Civ 6: Hiatus until August 31

Home to all current Forum Games.
User avatar
Aegis J Hyena
Game Master
Posts: 4295

Re: Civ 6: Myths And Legends: 969.04

Post by Aegis J Hyena » Tue Jul 22, 2014 6:44 pm

969.06
► Show Spoiler
We begin as the Chaos Leopard's Tail is brought into port and the ship is looted. Much of the stuff defies known science (or even description), but when you put it on the ground of your homeland it immediately begins oozing a putrid sticky paste. This paste converts the ground to a foul, corruptive jelly that nearly cancels the sentience of the Simple Celled on contact. Still, the hold was FULL of treasure: 10000 silver coins, 14000 gold coins, fourteen large trade amulets (450 apiece), 15 small religious icons (of Khorne), one very small platinum ring with a opal (radiates magic), one large mirror (radiates magic), one ancient copper coin (a "Challenge Coin"), 12 large pairs of (enchanted) cold iron dice, two paintings of dragons clashing (800 apiece), 12 very large lead nose rings (status symbols among the Chaos Dwarves), 50 very small sapphires (100 each), 16 huge white gold bars (1000 each), one very large midnight black human silk gown (not magical), one suit of brass chainmail decorated with fiery symbols (radiates magic), one jar of amber ink, one jar of dark red-violet ink, three containers of fiery red paint, and one very large bottle with a brassy-yellow liquid inside). It is discussed what to do about the ship itself, because its very nature is corruptive and may very well attract unsavory forces (like the Wyrm), but no consensus is reached.

The enchanted dice are rigged to throw doubles any time they're rolled by dwarven hands (any dwarf, not just chaos dwarves), the platinum ring is a Ring of Reaction Mass (anyone hitting the wearer in melee suffers the same amount of force/ 75% of the damage), the large mirror seems to call up images of the Elemental Plane of Fire when requested (the Drow want this and will take it if no one stops them), the two ink jars are obviously spell scroll inks, the large bottle is a bottle of poison for meats (useful for espionage / dinners where you want to "deal" with someone), and the brass chainmail seems to bring up a field of fire around its wearer. It looks illusionary but provides Fire Protection 10.

While the Garou spend most of the month trying to "sterilize" some of the Dire Wolverines (which is slow going, but progress is made!), it is learned that the Diamond Pearl of Xakhara not only could be used to locate the Admiral's Pearl, it could also be used to destroy the Pearl, denying anyone a source of power. You've discovered that the drow and the orcs are at a bit of a crossroads, as they want the Pearl for the glory of Lloth, and the Orcs want to have it for themselves. Nothing dangerous, but it could blow up over time. The cleansing of the land begins and surprisingly Wolverine grants a gift of digging to the Garou so they can dig out "knots" of taint to collect and then purge all at once. On the negative, the Wyrm is reacting and withdrawing its taint into select Dire Wolverines, beginning to transform them into Banes.

While Croanuk finds that most of his new traps work except that predators (crabs mostly, but also eels and once or twice a small shark) are getting to the captured food before he does, the secret hatch on the Morbid Storm is complete. You almost sunk the ship trying to install it, but only when you hit a weak spot in the wood causing nearly the whole ship to vibrate and come apart. This could be used against other ships, causing their non-vibrating-wood-hulls to come apart if "mines" were attached to their hulls. Meanwhile Rooster aids in repairs to the Gyrfalcon after its nasty bump on the reefs and Lythrana traces the source of the magic not to Lloth, but to the Valkyries. They're ranging their shots, planning for an ice storm this winter courtesy of them, and Lyth is able to reflect their magic at a reduced spell power so that they know they're being foiled and the drow are not happy about it.

Speaking of the Drow, Lloth has been warded against for the majority of the living quarters. The only place She has influence right now is the Citadel, where many of the Drow are residing, and maybe half of the underground chamber where the dragon altar is. She is rallying Her people, speaking to them in omens and dreams (violent, torturous stuff). While they're not whipped up into a zealotic frenzy, those who follow both Zenkal AND Lloth are now finding their loyalties divided. Lloth is promising power to the Drow and wants sacrifices... of the men of the other races of the civilization. Zenkal has no comment, but you know He is going from "just watching" to "annoyed" and you -know- it's not a good idea to annoy a neurotic deity. He also seems to be watching Fleascratcher intently, trying to decide what to do with him as the little kobold seems to latch onto Tudo, helping him build his little hut away from nearby civilization, and saying that his girlfriend, a much older kobold who "liked to sing and attract passers-by", was left behind at the Grand Shark's Demise. He misses her.

