)
E) 12 (chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, alavar, Madmartin26, HerdsCats, Alaen, Burns, Rogbull, Donnigan)
F) 1 (Alaen)
G) 6 (Lokthar, SuperVaderMan,alavar, Madmartin26, HerdsCats, Donnigan)

Food and Water
Basics) 6 (chriscane, Davecom3, Lokthar, loki, Alaen, HerdsCats)
Gourmet) 3(Alavar, madmartin26, Donnigan)
Culture) 2 (SuperVaderMann, Rogbull)

Home and Family
Home Defense) 6 (chriscane, Davecom3, Alavar, Alaen, madmartin26, Donnigan)
Family Circle) 3 (Lokthar, SuperVaderMan, HerdsCats)
Loyalty) 2 (loki, Rogbull)

Village Defense
Outer Defenses) 3 (chriscane, Madmartin26, Donnigan)
Inner Sanctum) 4 (Davecom3, Lokthar, loki, Alavar)
Last Stand) 4 (SuperVaderMan, Alaen, HerdsCats, Rogbull)

Dungeoneering
Mazefinding) 4 (Lokthar, loki, Alavar, Rogbull)
Lootseeking) 1 (Madmartin26)
Dungeon Combat) 6 (chriscane, Davecom3, SuperVaderMan, Alaen, HerdsCats, Donnigan)

Warfare
Group Tactics) 2 (loki, Donnigan)
Single Tactics) 1 (chriscane)
Magic Tactics) 8 (Davecom3, Lokthar, SuperVaderMan, Alavar, Alaen, HerdsCats, Madmartin26, Rogbull)

Technology
Tool)
Trap) 1 (loki)
Blueprints) 9 (chriscane, Davecom3, Lokthar, SuperVaderMan, Alavar, Alaen, HerdsCats, Madmartin26, Donnigan)

Social
People) 1 (Alavar)
Language) 9 (chriscane, Davecom3, Lokthar, loki, Alaen, HerdsCats, Madmartin26, Rogbull, Donnigan)
Goods) 1 (SuperVaderMan)

Spiritual
Divine Focus) 1 (HerdsCats)
Smite) 2 (SuperVaderMan, loki)
Healing) 8 (chriscane, Davecom3, Lokthar, Alavar, Alaen, Madmartin26, Rogbull, Donnigan)

Sorcery
Spell School) 8 (chriscane, SuperVaderMan, Lokthar, loki, Alavar, Alaen, Madmartin26, Rogbull)
Ley Line) 3 (Davecom3, HerdsCats, Donnigan)
I.M.E.)
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Aegis J Hyena
Game Master
Posts: 4293

Re: Civilization IV (985.07)

Post by Aegis J Hyena » Fri Mar 01, 2013 7:39 pm

The Time Period: 985.08
Incoming Situations: Cactus Farm harvestable (986.03)
Statues and The Dead
► Show Spoiler
Cast of Characters (Players):
20% of the way to a Character: Chriscane, Davecom3, Lokthar, SuperVaderMan, Loki, Alavar, Madmartin26, HerdsCats, Alaen, Burns, Rogbull, Donnigan (did I miss anyone?)
► Show Spoiler
Cast of Characters (Living NPCs):
► Show Spoiler
Known Knowledge:
► Show Spoiler
Societals:
► Show Spoiler
Random.org Rolls made:
► Show Spoiler
Towns and Villages
► Show Spoiler
The Poorly Locked Chest (and other assorted Treasure Chests):
► Show Spoiler
The Aspects and Experience:
► Show Spoiler
Current Questplots: 0/3:

The Situation:

The goblins are out of the starting gate with a bang as they immediately begin to turn the depression into a place to call home. For most of the month they take turns in shifts between farming the cactus farm, the Cloxin Tuber, and two new plants they found while using the clay to form a sort of "dome" over the depression. Unfortunately, the ground is too dry and the heat too intense to even begin building an effective dome. The clay dries too quickly between transporting it from the oasis to the surface before it can be placed, so what you end up doing is putting chunks of hardened clay here and there trying to "fill in the cracks" with buckets of clay and water. It doesn't work well and you're forced to give up the dome-building. You're left digging a long tunnel instead at one end of the depression as a temporary escape; if your goblins don't get out of the sun fast they'll bake in their own skins, sphinx-water oasis or no.

