Civilization 7: Bronze Age: Stage Complete!

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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Krulle »

Resorting, I find it easier to follow.
Assuming that Gathers' count is correct...
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by ChuckDaRighteous »

Checking what was winning I suddenly realize I meant to vote for 5 instead of 4 on question A. Oh well at this point I don't think a switch will make a difference though. Manip spent all that time trying to evolve and yet nothing of his will survive :(
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Krulle »

Shall I change your vote, so that it reflects your intention?
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Aegis J Hyena »

Haven't closed votes yet but did mark down the current majorities. I'm a bit surprised Geou's Detect Nonthinkers didn't make it, that there's a tie between geothermal lakes and nomadic (I was expecting snow / tree line or forest treetops), that Strengthened Ultrasonics or Enhanced Frost Breath didn't make it and that you seem to be going straight arcane sorcerer/wizard; I was expecting a bit of both arcane and divine (or at least Jack of All Trades). I'll close votes tomorrow night.
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Patdragon »

As votes are mostly in I am going to adjust my votes slightly into something more useful. lets see if we can get that ultrasonics.
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by ttwig »

option A 11, 12, 13, 17
option b 1
option c 2, 4, 5
option D 4,5
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Synch »

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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Aegis J Hyena »

Alright, gonna tally the votes and write (most of) the post, but it will go up tomorrow mornin' when I get up.
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Re: Civilization 7: Bronze Age (-1/60 Months): Start Jan 3

Post by Aegis J Hyena »

Our Story So Far...
995.04 (0/60 Months)
Next Population Increase in 10 months (996.02)
Population 150: 7 Superior Minds, 1 Mother Mind, 106 Drones, 32 UnEarthen

Here is the new write-up. Some of the powers have changed, so you can compare this month to the last month. I probably made them too powerful for CR 12, but I didn't want them to be like CR 20 or something.

.[tabs:Katha Statblock]

The Katha

Size/Type: Large Outsider (Neutral)
Hit Dice: 6d8+20 (40 HP on average)
Initiative: +5
Speed: 40 Feet
Armor Class: 19 (ÔÇô1 size, +10 natural), Touch 17, flat-footed 15
Base Attack: +7
Attack: Body slam +8 Melee (1d8+2/crits 19+), Talon Kick +0 Melee (2d6/crits 20), Trunk bash +1 Melee (1d8/crits 20)
Space/Reach: 5 Feet
Special Attacks: Stun, Improved Grab, Bleed, Knockback, Constriction, Blood Drain, Frost Breath, Brain Drain, Hypnosis, Fast Healing, Clairvoyance
Special Qualities: Damage Reduction 3/Masterwork, Poison Resistance 20, telepathy 10 Feet
Saves: Fort +10, Ref +1, Will +13
Abilities: Str 17, Dex 15, Con 16, Int 18, Wis 15, Cha 11
Skills: Concentration +15, Hide +8, Intimidate +5, Listen +15, Move Silently +5, Search +13, Sense Motive +20, Spellcraft +10, Spot +11, Survival +15
Feats: Iron Will and Great Fortitude
Environment: Any place with a geothermic lake and lots of magnetic metal nearby
Organization: Wolfpack (7-15 individuals, one Superior Mind) or Clan (150 + Mother Mind + Seven Superior Minds)
Challenge Rating: 12
Treasure: Anything shiny, more junk than valuables, uneaten metal ores, lots of silver and bronze cast offs well away from the main treasure
Alignment: True Neutral with slight leanings toward Neutral Evil
Intelligence: Very High (Hivemind)
Advancement: 8ÔÇô12 HD (Large); 13ÔÇô15 HD (Huge)

[tabs:Appearance/Society]

The Katha is a seven-foot tall dull rainbow-colored teardrop-shaped creature that sits in a "pelvis" that stands on a pair of chocobo-like taloned legs. It begins life covered in slate grey "ironstone plates" that get thicker and more rainbow-colored the longer it lives, becoming as thick as two fingers at its oldest when the rainbow pattern begins to dull out with age (and give it another +4 to Hide checks). These plates separate on death and can be retrieved for multiple uses, such as building material, use in magic rituals, or hollowed out and enchanted with reflection effects. Coarse dark brown fur lies between the gaps in the plates; this fur can pick up heat from a range of two feet and warn the Katha of approaching opponents from any direction.