You now have enough resources to build another small ship, or to refit one of the other ships with better armor or offense. You've also discovered a new metal in the back of the mine, a silvery lightweight metal known as Zeitrium. It's like Mithril, but without all the mystical attachments. Some people call it "Fool's Mythril" and use it for pranks. It's not all that good for armor working, better used as gilt on armor or as ornamentation. It is difficult to mine, because it breaks into uselessness so easily (unless you want it as a powder, which doesn't appear to have any potential). Legima uses it a little in his experiments in order to try to "evolve" a little bit better to get some technological talent he can share with the hivemind, but the dwarven genome is too strong and considers the Simple Celled to be a "poison"... and thus is resisted by the sample. Legima is forced to spit out the genome (literally) because it was fighting like a dwarf's immune system.

Finally, we have Zenkal and Lloth, who are starting to brew a rivalry. Both are feeling around for weaknesses among their chosen peoples. Zenkal tells Kermutt that the time will come when the Drow grow too big for their ears, and that Lloth will be picking a champion of Her own to try to enslave everyone else. Zenkal doesn't mind the Drow who convert to His cause; more worshipers is always nice to have. When the elf shit hits the Gust of Wind spell, He'll be there to defend. He doesn't have any way to easily "win" the Drow when T'alrg asks, and thus promotes T'alrg to Kermutt's personal defender instead. The downside of this is that T'alrg was hit with quite a big episode of the Talking Shadows, and they become "Screaming Shadows" instead. For a good couple of weeks, T'alrg doesn't know what is real and what isn't. Thereafter, his Talking Shadows are a bit more pronounced.

Zenkal does think Lloth is going to try one of two things: influence the Drow to attack in a war all at once (which the dwarves, orcs and chelyrdians are expecting down the line), or (more likely) try to influence Gynnidarcia and use Her power to break Zenkal's defense, allowing the Gynosphinx to come in and wreak an awful lot of havoc, causing a divide where She can strike and force the civilization to give up the Unvorpal Blade. Kermutt communes with Zenkal as to how to increase His influence, and gets the cheeky reply, "Statues!" along with a few four-sided chunks of the purple crystal mysteriously appearing in his hand.

Those of you who have leveled, you may pick one of the following benefits to go along with your level: Increase a Base Aspect EXCEPT Personal by 30% of the amount required for its next level, bank a Critical 100 for personal use, regenerate 3 SA and 1 FH immediately, advance a Hobby to a Skill (50% chance of success) or a Skill to an Occupation (25%). I'm ditching the bit about Wounds, it's too much to keep track of.

WILL YOU...

A) Hunt the Wyrmtainted Dire Wolverines and get rid of them before they become a -real- threat? (85+)
B) Try and smite Gynnidarcia now before Lloth can act? (85+)
C) Continue training the gryphons and owlbears? (80+)
D) Focus on diminishing Lloth's presence via construction of Zenkal statues along the island? (80+)
E) Research the Diamond Pearl? If it's a spiritual counterpart, the Garou might be able to find out something... (80+)
F) Focus on building resources up, mostly working the Precious Metal Mine the Dwarves have? (80+)
G) Research the Unvorpal Blade, "d12 Crystals" and dragon altar? (85+)


Chelrydian Divination (D): 13 + 3 (Spiritual 1) + 0 (Divine 0) + 37 (Magical Nexus) + 0 Action Points = 53 vs Modded 79 - 35 (35% Bonus) - 0 MP = Final Modded 44 (Base 80) (Action Succeeded) [9: +1 AP, +1 MP]

My own votes are B (best to slow her down or injure her ASAP), E (might be interesting) and G (been kinda ignored)

The Hazard Bar has increased by 26 (15 +11 for Actions)... (70/100)
► Show Spoiler
Steam: http://steamcommunity.com/id/Capricornian/

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

User avatar
kida
Gives Speeches
Posts: 1166

Re: Civ 6: Myths And Legends: 969.04

Post by kida » Tue Jul 22, 2014 7:13 pm

A) 0 ()
B) 1 (Aegis)
C) 1 (kida)
D) 0 ()
E) 2 (Aegis, kida)
F) 0 ()
G) 2 (Aegis, kida)

User avatar
BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Civ 6: Myths And Legends: 969.04

Post by BadgeAddict » Tue Jul 22, 2014 7:18 pm

A B D

User avatar
madmartin26
Indulges in Conversation
Posts: 895

Re: Civ 6: Myths And Legends: 969.04

Post by madmartin26 » Tue Jul 22, 2014 7:22 pm

B, F, G

Lythrana will bank a crit 100 and will help with repairs/wait for the repairs to be finished.

