Civilization 7: Bronze Age: Stage Complete!

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Re: Civilization 7: Bronze Age: Endgame 3 of 6

Post by BadgeAddict » Wed Apr 29, 2015 6:57 am

FH: Zolt, using arcane means, tries to advance himself to something more superior than what he is, though not necessarily a Superior Mind. He attempts to control the Arcane Group under himself so that all of their arcana would be available to him. (Think Master-Wizard)

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Re: Civilization 7: Bronze Age: Endgame 3 of 6

Post by ChuckDaRighteous » Wed Apr 29, 2015 7:13 am

A,B,F

Carpacio only: c (a is tempting but considering the danger, I'm not going to do it)

SA: research Mardoa's "feast on shadows" ability. Determining if it simply provides nourishment or if it could drain more. Or possibly be weaponized.
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Re: Civilization 7: Bronze Age (999.08)

Post by Patdragon » Wed Apr 29, 2015 7:17 am

► Show Spoiler
A) 5 (Burns, Noland, Lock,Chuck, Pat)
B) 3 (Burns, Lock, Chuck)
C)
D) 2 (Noland, Pat)
E) 3 (Burns,Noland, Lock)
F) 2 (Chuck, Pat)
G)

As for chuck options i would suggest D, F, or G not banishing it to the spirit world it could just come back :wall:

FH- As the Illithids seem to be (mostly) out of the pictures Chuwu releases the rest of the information So the hexan slip could be used as an escape route if needed but as it is still cannot be used for everyone. He continues to work on the pain plant-Superior mind idea.
DO or DIE! (my guess is die so lets make it glorious i'm picturing it like the 1k sons form Horus Heresy unfortunately perhaps it will instead kill half of us and make the rest of us mother minds...)
► Show Spoiler
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Re: Civilization 7: Bronze Age: Endgame 3 of 6

Post by SeeAMoose » Wed Apr 29, 2015 3:55 pm

ACG

SA: Golvark leads a team to coup de grace as many Telsen'ari as possible while they're stunned.
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Re: Civilization 7: Bronze Age: Endgame 3 of 6

Post by Aegis J Hyena » Thu Apr 30, 2015 9:22 pm

Our Story So Far...
1000.01; Endgame 4/6, 3 Months To Go
Last Population Increase in 1000.02


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Refining Chuwu's Portalology: 30 + 308 (last month's result) = 338/600

Mardoa's Wrath vs the Telsen'ari: 97 (Critical!)
Smashing the Dwarven Gates: 93
Attacking the Telsen'ari reinforcements: 19
Smashing the Crystal Prison: 17

Eelem's Researching of the Gates: 33 +30 (Research bonuses) = 63
Mongao Taking No Prisoners: 24
Carpacio's Researching of Mardoa: 60 +30 (Research bonuses) = 90
Xiu's Burninating: 50
Golvark's Coup-The-Stupid: 42
Zolt's Mental Advancement: 17
Chuwu's Researching the Pain Plant: 88

Telsenari Strike I: 35, 85, 94 -25 (Morale Penalty due to Blackness Deprivation) = 189
Telsenari Strike II: 58, 54, 38 -25 (Morale Penalty due to Blackness Deprivation) = 125

Katha Fight Back I: 83, 76, 12 +75 (Mardoa's Critical Wrath) = 246
Katha Fight Back II: 62, 72, 5 (...) +75 (Mardoa's Critical Wrath) = 214

Net result: Aaaaand that's all she wrote. The Telsen'ari are defeated when they are deprived of the Blackness fueling their power, and run out of bodies to throw, both living and undead. Another 5% of Pillar Mountain is damaged or destroyed, but their advance was halted and their Blackness spread no further.

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Neutral Evil, have made a return, worship the Blackness
The Blackness (Evil spirit force): Enemy of all that is in the material world
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (6 Standard Actions, 2 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (4 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (9 Standard Actions, 1 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (2 Standard Actions, 1 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (3 Standard Actions, 1 Finest Hour)
Golvark (Moose) {Ranger} (5 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (2 Standard Actions, 0 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (1 Standard Actions, 1 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (12 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)

Carpacio (Chuck) {Arcanist} (4 Standard Actions, 1 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population: 389 (-16) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 142 Drones (+73 Chartosh Drones), 114 Strong Eyes, 42 Streamline Drones

Rocky Badlands Clan: 310 (-75) (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 101 Strong Eyes)

Draconic Cavern Clan: 104 (-125) (7 Superior Minds, 1 Mother Mind, 75 Drones, 21 Streamliners)[/tabs]

I'll roll the population increase next month instead, there's a lot to bring up in this month.