When you begun to dig and explore, you dug not more than sixty feet along the bottom of the depression and downward at about a twenty or thirty degree slope with the idea to dig out a series of dens you could use to hide from all this scorching heat. You broke through to a series of sealed caves spread out like a terrace, and you jump from shelf to shelf to explore them all. If the shelves and the ground were dug out into one giant cave, you'd have the perfect lair for a dragon (or a larger temple). The "terrace" is effectively a series of "shells" --- what you have is a set of solid "bubbles" of caves that haven't been fully broken into yet.

In either case, in the sealed caves two new plants were discovered. The first you call the Greenwhite Plant. It literally looks like a 1-up mushroom from the Mario series of games, but it doesn't do the same thing. In fact, it almost does the exact opposite, being made of a substance so toxic it becomes acidic (effectively, bleach or lye). You're immune to the poison, but not to the acidic effect it does to flesh (though it does nothing to dirt, stone or metal). This is a very rare plant that seems to wither when exposed to heat, and some of your botanists make sure what plants you saved remain out of the heat that rushes into the caves from the outside when you break in.

The second plant you call Pelto, and looks like a daisy that has several small nuts growing on the end of the plant. The nuts are very very hard (hence the kids in the tribe pelting each other with them, giving rise to the name). Pelto nuts are perfect sling stone material and Pelto stalks are rubbery enough that you can make very short range slings with them (no more than five or ten feet). The other good bit about Pelto is that the nuts themselves are sort of poisonous, and you've discovered a way to "leech" the poison out of the nuts (by powdering them and pressing the poison out with a rolling pin). Pelto grows in shade, but also in a warm environment --- when you broke through the wall to that terrace shelf the Pelto plants seemed to turn toward the heat coming from outside.

After widening the hole and clearing out much of the debris, you've effectively tripled your living space, and the cool, softer ground that made up the floor of the caves quickly dries and hardens from exposure to the outside. The sand of the floor of the depression, when mixed with pulped Cloxin Tuber, turns the sand into a dark brown muddy-gritty rock that is very fast-drying (in effect, cement). However, said Cloxin Cement only is made from the depression sand... the sand at sea level isn't going to work (it just makes a gooey mudstone that hardens into dirt). There is a finite amount of sand to use before the ground is scoured clean, leaving a flat layer of granite/bedrock/unbreakable stone. You spend the month to make all you can, and have more than enough to build anything you want for a while yet. The remaining (unusable) sand is left in the oasis, in the Cloxin Tuber farms (they won't grow in the Sheltered Caves) or just left where it is.

The caves were sealed; from what you can tell of the geology, water bubbled up from some underground river, wore away the caves from below to carve the "bubbles" (forming the terraces), then drained. There are no tunnels, no leads to deeper into the earth, nothing else that would suggest that there's sentient creatures down here. It's eerily quiet in the Sheltered Caves, but it's also extremely well protected as the only way in is goblin-sized.

Technology Perk:

Tool Tree: Sandpaper Griptalons (gloves, climb rough, rocky cliffs much faster)
Trap Tree: Quicksand Trap (self-explaining)
Blueprints Tree: Sandglass Forge (Melts sand to glass quickly)

WILL YOU...

A) Widen the series of caves into one giant dragon-sized cavern so you have room to expand?
B) Send search parties out so you can explore the land and see if there's anything else out there?
C) Use the Cloxin Cement to form a dome over the depression? It'll work better than the clay.
D) Attempt to harness the downdrafts, so you can set up traps on the outer rim? The drop from sea level down to the depression ground is about forty feet.
E) Dig in the walls of the depression and search for caves or mines?
F) Focus on tool-making out of the hard stone of the depression walls, so you have something to work with other than your hands?
G) Bake mudstone made with the surface sand into brick for more permanent shelters?
Steam: http://steamcommunity.com/id/Capricornian/

It's Always Something. No, don't give me that look. It's Always Something.

CroverusRaven
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Posts: 657

Re: Civilization IV (985.07)

Post by CroverusRaven » Fri Mar 01, 2013 7:46 pm

Wow, I was just about to post my vote...