User avatar
ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: Civ 6: Myths And Legends: 969.04

Post by ChuckDaRighteous » Tue Jul 22, 2014 7:47 pm

B, D, G

If no one else lays claim to it, Clart will take the platinum ring of reaction mass.

Also Clart will sail to the grand shark's demise. Before departing he will ask Fleascratcher about his girlfriend (who, where to find her, etc) with the possibility of bringing her back on the return voyage. (as I understand it this will take a month to sail there preventing any other action, but no need to spend an SA to do so).
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Civ 6: Myths And Legends: 969.04

Post by Dlover » Tue Jul 22, 2014 9:46 pm

Croanuk's bonus for the level will be an aspect increase to Spiritual.

SA: Croanuk, noting the predators stealing his fish, decides to work on methods of modifying his cages not to secure them against predators, but to trap those who would steal his fish.

A) 2 (Badge, Dlover)
B) 5 (Aegis, Badge, Martin, Chuck, Dlover)
C) 1 (kida)
D) 3 (Badge, Chuck, Dlover)
E) 2 (Aegis, kida)
F) 1 (Martin)
G) 4 (Aegis, kida, Martin, Chuck)
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

User avatar
Alaen
Converses Frequently
Posts: 717
Location: Sol System , 3rd planet

Re: Civ 6: Myths And Legends: 969.04

Post by Alaen » Tue Jul 22, 2014 10:44 pm

ABD

Advance Tech as my level up bonus.
Avatar by LooksAtYouFunny

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Civ 6: Myths And Legends: 969.04

Post by Dlover » Tue Jul 22, 2014 11:57 pm

A) 3 (Badge, Dlover, Alaen)
B) 6 (Aegis, Badge, Martin, Chuck, Dlover, Alaen)
C) 1 (kida)
D) 4 (Badge, Chuck, Dlover, Alaen)
E) 2 (Aegis, kida)
F) 1 (Martin)
G) 4 (Aegis, kida, Martin, Chuck)
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

D34dlock
Is Heard Often
Posts: 373

Re: Civ 6: Myths And Legends: 969.04

Post by D34dlock » Wed Jul 23, 2014 12:34 am

C,E,G

Banking the Crit 100 for now. I have plans Mwahahahahahaha!
I'm still reading shifters.

User avatar
NewOneAround
Likes to Contribute
Posts: 225
Location: Mannheim, Germany

Re: Civ 6: Myths And Legends: 969.04

Post by NewOneAround » Wed Jul 23, 2014 1:16 am

ADE
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
Full of excitement for the rise of a new Civilisation

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Civ 6: Myths And Legends: 969.04

Post by Dlover » Wed Jul 23, 2014 1:20 am

A) 4 (Badge, Dlover, Alaen, NewOne)
B) 6 (Aegis, Badge, Martin, Chuck, Dlover, Alaen)
C) 2 (kida, D34d)
D) 5 (Badge, Chuck, Dlover, Alaen, NewOne)
E) 4 (Aegis, kida, D34d, NewOne)
F) 1 (Martin)
G) 5 (Aegis, kida, Martin, Chuck, D34d)
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