We start with the dwarven Gates feeding power into the system. Multiple times your attempts to shut them down have failed, and then Eelem gets an idea... researching the magic that the dwarves use to keep the portals stable, and then turning up the knob to 11 in an overload they can't stop. As the city goes "online" for the first time, Eelem and the rest of the streamliners finish their researching and have a way to smash the dwarven Gates for good, keeping them on the ground and perhaps setting them back both culturally and technologically for quite a few generations. You're only going to have one shot at this, but it's all but foolproof (assuming it is an option that is chosen, the only way you're failing is if I fumble the roll and if they critical on theirs and/or their save).

Carpacio researches a way to "weaponize" Mardoa's taking of shadows. All you can tell is that it simply serves to keep a physical manifestation on the mortal plane. Once she finally fades (and eventually the "shadows" in the area will be valueless, as she will have become too attuned/accustomed), she cannot return unless summoned (and that requires months and months of power buildup, which is what was happening with the Positive Blister). The best way to weaponize her power is to get armies into an army-sized circle to drain them, then use those "eaten" shadows to summon her up as the second-half of a one-two punch. There are other ways, but almost everything Carpacio can research suggests it would get the attention of other deities, and the longer the civilization thrives, the more deities of other civilizations will rise up and interfere. You don't need something mean and nasty interfering with you, and not all deities are as curious or as neutral / nice as Glotch is.

While Chuwu researches the Pain Plant to make "everyone a Superior Mind" a near certainity and releases the rest of the knowledge locked up from Glotch's little connections, Zolt focuses his powers to become the "master arcanist" of his little group. Unfortunately he runs into the problem of having too much power available (you can blame the dwarven Gates for that as they're leeching power from all over the Rocky Badlands) and has to bleed most of it off of the ley lines and mental connections to avoid overloading his mini-group and causing a bunch of exploded brains all over the place. The others in his group are also going "why should you have all the power, we're equal in this control group" making it seem like he is being greedy even though he has the best interests of the Clan at heart. one would hope, anyway...

Storyline: Telsen'ari II: Electric Taur-A-Roo

Mardoa went on an absolute dead-puppies-and-kittens fueled rampage after seeing what the Blackness Mammoth was capable of, what with casually reflecting/deflecting the bolt of pure nature essence by the Great Stag and nearly hitting her with it. While she mows down row after row of Telsen'ari warriors, the Katha army and Draconic Cavern Clan reinforcements come hot on her heels; Mongao and his Strong Eyes tear the injured Telsen'ari apart (well, those who weren't killed outright by Mardoa) while Golvark and his rangers range down the luckier ones and Xiu sets the corpses on fire so that the leftover Blackness that was in the bodies cannot possess anything new. Carpacio holds up the Crystal Prison in one of the golem's mouth trunks so that the enemy forces can see it, then stomps down on the Crystal Prison to send the Blackness to the spiritual worlds all at once.

The crystal holds. Not even a scratch. The Blackness Mammoth soundlessly mocks Carpacio from inside the crystal and thrashes in its prison; it can't even change shape anymore.

Those Telsen'ari that still survive take this as a sign from their "deity" that the Blackness endures forever, so they haven't given up just yet. What's left of the Telsen'ari forces have been joined by reinforcements (that wisely stayed out of fight range for the most part), and the "tidal waves" of the joined earth elementals have drawn back, forming an earthen shell protecting them from Katha assaults. The golem could break through no problem, as could Mardoa. Some of the Telsen'ari reinforcements are calling for a cease fire and surrender, while those who are still charged with Blackness want to take down everyone they can before being put down themselves.

This storyline is complete (a month early). We're winding down in the last three months, then we'll see where things stand.

WILL YOU...

A) Focus on turning everyone into a Superior Mind with as little loss of emotion and life as possible?
B) Bring down the Dwarven Gates, destroying their underground-soon-to-fly city?
C) Focus on Chuwu's counterfetishes, to make them completely Blackness proof now with the power of Mardoa?
D) Focus on cleaning up the damage the Telsen'ari did before the seeping Blackness creeps in?
E) Try to shatter the Crystal Prison again? Although, Mardoa wants it for safekeeping...
F) Declare a Cease Fire with the Telsen'ari reinforcements, allowing them to surrender and flee back to the south?
G) Kill the Telsen'ari outright and let the Blackness sort it out?
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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by Arch Lich Burns » Thu Apr 30, 2015 9:33 pm

A, b, c

Sa: xiu attempts to find more glop worshipers, and when he does he makes a virus that removes thier biology that would make them into superior/mother minds once removed from hive.

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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by D34dlock » Fri May 01, 2015 2:28 am

A,B,C

It's use em or lose em time for me.