While large, the Katha is flexible and its flesh gives way easily (low HP for something of its size). Katha naturally regenerate 1 HP per round, plus one per three uninjured Katha within ten feet (to a maximum of 5 HP per round). If they are close to the Mother Mind or a Superior Mind, this increases an additional 2 per Superior Mind or 3 for the Mother Mind, to an upper limit of 10 HP. So while "weak", their collective will to live is amazingly resilient. Smart groups will aim for the Superior Minds (to sow Confusion if they are killed) or the Mother Mind (to break the Clan itself) rather than go for the collective "drones" that make up the basic Clan members.

At the front of its head is a central eye that projects an aura of metal and mineral detection, while just under the eye is a narrow armored tentacle that splits into four "feelers" each the width of a finger and reaching up to 8 inches long. These feelers are manipulators, used to manipulate non-metal surroundings. Control of these feelers is fine enough that they can use simple tools (using a key to open a padlock, for example). Four iron "knobs" surround the base of the tentacle in a square configuration, and project a magnetic field upward at an angle in front of the Katha that overlays with their metal and mineral detection ability. Noticable holes where arms would be conceal large stores of fat, allowing it to survive without food for months at a time and if someone stupid reaches a hand in, the fatty tissue is poisonous, acting as a Slow spell for 6 rounds (A DC 18 Reflex save cuts this time in half).

On the top of its "head", there are four narrow trunks each as thick as a young man's arm, equally spaced around the top of its teardrop-shaped body. Each trunk is tipped with a bloodsucking mouth with multiple small grasping tentacles coated in a sticky substance. It breathes through these mouths and with holes in the body concealed by the ironstone plates, producing an audible low whistling sound to a range of 2 feet. This negates its ability to surprise foes if they've encountered the Katha before.

It is a noctournal omnivore that prefers to scavenge corpses for meat and will subsist on sedimentary structures, ripping apart everything from mountains to castle walls in the search for material to build its defensive plates. In combat it is smart enough to avoid "moving shiny things" as opponents for last, attacking the most unarmored creature available first. However if the target puts up a big fight the Katha will break off and pick another target. Against heavily armored foes (such as those in any form of plate mail or wielding large swords) it is not unheard of for large groups to surround a target and project and layer their magnetic fields out; if more than four are doing so the target must make a Reflex save (DC 18 + 1 per Katha projecting) or be affected as by Hold Person until the Katha are distracted. Larger than man-sized creatures cannot be Held but they can be Slowed.

The Katha has a -4 on its Will saves if the spell or attack is extremely strong (greater than 4th level) or emotional in nature. They take double damage from acid, sonic spells, and electricity. A large source of open flame (a large bonfire will do) will keep them at a distance until they can range their frost breath shots in order to put it out. Unusually, silver is very toxic to it (Will save at -4 or flee and not return for several days) and bronze paralyzes it on contact for 3 rounds.

The Katha are a moderately xenophobic ritualistic society, finding hidden meaning in everything, and having a direct connection to the world of the spirit realm (which they call The Hexen Slip) to ask for advice. What they learn is scribed into "books" (strung-together series of rune stones laid out on flat stone slabs) so that secrets and magic can be learned two different ways. While they require "books" to memorize spells, any spell energy they have can be converted to another spell slot. So if one Katha knows Burning Hands and Sleep, it could cast one of each, two Burning Hands, or two Sleep spells, but would have to memorize the spells first. The drawback to such potent magic is that it requires blood and meat to function in such an aptitude. 5 HP of blood and meat equal one spell level; standard Katha can hold eight spell levels, Superior Minds can hold fifteen, and the Mother Mind holds 30. Katha will never share their discovered knowledge with non-Katha, and are neutral-negative to even others of their own kind, but not enough to directly start wars.

In a Katha clan (never numbering more than 150 individuals), there are four types of Katha: The Mother Mind who analyzes data taken from all Katha in the Clan and delegates orders; the seven Superior Minds (historians and data-centers) that store and streamline the collected works of the Katha Clan; the basic Katha (who has connection to all other Katha in its clan, having a hivemind state), and the lower class UnEarthen. These lower class are Katha who have done wrong to the Clan or to the Superior / Mother Mind in some way, or those who have "bad" mutations that hinder the survival of the Clan as a whole. UnEarthen become sterile and cannot breed. Killing the Mother Mind will break the collective, giving each individual Katha a 10% to grow in strength to Superior Mind status (until the clan again is at 7 Superior Minds) and 7% of those that grow to Superior Mind will instead become a new Mother Mind (again, 7% chance). If no one "grows into the role" the clan will fragment and split, each Superior Mind taking with it one seventh of the original Clan in a new direction.