D34dlock
Is Heard Often
Posts: 373

Re: Civ 6: Myths And Legends: 969.04

Post by D34dlock » Wed Jul 23, 2014 2:06 am

the hold was FULL of treasure:
10000 silver coins, 20% to the village treasury & divide the rest among the victorious ship's crew based on rank & the ships Articles of Agreement.
14000 gold coins, 20% to the village treasury & divide the rest among the victorious ship's crew based on rank & the ships Articles of Agreement.
fourteen large trade amulets (450 apiece), 20% to the village treasury & divide the rest among the victorious ship's Officers based on rank & the ships Articles of Agreement.
15 small religious icons (of Khorne), Sacrifice?
one very small platinum ring with a opal (radiates magic), the platinum ring is a Ring of Reaction Mass (anyone hitting the wearer in melee suffers the same amount of force/ 75% of the damage),Would rather it was going to a Melee fighter. I'd like it if Voto got his choice of this or the Chainmail. His ship captured the prize. Could we wait to claim objects for ourselves till after his choice?
one large mirror (radiates magic), the large mirror seems to call up images of the Elemental Plane of Fire when requested (the Drow want this and will take it if no one stops them),Mount it above the nether portal. If we get enough Elemental Planer objects in one spot maybe !!Fun!! will happen.
one ancient copper coin (a "Challenge Coin"), We should research this. A "Challenge Coin" is a way members of a military force can recognize each other. It may function as "pass" or a way into a forgotten base or vault. Free Weapons & loot would be nice.
12 large pairs of (enchanted) cold iron dice, The enchanted dice are rigged to throw doubles any time they're rolled by dwarven hands (any dwarf, not just chaos dwarves),Someone will be setting up a gamboling house.
two paintings of dragons clashing (800 apiece), Hang on the walls of the dragon Altar room.
12 very large lead nose rings (status symbols among the Chaos Dwarves), Have them used as the rings of two priest's staffs shakujō Style. Six rings a piece. One for each god.
50 very small sapphires (100 each), 20% To the village Treasury & Pay the Crew The Gold value for the rest. Split the paid gold among those that do not get one of the huge white gold bars.
16 huge white gold bars (1000 each), 20% to the village treasury & divide the rest among the victorious ship's Officers based on rank & the ships Articles of Agreement.
one very large midnight black human silk gown (not magical), The Dye will mean we can't feed it to the spiders but this could be saved at least for a little while. better yet. Auction it. It will likely go to a Drow as a Tailor can modify it to fit.
one suit of brass chainmail decorated with fiery symbols (radiates magic), the brass chainmail seems to bring up a field of fire around its wearer. It looks illusionary but provides Fire Protection 10. Have Voto choose then decide.
one jar of amber ink, the two ink jars are obviously spell scroll inks,In our Poorly locked chest
one jar of dark red-violet ink, the two ink jars are obviously spell scroll inks,In our Poorly locked chest
three containers of fiery red paint, Use them to paint a ship. The Plunderers Howl would be my choice. A red line painted across the firing ports of a Warship is classic.
and one very large bottle with a brassy-yellow liquid inside). the large bottle is a bottle of poison for meats (useful for espionage / dinners where you want to "deal" with someone),We are Immune to poison due to our tweaks. This will be helpful.. or tasty.
It is discussed what to do about the ship itself, because its very nature is corruptive and may very well attract unsavory forces (like the Wyrm) Sacrifice it & use Wyvernwyrm Soul when we do. Use 20 Wyvernwyrm Soul. As the ship is not being pressed into service (corruption) the crew does not get a ship capture bonus. 40% of the value of the ship.

Note for future Looting: Have the PC captain of a ship claim a piece for himself & one for crew mate. We are Pirates after all.
I'm still reading shifters.

nikohl
Discussion Moderator
Posts: 4575
Location: Ó▓á_Ó▓á

Re: Civ 6: Myths And Legends: 969.04

Post by nikohl » Wed Jul 23, 2014 2:16 am

FH: the Pack will carry out voting option A. Any support (votes, other SAs etc) is gracefully accepted, but the Pack are focused on their goal of purging the taint from the area, and banes ain't good.

Kelten
Converses Frequently
Posts: 702
UStream Username: Kelten

Re: Civ 6: Myths And Legends: 969.04

Post by Kelten » Wed Jul 23, 2014 3:33 am

FH: +15 AP
Voto claims the Ring of Reaction Mass and 20% of all the gold for himself (3000 gold, 4 huge gold bars, 10 safaris)
He then gives 10% (1500 gold, 2 huge gold bars, 5 safaris) to the captain Thessa Comet that enaibled the capture together with any object the pony wishes to have.
20% of the gold coins are then split among the crew, together with all the silver after there rank (3000 gold 10000 silver)
5 safiers and 2 goldbars goes to the ogermage... you dont want to anger the oger mage

3000 gold are shown of, and spread around and spent on a giant feast! (this is the action part)

Now for the fun bit:
The platinum ring is a Ring of Reaction Mass will be offered as a boon for the next player to bring home a plundered ship! Voto will keep it until then