SA

Eelem Researches a better way to build Scrying cairn.
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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by ChuckDaRighteous » Fri May 01, 2015 6:56 am

Wait, its just a physical manifestation? But we gave shape to her birth/transformation? and then raised her as a child? I'm confused as to how that works. Once her physical manifestation ends is she no longer the avatar of the Katha? I'm confused.

a,b,c

having trouble coming up with an action, might post one later
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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by BadgeAddict » Fri May 01, 2015 7:10 am

SA: In an effort to "Gain more power" for the good of all Katha, Zolt attempts to attach himself to a strong leyline (Or at the very least manage to determine how to "Tap" into it at will), in order to use its energies upon the world.

A, B, C

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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by Aegis J Hyena » Fri May 01, 2015 9:05 am

Yeah, Mardoa is just a physical manifestation. Most of her power is still "positive material" or just spirit; if she fully manifested as an actual being she'd be open to the kinds of imprisonment you pulled on the Blackness Mammoth. Once the manifestation "ends" she just goes back into the Spirit (or more likely the Hexen Slip itself), but is able to easily be conversed with, far more accessible than other deities.
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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by Aegis J Hyena » Fri May 01, 2015 5:24 pm

Posting from phone. Local power is out until further notice due to massive fire at nearby business. Back when I can so we can finish the stage.

EDIT a few hours later: 4 alarm fire. Looks like it will burn for weeks until they can control it. Power restored, I should update as normal if I'm not feeling terribly lazy again. If it doesn't go up by 1 AM, it'll go up sometime tomorrow. I'll at least get the rolls done tonight for sure.
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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by Patdragon » Sat May 02, 2015 2:55 am

SA~ gather a group and starts the blackness clearup.
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Re: Civilization 7: Bronze Age: Endgame 4 of 6

Post by Aegis J Hyena » Sat May 02, 2015 1:37 pm

Our Story So Far...
1000.02; Endgame 5/6, 2 Months To Go


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Refining Chuwu's Portalology: 64 + 338 (last month's result) = 402/600

Focusing on Superior Mind Advancement: 26
Bringing down the Dwarven Gates: 67
Dwarven Gates powering up: 20
Dwarven Saving Throw (19+): 7 (Boom)
Chuwu's Counterfetishes: 96 (Critical!)

Xiu's Glop-Routing: 50
Eelem's Scrying Cavern: 83
Zolt's Ley Line Attachment: 69
Patdragon's Blackness Cleanup: 62

Telsenari Strike: 50, 15, 18 -25 (Morale Penalty due to Blackness Deprivation) = 58

Katha Fight Back: 60, 37, 46 +40 (Superior Numbers) = 183

Net result: The Telsen'ari are extinct.

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Corrupted Hippo-Rhino-taurs (Extinct)
The Blackness (Evil spirit force): Enemy of all that is in the material world
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (6 Standard Actions, 2 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (4 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (9 Standard Actions, 1 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (1 Standard Actions, 1 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (2 Standard Actions, 1 Finest Hour)
Golvark (Moose) {Ranger} (5 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (1 Standard Actions, 0 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (0 Standard Actions, 1 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (12 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)

Carpacio (Chuck) {Arcanist} (4 Standard Actions, 1 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population: 665 (+270) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 312 Drones (+73 Chartosh Drones), 214 Strong Eyes, 42 Streamline Drones

Rocky Badlands Clan: 310 (-75) (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 101 Strong Eyes)

Draconic Cavern Clan: 104 (-125) (7 Superior Minds, 1 Mother Mind, 75 Drones, 21 Streamliners)[/tabs]

Time to start winding things down with just two months to go. We begin with the final hit and runs by surviving bands of Telsen'ari, but without their source of power they can do little more than very minor damage and the rest of Mongao's troops wipe them out, displaying their heads and skulls as decoration along the edges of Pillar Mountain. Meanwhile the dwarven Gates are in full production of the final stages of power to lift the place off... and Chuwu and Eelem put a stop to it by supercharging the power being fed into the city -- while the gates couldn't be broken nor could the power be disrupted, it could be overloaded so they bring in much more than they can bring out. A few power surges later and there's a massive explosion, then your scrying attempts show nothing but solid rock. You've kept the dwarves on the ground and probably taken out about 40% of their population in that one move, rendering them flightless (if they are to be a threat in the next stage, we don't know yet). They DID trace it back to you, but anyone who could tell the leaders it was you was destroyed in the cave in and city destruction.

While Xiu looks for anyone that still supports Glop or any of his ideas (can't find what isn't there in the first place, though; wasted SA) Chuwu works both on cleaning up the Blackness from the recent battles (there's still lots of non-sentient pools of the stuff dripping from some of the Telsen'ari corpses) and making some new counterfetishes to tackle both the Mist and the Blackness by using the power of Mardoa. He discovers a way to "tap in" to the Blackness and find a way to "convert it from one alignment to another" -- you may have the ability in the future to convert the Blackness into something of another "color!" It would come at the cost of part of Mardoa's existence though, and using that power too much will cause her to cease to exist. What Blackness remains from the corpses of the fallen Telsen'ari retreat at this prospect, though it does taunt that "Chaos never goes away forever!" and the research suggests that if the Blackness touches "itself of another color", it will immediately re-convert it to Blackness.