When a Katha Clan is discovered, then their Stone of The Hexen Slip cannot be far away. This is a large pillar of Lapis Lazuli stone found at the center of every Katha Clan, and is called "Periwinkle Lapis" by other races. The stone's powers and connection to the Katha are unknown, but most say it gives the Katha their sense of self, for they feel drawn to it as strongly as a rock is pulled by gravity and will always base their clans around a newly discovered pillar. Anything not a Katha and smaller than a hill giant that comes within 10 feet of these powerful stones must make a Will Save (DC 22) or be drawn to the stone by its power; if contact is made the creature is held fast against it unless they can make a Strength Check (DC 35) to escape. The stone radiates a null-magic field in a one foot radius that affects only non-Katha, rendering magical escape impossible. The stone, if powdered, is incredibly valuable in spells that deal with elemental transmutations, lowering spell level by 3 (so a 4th level spell would be treated as a 1st and occupy a 1st level slot but function as a 4th in terms of damage and duration).

The appearance of Katha in an area almost guarantee the presence of ferrous metal of some kind, thus leading to potential mining. Dwarves despise these creatures, exterminating them wherever they are found as they have proven impossible to domesticate and they eat all the metal the dwarves have. Their talons make excellent digging tools, the compound for its frost breath can be harvested for cold-based enchantments, and the central eye's lens hardens after death to an ornamental clear gemstone (200 GP value) that can be used in scrying effects. At the top of the teardrop-shaped body, "waste" iron and other metals are excreted and form layer after layer of multi-metal plating that, if melted down, can be used in the forging of naturally-fire-resistant weapons and armor (Resistance 2 per 3 years of age of the Katha).

Aurumvorax actively hunt the Katha for sport as their meat is toxic to them but the two species don't share the same environments and so encounters are extremely rare. Katha can usually outpower the Aurumvorax unless the golden gorger is particularly clever or allies itself somehow with the local dwarves.

[tabs:Special Abilities]