10000 silver coins (goes to the crew)
14000 gold coins, (3000 to voto, 3000 to votos crew,1500 to Thessa Comet, 3000 tossed around and spent on a giant party and 10 goldbars, and 35 safiers and 3500 gold to the treasury)
fourteen large trade amulets (450 apiece)(open for claim, otherwise the treasury)
15 small religious icons (of Khorne) (left out to grab)
one very small platinum ring with a opal Voto claims the ring!
one large mirror (radiates magic), Mount it above the nether portal. If we get enough Elemental Planer objects in one spot maybe !!Fun!! will happen.
one ancient copper coin (a "Challenge Coin"), We should research this. A "Challenge Coin" is a way members of a military force can recognize each other. It may function as "pass" or a way into a forgotten base or vault. Free Weapons & loot would be nice.
12 large pairs of (enchanted) cold iron dice, The enchanted dice are rigged to throw doubles any time they're rolled by dwarven hands (any dwarf, not just chaos dwarves),Someone will be setting up a gamboling house.
two paintings of dragons clashing (800 apiece), Hang on the walls of the dragon Altar room.
12 very large lead nose rings (status symbols among the Chaos Dwarves), Have them used as the rings of two priest's staffs shakujō Style. Six rings a piece. One for each god.
50 very small sapphires (10 to voto, 5 to Thessa Comet, 5 to oger mage, 30 to tresury)
16 huge white gold bars (1000 each), (4 to voto, 2 to Thessa Comet, 2 to oger mage, 8 to the treasury)
one very large midnight black human silk gown (not magical), Up for auction
one suit of brass chainmail decorated with fiery symbols (radiates magic) Is given as a gift to Keetch. Fire protection for those who burn
one jar of amber ink, the two ink jars are obviously spell scroll inks,In our Poorly locked chest
one jar of dark red-violet ink, the two ink jars are obviously spell scroll inks,In our Poorly locked chest
three containers of fiery red paint, Use them to paint a ship. The Plunderers Howl. It will go well with Voto's new flames!
and one very large bottle with a brassy-yellow liquid inside). the large bottle is a bottle of poison for meats (useful for espionage / dinners where you want to "deal" with someone), up for grabs

Voto offeres the ship to the simple celled. A ship this corrupted should be able to take there acid, and if not, well... corruption problem solved!
Last edited by Kelten on Thu Jul 24, 2014 11:38 am, edited 1 time in total.
Click here if you want to beat me up!

User avatar
Dlover
Game Master
Posts: 14130
Location: Somewhere. Probably.

Re: Civ 6: Myths And Legends: 969.04

Post by Dlover » Wed Jul 23, 2014 3:42 am

The cargo on the ship started secreting stuff that was incredibly harmful to the simple celled. Are you sure giving them the ship would be wise?
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

Kelten
Converses Frequently
Posts: 702
UStream Username: Kelten

Re: Civ 6: Myths And Legends: 969.04

Post by Kelten » Wed Jul 23, 2014 6:36 am

nearly cancels :p
So they should be able to take it!
Click here if you want to beat me up!

Kelten
Converses Frequently
Posts: 702
UStream Username: Kelten

Re: Civ 6: Myths And Legends: 969.04

Post by Kelten » Wed Jul 23, 2014 6:37 am

its a well armored ship, we couldn't damage it... It would be a wast to let it go.

also
A, C, F

and regenerate 3 SA and 1 FH for Voto plz :)
Last edited by Kelten on Wed Jul 23, 2014 6:50 am, edited 1 time in total.
Click here if you want to beat me up!

Davecom3
Chronically Blathering
Posts: 1522
Location: Gainesville, Florida

Re: Civ 6: Myths And Legends: 969.04

Post by Davecom3 » Wed Jul 23, 2014 6:48 am

It nearly cancels upon contact. Living in it for a long duration is going to be beyond them.

CDG

SA+15WWS: Kukucan goes out hunting Banes and Dire Wolverines, using his Occupation to snipe them from the sky.

Attempt to raise Herbalism to a Skill.