Zolt has tapped into a ley line and is funneling its power into its little control group, building up an arcane stockpile of untapped magical energy. The other Rocky Badlands Clan members are getting suspicious, thinking Zolt is going to play politics and try to barter (or blackmail) the rest of the clan into getting a position of power. Zolt placates them a little by letting others have a share of the power (especially when some of the power is used to act as a relay station from Pillar Mountain in order to disrupt the dwarven Gates). Finally, while Eelem works on a Scrying Cavern (going to Mardoa's Holy Ground and repurposing the "material world area" inside it seems to be working wonders, especially since Mardoa is giving a "strand" of herself as a focus here) the rest of the Katha prepare for everyone to become Superior Minds all at once. Most of this month is spent preparing what Pain Plant you have for group consumption, and there's too much cleanup to be done from the battles to actually -attempt- doing so. Next month for sure, though.

WILL YOU...

A) Focus on converting the Blackness that hasn't been cleaned up into something far more... useful?
B) With the recent population boom, scout for new locations to put down new roots for more clans?
C) Send envoys to the dwarves with a "Will you work with us NOW?!" attitude, bragging you did the "gatecrashing"?
D) Focus on cleaning up the damage the Telsen'ari did before the seeping Blackness creeps in?
E) Try to shatter the Crystal Prison again? Although, Mardoa wants it for safekeeping...
F) Send scouts to observe the damage from the Dwarven Gates going boom?
G) Focus all efforts on the conversion to Superior Minds?
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Re: Civilization 7: Bronze Age: Endgame 5 of 6

Post by Arch Lich Burns » Sat May 02, 2015 2:07 pm

A, g, d


Fh: xiu mutates mardoa for benefitual mutation usig all safe guards.

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Re: Civilization 7: Bronze Age: Endgame 5 of 6

Post by Nolandking » Sat May 02, 2015 3:46 pm

FH: After the Telsen'ari War Mongao and a couple of the Strong Eyes that support him decide to make a Warrior group dedicated to helping Mardoa safeguarding the Katha. They will call themselves "Mardoa's Talons"

A,B,D
Haven't played this signature game in a long while but I'll try it out again.

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Re: Civilization 7: Bronze Age: Endgame 5 of 6

Post by ChuckDaRighteous » Sat May 02, 2015 4:24 pm

b,d,g

FH: Carpacio will focus on creating a shrine on the holy ground that would allow Mardoa more easily manifest on the plane (faster easier ritual) and using their ability to build on multiple planes allow her to switch to a plane easily by these linked shrines on each plane thereby allowing her to act elsewhere when her shadow food loses sustenance on any one plane.
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Re: Civilization 7: Bronze Age: Endgame 5 of 6

Post by D34dlock » Sat May 02, 2015 6:47 pm

D,F,G

FH

With the New Scrying site Eelem will Scry the Dwarves to see how they are rebuilding. Eelem's trying to steal knowledge of techniques while the Dwarves have to use them in the open & can't keep them secret.
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Re: Civilization 7: Bronze Age: Endgame 5 of 6

Post by Aegis J Hyena » Sun May 03, 2015 8:44 pm

Our Story So Far...
1000.03; Endgame 6/6, Stage Ends Next Month


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Refining Chuwu's Portalology: 32 + 402 (last month's result) = 434/600 (not going to finish before the end of the stage)

Scouting for new locations of Clans: 54
Damage Recovery: 65
Focusing on Superior Mindship: 6 (... wow, really RNG?)

Mongao's New Army: 13
Eelem's Scrying the Dwarves: 84
Carpacio's Shrinery: 75
Xiu's Mutationing: 65
Mutation Roll (85+): 29 +5 (Karthesis plant) +7 (Ember Emeralds) +15 (Golem): 56 (Bah.)
Beneficial Mutation (50+): 75 +20 (Using all possible defenses to ward off negatives) +35 (mostly immune to negative mutations) = 130

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Corrupted Hippo-Rhino-taurs (Extinct)
The Blackness (Evil spirit force): Enemy of all that is in the material world
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (6 Standard Actions, 2 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (4 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (9 Standard Actions, 0 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (1 Standard Actions, 0 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (2 Standard Actions, 1 Finest Hour)
Golvark (Moose) {Ranger} (5 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (1 Standard Actions, 0 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (0 Standard Actions, 0 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (12 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)

Carpacio (Chuck) {Arcanist} (4 Standard Actions, 0 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population: 665 (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 312 Drones (+73 Chartosh Drones), 214 Strong Eyes, 42 Streamline Drones

Rocky Badlands Clan: 310 (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 101 Strong Eyes)