Resistance to Poison (EX): The Katha is very resistant to poison, taking 1/2 damage before any saving throw.
Telepathy (EX): The Katha can pick up the presence of "thinking" creatures at a range of ten feet. Thus, it cannot be flanked or surprised. A successful Intelligence check will allow it to reply in the language it detects, in the creature's own voice.
Stun (EX): If the body slam attack criticals, the target must make a Reflex save or be knocked off-balance for one round.
Improved Grab (EX): If two trunk bashes are critical hits against the same target, the target is immediately seized and the Katha may start to constrict.
Bleed (EX): If the talon kick hits an unarmored creature or critically hits an armored one, that target takes an additional 3 points of damage from bleeding for six rounds.
Knockback (EX): If the trunk bash hits, a smaller-than-man-sized opponent must make a Reflex save or be knocked prone and backwards five feet. Two trunks in concert can knock over a medium-sized creature but large creatures and greater cannot be knocked over.
Constrict (EX): If it has grabbed a target, a Katha may constrict, doing 2d8 damage per round and getting a free attack of opportunity with its mouths if the target tries to escape (Strength check). Armored targets wearing greater than chain mail are unaffected.
Blood Drain (EX): If any mouths hit (1 in 4 any time the trunk hits), it may draw blood for 1d8 damage per round. Once it lands a blood drain hit, that mouth will not let go unless the trunk is severed or the Katha or the target is dead. If the blood drain draws more than 30 HP worth of blood, the Katha is "supercharged" (Hasted) until the target dies. If one mouth hits, the other three will immediately focus on the victim caught.
Clairvoyance (EX): The Superior Minds have the ability to see their surroundings from a bird's eye view of about thirty feet overhead with a radius of 15 feet. Superior Minds acting in concert improve this by an additional seven feet per Superior Mind acting (15 feet, then 22 feet, then 29, 36, 43, and finally 50 feet maximum). This is usually used to watch hatcheries, treasure rooms, or interesting things from a distance.
Fast Healing (EX): The blood drain attack may be used to heal the Katha; 4 points of blood drain heal 1 HP of damage. If it is not in the midst of combat and retreats, this amount doubles (2 points of blood to 1 HP). In addition, Katha naturally regenerate 1 HP per round, +1 per three uninjured Katha nearby, and an additional +2 if a Superior Mind and/or the Mother Mind is nearby (within about thirty feet).
Ultrasonics (EX): The central eye can "see" sound (http://en.wikipedia.org/wiki/Chromesthesia) as color and its mouths use echolocation to navigate. It can "see" auras as well, and thus can naturally Detect Magic in a 10' radius. One in 90 can Scream (as a Destrachan) dealing 3d10 Sonic damage to anyone in a direct line to either side of the Katha. Superior Minds and the Mother Mind's damage with this attack is doubled.
Frost Breath (EX): The mouths on the ends of the trunks can exhale a jet of water mixed with a compound that turns it to ice on contact with warm flesh. This deals 1d6 (Reflex half) damage and functions as a Slow spell for 1d2 rounds against warm blooded creatures. If there is a source of open flame, the mouths will work in concert to extinguish it before all other actions. Ten Katha + 1 per level of the caster will even put out a Wall of Fire. They can use this frost breath 3 times a day.
Brain Drain (EX): If the mouths hit an unarmored head or "brain" area (1 in 4 against unarmored or unprotected targets, 3 in 4 if a critical), it may draw brain fluid and remove memories (A Forget spell), dealing 1d4 Intelligence damage per round. Lost Intelligence returns at 1 Int per day beginning 24 hours after the battle.
Metal Manipulation (EX): Using their magnetic field and a bit of concentration (a one-round "charge up" time), the Katha can move larger chunks of metal (and anything inside it, such as a suit of armor with a warrior inside) if it is available. They can lift about 250 pounds in metal at once and "fling" it in a general direction. Targets hit must make a Reflex save or be knocked off balance for one round, taking a -4 to all rolls. Small and man-sized creatures may take 1d8) damage if they take a direct hit.
Wild Mutations: There is a 1 in 8 chance any given Katha has a strange biological mutation, like a claw or an additional foot. There is a 50%/50% chance of it being a boon or a hinderance. Mutations range from ungodly lucky good ones to "why is this Katha still alive?"
Chameleon Power (SU): Katha, if not moving, are 80% invisible if not moving. If they're on the move, this drops to 30%.
Water Manipulation (EX): By projecting their magnetic field at impurities in water, they can manipulate 1 liter of water per Katha focusing (more if the water is tainted with metals of some sort). Pure or holy water is unaffected.
Magnetic Sense (SU): The Katha can sense metals in a ten foot radius, and can identify types of metal that are within its magnetic field. With concentration it can manipulate ferrous metal ores, separating them from the surrounding stone for devouring. A Dispel Magic renders the field inert for one hour per level of the caster.
Hold Metal (SU): Any metallic object attacking its front and that enters the magnetic field must have its wielder make a Strength check (DC 18) or be held fast. The field is not strong enough to pull off individual plates of metal off of armor, but will rip a dagger or short sword from one's hand. The more metal in the object, the tougher the saving throw; big blades and large weapons (claymores, two handed swords, great maces, etc) save at a -4 penalty. Four Katha acting in concert can move larger metal objects (as big as a suit of full plate mail) and sixteen can move a seige weapon.
Hypnosis (SU): Creatures looking directly at its central eye must make a Will save (DC 13) or be Hypnotized and held in place until struck, becoming flat footed and losing shield bonuses to Armor Class. If hypnotized the Katha immediately attacks the target, with all abilities at its disposal. Hypnotism ends 1 round after eye contact is broken.
Lens Focusing (SU): The Katha's central eye has a carbon-strengthened lens (essentially diamond) that can focus light into a heat beam that deals 3d4 damage (Reflex negates) and will set dry materials (Scrolls, etc) on fire. Requires bright sunlight or a Continual Light.[/tabs]

We begin the "Bronze Age" with a new Clan and new characters. Your Katha Clan (as yet without a tribal name) has discovered a new pillar of Periwinkle Lapis while on its nomadic journeys. This particular pillar is wedged deep in a cave at the top of a small sharp-pointed mountain with two dirt roads leading away from it. The first leads to the west, into a dark oak forest, obviously ancient in age. The other road leads into clear plains and goes into the distance south into a series of hills. To your right is a large geothermal lake, which looks like a giant boulder fell from the mountain and broke through the ground to expose a tube of water heated by the earth's depths. To the east, a series of unexplored mountains. To the north past the mountain with the Pillar, it goes steeply downhill into what appears to be a calm, quiet marsh.