CroverusRaven
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Posts: 657

Re: Civilization IV (985.08)

Post by CroverusRaven » Fri Mar 01, 2013 7:52 pm

A)
B)
C) 1 (Croverus)
D)
E)
F) 1 (Croverus)
G) 1 (Croverus)

Technology perk
Tool) 1 (Croverus)
Trap)
Blueprint)

Nolandking
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Posts: 689

Re: Civilization IV (985.08)

Post by Nolandking » Fri Mar 01, 2013 8:10 pm

A)
B)
C) 2 (Croverus, Nolandking)
D)
E)
F) 2 (Croverus, Nolandking)
G) 2 (Croverus, Nolandking)

Technology perk
Tool) 1 (Croverus)
Trap)
Blueprint) 1 (Nolandking)
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Rogbull
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Location: Belgium

Re: Civilization IV (985.08)

Post by Rogbull » Fri Mar 01, 2013 8:13 pm

A)
B)
C) 2 (Croverus, Nolandking)
D)
E) 1 (Rogbull)
F) 3 (Croverus, Nolandking, Rogbull)
G) 3 (Croverus, Nolandking, Rogbull)

Technology perk
Tool) 1 (Croverus)
Trap)
Blueprint) 2 ( Nolandking, Rogbull )

Edit: Sneaky name change you had there friend. ;)

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Lokthar
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Posts: 97

Re: Civilization IV (985.08)

Post by Lokthar » Fri Mar 01, 2013 8:36 pm

A)
B)
C) 3 (Croverus, Nolandking, Lokhtar)
D)
E) 2 (Rogbull, Lokthar)
F) 4 (Croverus, Nolandking, Rogbull, Lokthar)
G) 3 (Croverus, Nolandking, Rogbull)

I hate to use it, but having at least a partial dome over the ravine will provide a decent farming area for peltos, as well as provide some shelter outdoors if we need to seal the cave because we hit hidden fun stuff.

Technology perk
Tool) 1 (Croverus)
Trap)
Blueprint) 3 ( Nolandking, Rogbull, Lokthar )

Tough choice between the blueprint and the tool, but glassworking seems a little more important to me than ease of movement. At the very least it'll provide us with the ability to make containers so we can scout further/work outside longer.

Nolandking
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Posts: 689

Re: Civilization IV (985.08)

Post by Nolandking » Fri Mar 01, 2013 8:41 pm

Rogbull wrote:A)
B)
C) 2 (Croverus, Nolandking)
D)
E) 1 (Rogbull)
F) 3 (Croverus, Nolandking, Rogbull)
G) 3 (Croverus, Nolandking, Rogbull)

Technology perk
Tool) 1 (Croverus)
Trap)
Blueprint) 2 ( Nolandking, Rogbull )

Edit: Sneaky name change you had there friend. ;)
I dont know what your talking about good sire :D
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Loki
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Posts: 93

Re: Civilization IV (985.08)

Post by Loki » Fri Mar 01, 2013 9:06 pm

A)
B)
C) 3 (Croverus, Nolandking, Lokhtar)
D) 1 (Loki)
E) 2 (Rogbull, Lokthar)
F) 5 (Croverus, Nolandking, Rogbull, Lokthar, Loki)
G) 4 (Croverus, Nolandking, Rogbull, Loki)

Tool) 1 (Croverus)
Trap)
Blueprint) 4 ( Nolandking, Rogbull, Lokthar, Loki)
ÔÇ£Introduce a little anarchy, upset the established order, and everything becomes chaos, IÔÇÖm an agent of chaos , and you know the thing about chaos? ItÔÇÖs fair."

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SuperVaderMan
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Posts: 6177

Re: Civilization IV (985.08)

Post by SuperVaderMan » Fri Mar 01, 2013 9:34 pm

A)
B) 1
C) 4 (Croverus, Nolandking, Lokhtar, SVM)
D) 1 (Loki)
E) 2 (Rogbull, Lokthar)
F) 6 (Croverus, Nolandking, Rogbull, Lokthar, Loki, SVM)
G) 5 (Croverus, Nolandking, Rogbull, Loki, SVM)

Tool) 2 (Croverus, SVM)
Trap)
Blueprint) 4 ( Nolandking, Rogbull, Lokthar, Loki)

User avatar
HerdsCats
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Posts: 96
UStream Username: HerdsCats
Location: Somewhere between a tub and a sharp pointy set of teeth

Re: Civilization IV (985.08)

Post by HerdsCats » Fri Mar 01, 2013 10:12 pm

A)
B) 1
C) 5 (Croverus, Nolandking, Lokhtar, SVM, HerdsCats)
D) 1 (Loki)
E) 2 (Rogbull, Lokthar)
F) 7 (Croverus, Nolandking, Rogbull, Lokthar, Loki, SVM, HerdsCats)
G) 6 (Croverus, Nolandking, Rogbull, Loki, SVM, HerdsCats)

Tool) 2 (Croverus, SVM)
Trap)
Blueprint) 5 ( Nolandking, Rogbull, Lokthar, Loki, HerdsCats)
My name is HerdsCats. I do the impossible, improbable, and downright unpleasant on a daily basis. How may I help you today?

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