Draconic Cavern Clan: 104 (7 Superior Minds, 1 Mother Mind, 75 Drones, 21 Streamliners)[/tabs]

With the Telsen'ari destroyed and the dwarves set back a few generations on their floating city, things begin to wind down and some more scouts were sent out to look for places in which to expand the Katha influence. While you've found a couple of places (too late in the stage to bother where, though they will become important in the next stage) that appear both useful and interesting, most of the effort this month went towards using the Pain Plant to become Superior Minds. To everyone's dismay the Pain Plant has begun to stagnate... too much time out of the Scarred Scar has caused it to lose its potency. It's not a lost cause, and you can try again next month, but there's only enough Pain Plant left that maybe 1/3 of the population will become Superior Minds. This will basically elevate the 7 Superior Minds already present to something "greater" and the Mother Mind... well, no one knows what will happen to Glorth (or Carpacio, for that matter!) should you decide to try again.

Damage control proceeds quickly, the last remaining bits of Blackness absorbed by the Counterfetishes and destroyed in a ritual that sends it all into the Grand Abyss. What was damaged by the Telsen'ari is repaired (somewhat; it will be a while before everything is completely recovered) and scouts going far to the south even over the water (by way of Plane Shift thanks to the Pillars/Golem) to where the Telsen'ari moved to reveal that the entire area is drenched in Blackness, it's a complete wasteland. It seems like the race of Telsen'ari unplugged a major "dam" of Blackness and the whole thing let go at once. It can't cross the water though, so your clans are safe.

Xiu focuses the power of the Hexen Slip to connect to Mardoa and give Her another beneficial mutation. Now, once per 50 years, seven "Auratouched" will be born and be the new leaders, being on par with being Superior Minds in rank, but not having to hold all the mental information of the hiveminds. Once per 200 years a Great Hero will be born to assist the Katha (but the downside will be a zealous outlook that will rival the Muial'ki). Meanwhile Carpacio builds a shrine on the Holy Ground as a "source to manifest at." While it concentrates Her power in one spot, that power is much harder to pierce through and dispel or damage (especially if She -has- manifested). If her food sources become low on one plane, she can go to a shrine linked to another plane (or the same shrine on a separate plane, since the shrines are built over numerous planes at the same time) and act from there.

Finally, Eelem studies what information he is able to steal from the dwarves' rebuilding efforts, which isn't much. It seems they're doing it the old fashioned way, through sheer strength and elbow grease instead of specialized technology... or it could be they haven't gotten out the "heavy machinery" yet and you know dwarves, they love them their technology. If there's any information to be had on them, it will come next turn. Mongao works on forming a new elite group from some of the surviving Strong Eyes, but they're all so busy doing cleanup and doing coordination between groups of Katha over rebuilding that real training is unable to begin. The idea is sound, the time just needs to be made.

WILL YOU...

A) Focus on converting the Blackness that hasn't been cleaned up into something far more... useful?
B) Expand south with a few more clans, cleaning the Blackness from across the water as you go?
C) Send envoys to the dwarves with a "Will you work with us NOW?!" attitude, bragging you did the "gatecrashing"?
D) Focus on training Mardoa's Talons? Those dwarves -will- be a threat again...
E) Banish the Crystal Prison to a tiny demi-plane, courtesy of Mardoa?
F) Focus one last time on the Pain Plants and trying to get Superior Minds out of your drones?
G) Focus on building the shrine on the Holy Ground, turning it into the "capital" of Pillar Mountain and surroundings?
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Re: Civilization 7: Bronze Age: Endgame 5 of 6

Post by Arch Lich Burns » Sun May 03, 2015 8:47 pm

A, D, f

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Re: Civilization 7: Bronze Age: Endgame 6 of 6

Post by ChuckDaRighteous » Sun May 03, 2015 9:45 pm

f,g

SA: Carpacio will try to piggy back on the efforts of Xiu, attempting to pass his gifts of deity communication and inter-planar sight onto the Auratouched and Great Heroes that Mardoa blesses with her gifts. So that his abilities are there to protect the generations to come. (someone needs to be able to communicate with our deity, might as well be her chosen ones)
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Re: Civilization 7: Bronze Age: Endgame 6 of 6

Post by Nolandking » Sun May 03, 2015 10:02 pm

A,D,F
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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Re: Civilization 7: Bronze Age: Endgame 6 of 6

Post by D34dlock » Mon May 04, 2015 1:05 am

D,E,G

SA

Eelem tries to figure out the best places & times to Scry to catch the Dwarves activities.
I'm still reading shifters.

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Re: Civilization 7: Bronze Age: Endgame 6 of 6

Post by Patdragon » Mon May 04, 2015 1:54 am

a,b,f

grr last turn action failed to post...