The area is thick with game animals, both predators of various flavors and prey of even more flavors. As you are already very large in size, most of the man-sized predators that would give humans trouble aren't that much of a threat to you. The biggest threats seem to come from creatures just as large as you are (larger horses, unicorns, ogres, trolls, anything with the Dire template, etc) and sources of indirect damage (such as environmental damage from trees falling or a cave in or something like that). The mountain does not seem to have any caves or tunnels leading inside; the Pillar of the Hexen Slip seems to be "wedged" into the back wall of the (human-sized) cave, almost as if it were placed there by a divine finger. It wouldn't take much work to remove it and reposition it to your liking.

Huge tracks on the ground show something, or someone... else is here. About twenty five individuals in number, riding huge pack beasts of some sort. They split into two parties not long ago, half entering the forest and the other half heading further south into the hills. The tracks they've left are hoof-shaped and wide, suggesting Mudstompers (think a hippo-horse cross with feet as big around as elephants' feet). Bits and pieces of "junk" left behind by those in the party suggest sentience/sapience. Many are projecting the thought of "These things are a probable threat because the mounts are likely as big as we are." (Keep in mind, a regular Katha is about seven feet tall).

Time to decide what to do. You're still in "nomadic mode", and while the presence of a Pillar of the Hexen Slip is a nice find, what might be lurking around here might be a bit too dangerous for you to handle without a base of operations. No characters yet, we'll get to that in three months time.
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WILL YOU... (Pick 3)

A) Send a group into the Dark Oak Forest (either to hunt or to look for the group on mounts)?
B) Establish this place as a base, since you've found a Pillar of the Hexen Slip?
C) Ask the spirits what is going on? They're not thick around here; you sense they might be... afraid of something.
D) Dig a few trap-channels from the geothermal lake hole and set up an ambush? Creatures this big certainly can't avoid concealed trenches.
E) Send scouts south to look for one half of the party that split off?
F) Go in some other direction, deciding the area is too dangerous?
G) Focus on hunting for food and the driving off of the smaller predators, to make this place safer for you?
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Re: Civilization 7: Bronze Age (995.04)

Post by Arch Lich Burns »

A, d, c
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Re: Civilization 7: Bronze Age (995.04)

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A) 2 (Burns, D34dlock)
B) 1 (Krulle)
C) 2 (Burns, D34dlock)
D) 3 (Burns, Krulle, D34Dlock)
E)
F)
G) 1 (Krulle)

Edit: added D34dlock's votes
Last edited by Krulle on Sun Jan 04, 2015 4:22 am, edited 2 times in total.
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Re: Civilization 7: Bronze Age (995.04)

Post by D34dlock »

A,C,D
I'm still reading shifters.
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Re: Civilization 7: Bronze Age (995.04)

Post by Patdragon »

Is it me or is the map vs the description a little off? I think it almost works almost if north is downwards, but i'm tired and sleepy so maybe reading it wrong.
A key would be nice just in case.

Also this maybe the bronze age because were now injured by it >:-P
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A) 3 (Burns, D34dlock,Pat)
B) 2 (Krulle,Pat)
C) 3 (Burns, D34dlock,Pat)
D) 3 (Burns, Krulle, D34Dlock)
E)
F)
G) 1 (Krulle)
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Re: Civilization 7: Bronze Age (995.04)

Post by Aegis J Hyena »

I made the map at about 2 AM this morning. I'll map key it up later.
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Re: Civilization 7: Bronze Age (995.04)

Post by BadgeAddict »

C, D, G
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Re: Civilization 7: Bronze Age (995.04)

Post by GathersIngredients »

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B & D goes together well, also G (make base, fortify and send out scouts would be my preference, but making the area safer is a good option, too, and E doesn't look likely to get picked)

A) 3 (Burns, D34dlock,Pat)
B) 3 (Krulle,Pat, Gathers)
C) 4 (Burns, D34dlock,Pat, Badge)
D) 5 (Burns, Krulle, D34Dlock, Badge, Gathers)
E)
F)
G) 3 (Krulle, Badge, Gathers)
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Re: Civilization 7: Bronze Age (995.04)

Post by Arch Lich Burns »

I want to change my vote from a to b so we can set up canp, ask what is happening, and setup traps.
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Re: Civilization 7: Bronze Age (995.04)

Post by Krulle »

► Show Spoiler
A) 2 (D34dlock,Pat)
B) 4 (Krulle,Pat, Gathers, Burns)
C) 4 (Burns, D34dlock,Pat, Badge)
D) 5 (Burns, Krulle, D34Dlock, Badge, Gathers)
E)
F)
G) 3 (Krulle, Badge, Gathers)

I edited Burns change of vote in.
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Re: Civilization 7: Bronze Age (995.04)

Post by Aegis J Hyena »

http://sta.sh/01b8r8itu3ic

Katha artwork in progress from someone else.