User avatar
BadgeAddict
Saves-A-Hyena
Posts: 9145
Location: Ohio

Re: Civ 6: Myths And Legends: 969.04

Post by BadgeAddict » Wed Jul 23, 2014 8:00 am

I will also bank a critical 100

D34dlock
Is Heard Often
Posts: 373

Re: Civ 6: Myths And Legends: 969.04

Post by D34dlock » Wed Jul 23, 2014 2:14 pm

In the Civilization 6 OOC: Set Sail for... Stuff thread
Aegis J Hyena wrote:In a nutshell? High defense, high attack, corrupts the water it sails on and toxifies the ground its pieces are brought on. The corruption should gradually fade over time though, as the source was the Chorfs themselves (and something you'll discover in the next update).
Sacrificing the ship no longer seems like a good idea. Maybe we could store the ship until it's purged. The cave where the rogue faction hid would be out of the way. Set up a purification zone to keep it from leaking out of the cave?
I'm still reading shifters.

User avatar
ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: Civ 6: Myths And Legends: 969.04

Post by ChuckDaRighteous » Wed Jul 23, 2014 2:52 pm

D34dlock wrote:In the Civilization 6 OOC: Set Sail for... Stuff thread
Aegis J Hyena wrote:In a nutshell? High defense, high attack, corrupts the water it sails on and toxifies the ground its pieces are brought on. The corruption should gradually fade over time though, as the source was the Chorfs themselves (and something you'll discover in the next update).
Sacrificing the ship no longer seems like a good idea. Maybe we could store the ship until it's purged. The cave where the rogue faction hid would be out of the way. Set up a purification zone to keep it from leaking out of the cave?
Meanwhile, another assault on the rogue faction's planned and carried out. The rogue faction picked a TERRIBLE place to build a new lair, as it's an underwater "bubble" of rock on the ocean floor (picture a giant hollow boulder capable of fitting a dragon) with a stone pipeline leading out to the surface barely high enough so that water doesn't wash out into the hole and submerge the entire place. The attacking force splits into two teams, with one team going to the anchored Rogue's Prophet to recover it and the other setting dwarven explosives on the tunnel. The explosives go off and the hollow boulder's "air pipe" is destroyed, forcing those that breathe air to come out. Those that can breathe water (the rogue Chelydrians) attempt to hide at the ocean's floor deep where sunlight doesn't penetrate. Their sneak attempt fails and they are rounded up and killed, then brought back to the main civilization and sacrificed. Lloth seems mollified for now.
As I understand it that's no longer an option.


Also I've decided Clart will attempt to advance his arcane magic skill. Only 25% chance but might as well try. I take it there's no way to get a bonus on the roll?
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

User avatar
kida
Gives Speeches
Posts: 1166

Re: Civ 6: Myths And Legends: 969.04

Post by kida » Wed Jul 23, 2014 3:07 pm

I'll take 3 SAs & 1FH

User avatar
NewOneAround
Likes to Contribute
Posts: 225
Location: Mannheim, Germany

Re: Civ 6: Myths And Legends: 969.04

Post by NewOneAround » Wed Jul 23, 2014 3:14 pm

I'd like to support nikol on his FH. Do I have to spend a SA on it or can I just tag along using Hobby: Swordfighting to kill them and Skill: Divine Magic (Cleric of Zenkal) to heal the combatants afterwards?
GM for a Kobold Mine

Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
Beeing a lost Goblin Slave (a.k.a. Mineling) in a godforsaken Hole [Complains]
Full of excitement for the rise of a new Civilisation

User avatar
ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: Civ 6: Myths And Legends: 969.04

Post by ChuckDaRighteous » Wed Jul 23, 2014 3:49 pm

Updated:
A) 5 (Badge, Dlover, Alaen, NewOne, Kelten)
B) 6 (Aegis, Badge, Martin, Chuck, Dlover, Alaen)
C) 4 (kida, D34d, Kelten, Dave)
D) 6 (Badge, Chuck, Dlover, Alaen, NewOne, Dave)
E) 4 (Aegis, kida, D34d, NewOne)
F) 2 (Martin, Kelten)
G) 6 (Aegis, kida, Martin, Chuck, D34d, Dave)

I've noted that's 3 of you working on option A (one with an FH) do we really need to vote for it as well?
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

User avatar
Quarg
.
Posts: 5400

Re: Civ 6: Myths And Legends: 969.04

Post by Quarg » Wed Jul 23, 2014 3:58 pm

Captain Comet decides to sail out again and begin to survey to find more prey.
Skill Navigation

Edit: Missed the upping a rank bit...
Last edited by Quarg on Thu Jul 24, 2014 9:50 am, edited 1 time in total.
Really...why are you reading this?

Eileen Ap'Fyretorr

Post Reply