FH. - chuwu focus on safely increasing the potency of the pain plant... using what ever resource he thinks can do it...
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Re: Civilization 7: Bronze Age: Endgame 6 of 6

Post by Krulle » Mon May 04, 2015 3:35 am

SA: Grounk helps Pats with the pain plant.
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Re: Civilization 7: Bronze Age: Endgame 6 of 6

Post by Aegis J Hyena » Tue May 05, 2015 8:56 pm

Our Story So Far...
1000.04: STAGE COMPLETE


Link to the stat sheet for the Katha is in http://goblinsforum.com/viewtopic.php?f ... 50#p155100 (it's better than spamming it every month.)

.[tabs:This Month's Rolls]

Refining Chuwu's Portalology: 29 + 434 (last month's result) = 463/600 (was really expecting you to finish it, but the rolls were terrible)

Converting the non-sentient Blackness: 39
Training Mardoa's Talons: 12 (...)
Focusing on the Pain Plants: 71

Carpacio teams up with Xiu: 48
Eelem's timing the scrying right: 62
Grounk's Foodology vs the Pain Plant: 12 (... really, RNG? I give them all the rolls in the world and still you mock them?)
Chuwu's attempted Potency Increase: 82

[tabs:Allies and Enemies]

Great Stag Spirit (Morale Boost): Neutral Good
The Telsen'ari (Hippo-rhinotaurs): Corrupted Hippo-Rhino-taurs (Extinct)
The Blackness (Evil spirit force): Enemy of all that is in the material world
The Mist (Evil spirit force): Physical version of the Blackness, so rare as to almost be unique
"Greater" Calmer Lands spirits (Will aid you once on your behalf on an SA or FH)
Discorded Snarl: Sealed in the Pillar of the Hexen Slip (Effectively un-sapient now)
Chomvid and the Black Chalk Clan: Negative and Hostile; bunch of "crystal meth" addicts (Extinct)
Chartosh and the Pink Clan: Overly upbeat, willing to help, childlike; now one "voice" under the "rule" of Glotch
Glotch: The Entity, seemingly a being made of "knowledge"...?
Andersandria: Demon of the Scarred Scar, with her partner Gore (Disintegrated)
Trolak: Neutral, Sentient Avians, masters of wind magic, defensive-move specialists (+7 AC while in the air), immune to Glotch (Gone)
Muial'ki: Neutral Evil Winged Bighorn Sheep, advancing on the Trolak and very much the religous zealot stereotype (Extinct)
The Withermaw: Nasty Black Dragon ancestor/offshoot/mutation, leaves behind life energy in the form of Eldritch Pearls (Eliminated)
The Kobadi: Minor kobold/fly demons with chimp intelligence mostly; leave behind Corruption and Crimson in their wake (Retreated to another plane)
Dwarves (discovered in the Rocky Badlands); at war with what appear to be Illithids, 90% Hostile to the Katha, hoard a large supply of Singing Moonstone
Mindwalkers: The Illithids attacking the Dwarves

[tabs:Characters]

Zolorm (Synch) {Constructionist} (6 Standard Actions, 2 Finest Hour)
Mutation: Spell Reflection (1st/2nd)

Grounk (Krulle) {Food Collector/Harvester} (3 Standard Actions, 2 Finest Hour)
Mongao (Nolandking) {Warrior} (9 Standard Actions, 0 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (0 Standard Actions, 0 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (2 Standard Actions, 0 Finest Hour)
Golvark (Moose) {Ranger} (5 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (1 Standard Actions, 0 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (0 Standard Actions, 0 Finest Hour)
Mutation Limit Reached
Mutation: Clearsteel Form (Invis, AC +7 and Damage Reduction 10/+1 while in water)
Mutation: Complete Imperviousness to Fire
Mutation: Able to Ignite Water in 5' radius
Mutation: Able to transmit heat to any object in a 5' radius, held items get no saving throw
Mutation: Damage Absorption (15/Stone); HP absorbed can be distributed through hivemind
Mutation: Touch of Fossilization (deals 30 necrotic damage per hit)
Mutation: Soul is held in a Phylactary (an Ember Emerald) and can transfer from Ember Emerald to Ember Emerald

Chirp (Gathers) {Superior Mind, Historian} (12 Standard Actions, 3 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)

Carpacio (Chuck) {Arcanist} (3 Standard Actions, 0 Finest Hour)
Cannot move 200 feet from the Pillar of the Hexen Slip or 125 from another Clan's Pillar
Prestige Class: Manipulator
Strong Telekinesis (425 pounds within 150 feet of any Pillar of the Hexen Slip)
Force Bonus to AC (11, 8 if not at home Pillar)
Can see into Other Dimensions
Can sense Deity Interference
Can physically manipulate Ley Lines
Can control Katha Growth