Post later today. Probably later tonight close to midnight if I get sucked into minecraft again.
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Re: Civilization 7: Bronze Age (995.04)

Post by Krulle »

cool. say thanks to the artist!
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Re: Civilization 7: Bronze Age (995.04)

Post by Aegis J Hyena »

Our Story So Far...
995.05 (1/60 Months)
Next Population Increase in 996.02
Population 150: 7 Superior Minds, 1 Mother Mind, 106 Drones, 32 UnEarthen


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.)

.

This month is spent securing the area against predator and prey, focusing mostly on making this place a permanent home for yourselves (I'll roll again next month, "base" will be established at 150). The trees of the dark oak forest are unusually hard and extrude a foul-tasting sap that seems to solidify the sand and dirt beneath your feet (making for a wonderful building material if you're to add on to the cave where the Pillar of the Hexen Slip is). The mountains seem to be free of any sort of animal life, whether sentient, intelligent or not. Behind the mountain, the marsh seems to "attract" the quiet, and many Katha go there to reflect or sit and think during an hour or two at dusk or dawn before returing for the day (your species is still nocturnal).

You spend a lot of time digging some trap channels for whatever these large creatures are. The stone beneath your feet is unusually hard; it is like the entire plateau where the cave is almost undiggable (or at least painful for your claws after sustained digging; trenches are possible but it's slow and painful going) and the ground closer to the Dark Oak Forest is saturated with the sap, making that slow to dig and break apart. The sap remains sticky and doesn't harden all that fast (when it hardens at all) and has the texture and feel of molasses or melted marshmallows. Whatever the slow-down of trench digging is, the creatures, whatever they were, do not come back. Your minor scouting runs suggest that they are not creatures riding pack beasts, but "taurs" of some kind.

Whatever they are, they're more than a match for you if they return and decide to be hostile; they're just too damn big and when something is bigger than you, it's usually too big to deal with alone. You've seen signs that they don't appear to be coming back, but at the same time you also get the sense that these creatures have "settlements" nearby, based on the "junk" you've managed to pick up. What you don't eat metal-wise is piled high in a corner of the Pillar cave for right now, for eventual rummaging through later.

Finally, some of the Superior Minds sit down to contact the spirits of the area and find out the general state of things. The best response you get is a low pitched moan of fear, while the worst responses sound more like SCREEEEEEEE and in several cases some of the older spirits (especially of the dark oaks) are paralyzed with fear. You do know now that they were not like this BEFORE the "taurs" came through here earlier. Whether they caused it intentionally or not, now you have a means to track them. You're not able to get anything useful out of the spirits at this point and some of the Superior Minds are inches away from declaring the Pillar of the Hexen Slip "corrupted", to be avoided at all costs because of the damage that seems to be done to the spirits around here. The easier of the two "taur" groups are the ones who entered the forest; perhaps that would be a start.

WILL YOU...

A) Send a group into the Dark Oak Forest (either to hunt or to look for the taurs)?
B) Continue to establish this place as a base (adds 30 to next month's roll)?
C) Try and use your combined Clan willpower to calm the spirits down or "reboot"/purify them? That might kill some Katha, though.
D) Attempt to try to "solidify" the ley lines here? It's kind of doing weird things to your magnetic sense.
E) Send scouts south to look for the other half of the party that split off? They went south, into the hills.
F) Leave the area and look for a new base, deciding the Pillar of the Hexen Slip cannot be saved?
G) Attempt to channel your raw hivemind power to "recharge" the Pillar of the Hexen Slip?


Next post SHOULD be within 24 hours, but if not, then 48.
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Re: Civilization 7: Bronze Age (995.05)

Post by D34dlock »

B,D,G
I'm still reading shifters.
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Re: Civilization 7: Bronze Age (995.05)

Post by ChuckDaRighteous »

D,E,G
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Re: Civilization 7: Bronze Age (995.05)

Post by Arch Lich Burns »

Image

So I got bored. So I made Katha. See if you can find it.
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Re: Civilization 7: Bronze Age (995.05)

Post by Patdragon »

A,C,G

addition - make sure any psychic feedback id directed at the unearthen if rebooting the spirits as if killed it will be of little loss to the clan but may be seen as boon to the unearthen as they are serving the clan.
Last edited by Patdragon on Tue Jan 06, 2015 6:04 am, edited 1 time in total.
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