[tabs: Other Knowledge]
Dark Oak forest trees extrude "stone sap"
Ley Lines seem to consume iron to recharge magic/powers
Ten mile radius around the Pillar of the Hexen Slip defended by counterfetishes
Wooden/Klerite Forts/buildings have been built on Pillar Mountain for shelter
Knowledge of forging Iron Weapons unlocked
Buildings constructed by Katha can exist in more than one plane at once (Force effect)
Blackness seems to want "Only Chaos," can possess the dead, completely blocked by Happysight Plant
Discorded Snarl rearranges any solid matter it comes in contact with, can steal thoughts, might gain sentience
Pillar of the Hexen Slip can be used to grant mutations at 50/50 odds of good/bad, -10 per extra mutation if specific mutation sought
Red Minerals ("Neandersite") found in caves contain potential magic...?
Karthesis plant = fertility, bad mutation blocking
Control of Discorded Snarl is possible, but requires a lot of effort...
Ley Lines + Charged Neandersite = Boom
Use of Charged Neandersite cuts one off from spirits
Flipstone: Antigravity crystal, requires flame and an uncharged Ember Emerald to "supercharge" for boots
Kathan Armor designed and tested
Purgative for the Karthesis plant is possible to get rid of negative mutations through vast consumption
Ember Emeralds are supercharged Neandersite, can be used to contain primal elemental magic
Klerite: Appearance, shapeability of clay, strength of steel, explodes on contact with fire
Stone-Eye Plant: Can only be cultivated in the Purefire Lands, opens psychic senses
Kathirals: Batteries with Purefire Land "Liquid", functional only if flash frozen
There's chemical gas at the bottom of the Crevasse Cavern that condenses into anti gravity crystals...
Zolorm's energy web can cause Earthen Storms if projectiles are aimed right
Black Forgefire kills souls, not bodies, if bodies are "flashfried" or submerged in the fire all at once
Pain Plant: Turns target emotionless (if they make the save; failure kills, 19+)
Demonsteel: Stronger than normal steel, an "evil version" of Mithril, very difficult to work with without Black Forgefire
"Demon Dust" -- unknown potential as of yet, very finite resource
Meat Plant -- grows a soul's former body, soul can feel the reaping / harvest / being eaten.
Knowledge of "Manipulator Spears" unlocked (think finger puppets, only sharp and extendable to a great distance; unwieldy but a mean surprise to those not expecting it)
Knowledge of "Stone that Sprouts Stone" unlocked (pyrite armor coated in a "micro dust storm" that sprouts sedimentary spikes on command)
Expert knowledge of Anatomy Unlocked (Now you critically hit on 16+)
Expert tactics knowledge unlocked (better flanking, knowledge of greater ambushes, etc)
Knowledge of "Mental Regrowth" available (If between 0 and -10, recover enough for 1 HP on next turn, Superior Minds and Mother Mind only; requires Mother Mind alive)
Expert knowledge of grappling unlocked (nonmagical sources of escape, such as slimy skin, are now useless against you)
Ability to Step Sideways into the Hexen Slip itself is now available (Strong Eyes and Superior/Mother Minds only)
Fortitude saves now cut damage to 1/3 or better instead of just 1/2
Knowledge of seeing out of another's eyes unlocked (though things with more than one eye may provide a disorienting effect)
Immunity to one particular type of mental forces is available, Chuwu's choice (Charms, Illusions, Hold Monster, Compulsions, Dominations, etc, Superior Minds and Mother Mind only)
Ability to "Weave Ley Lines" into "Braids" of elemental energy unlocked, focused through an Ember Emerald (special casters required, requires anchoring the braid to the plane you're in by way of a Dimensional Anchor)
Knowledge of "Group-Soulling" unlocked (All souls clumped together like a beehive's inhabitants, but the bodies are still separate; kind of like an "in between" version of what Chartosh did)
The Hexen Slip exists, existing as a very thin plane between the Etheral and Astral. It is finite, and is two dimensional (Paper Mario style)
The Flipstone is radioactive, but it won't have an impact until the next "generation" (next stage) -- it reinforces dimensional barriers at the cost of corrupting the etheral plane (spawning hostile ghosts-with-no-past-or-future) and tearing holes in the Astral (causing "vaccums")
If the Blackness is completely killed, the Forces of Order will ruin the world (there -must- be a balance, and -some- Blackness and Mist must exist)
The Crimson and Corruption can be "drained like water" back to its own "plane"; this requires special tools carved of "Pure Silicon" interwoven with primal life energy. Using these tools it is possible to "control" it.[/spoil]

[tabs: Other Dimensions known]
Spirit Realm (Etheral and Astral Planes),
The Calmer Lands (effectively endless plains filled with neutral natural-world animal spirits)
The Grand Abyss (a bottomless pit filled with souls that succumbed to the sin of sloth),
The Purefire Lands (Effectively a Nether x Oblivion crossbreed; no life as you know it): One pocket invaded by the Obsidian Scar
The Obsidian Scar (Traditional Hell)
The Scarred Scar ("Damaged" bit of Purefire Lands, abandoned)
Plane of Torrential Currents (Elemental Water, things constantly moving)
Plane of the Eternal Sewer (exactly what it looks like)
Plane of the Primal Waters (Concepts other than water are not understood here)
Plane of the Slithering Mud (Earth, Water)
Plane of Molten Glass (Earth, Fire)
[tabs:Clan Holdings]

Pillar Mountain Population: 665 (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 312 Drones (+73 Chartosh Drones), 214 Strong Eyes, 42 Streamline Drones

Rocky Badlands Clan: 310 (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 101 Strong Eyes)

Draconic Cavern Clan: 104 (7 Superior Minds, 1 Mother Mind, 75 Drones, 21 Streamliners)[/tabs]

Work on refining Chuwu's portalology goes far slower than you'd like (you'll still get it in the next stage). Hopefully as things continue to quiet down that research will pick up. While work goes on about trying to convert the non-sentient "waste" Blackness into something you can use against your enemies (especially the dwarves should they get meaner) Eelem works on timing the scrying right to catch the dwarves unaware so the Katha can learn all they can (and you will, as you will have just as much "floating" lands as the dwarves do in the next stage...). Converting the Blackness proves futile; it can only be "destroyed", not converted... it is just too corruptive. You can store the corruption (in Ember Emeralds, which crack and noticably "weep" Blackness if they get more than half full) or you can cleanse it and destroy it utterly, but converting it to a useful weapon (or fuel for Mardoa) is beyond your capabilities.

Meanwhile the two big things otherwise are preparing Mardoa's Talons to be accepted among Katha-kind as the species "saviors" and priests/clerics. Glotch aids in this regard, by feeding the hivemind information about separate hivemind structures (basically doing what Zolt was doing, though He is building on it). So now you have two sources of magic... the Arcane (powered by Glotch and the "power of information", meaning you will be specialized in Sympathetic Magic) and the Divine (powered by Mardoa). Both sources draw their power from the same link in the Pillar of the Hexen Slip (it's like a power/data converter); the Discorded Snarl is still a factor in that any magic used, the "waste energy" goes into another Snarl. This waste can be "bled off" as completely destructive forces, focusable with Ember Emeralds.

Training Mardoa's Talons proves difficult. Not because you don't have the energy, manpower or effort, but because too much time is expended building additions to the Shrine Of Mardoa in which Mardoa's Talons can live in (effectively turning it into a monastery, giving all priests additional levels of Monk/unarmed fighting). Work is also done to establish rules of conduct for Katha-kind, and the idea of an actual bible is toyed with being "written"; soon the biggest room in the shrine/monastery is covered wall to wall in runes and crudely colored glass. Mardoa helps Carpacio pass on his "strangeness" to future Auratouched / Great Heroes, with the added bit that only Mardoa's Talons will be subject to such gifts. She cannot "tell people what to do" without getting in trouble Herself (as She is learning about deityhood from both other sources and Glotch the longer She remains in existence), so you will need to learn from your lessons with the Muial'ki (who, while gone from this area, are not entirely extinct... >:D :roll: ) and rein in their zealotry.

Finally work goes in making the Pain Plants potable for eventual transformation into Superior Minds. While nothing happens at the end of this stage, with Carpacio's help the end result is a plant that when ingested, unlocks a Katha's "latent abilities" (in the form of one beneficial mutation). Those who would wind up as UnEarthen would simply be killed outright, strengthening the species as a whole (no more UnEarthen, you will have none in the next stage). This plant is also going to be used to find out whether a particular Katha is an Auratouched or not, as it's the perfect way to "open one's mind" and this frees Mardoa from having to keep connections to them from birth until they grow up. This new plant is called Mardoa's Painful Gaze (its flower is in the shape of a bloodshot eyeball) and immediately Grounk goes to make sure this is planted along with the rest of the important plants discovered in the course of living.

---------------------

Aaaand we are at the end of the Stage. The next stage is the final one, a 15-game-year long adventure with the usual political intrigue, other societies, and probably not so much Blackness this time... assuming you want to move on to medieval times instead of ending here and calling it good; I leave the ball in your court. We can end it here and call it a night, we can take a break so I can focus on the GalQuest I am running, or we can move right along (after a weeklong break so I can get plots in order and go back through this stage looking for important things). A break will do me some good as I've been slacking off and not planning anything for the last game year or so, just throwing stuff like the Telsen'ari randomly to see what sticks. Your call as to what you guys want to do, though, because I'm good for anything (or nothing as the case may be :P ).
Steam: http://steamcommunity.com/id/Capricornian/

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

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