Our Story So Far...
999.09; 7 Months To Go
Last Population Increase in 1000.01
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: 17 + 171 (last month's result) = 188/600
Contacting the Muial'ki: 54
Searching for more Glop-related Shrines: 3 (Oh lord. I hadn't PLANNED on anything... but the dice have other ideas!)
Pincering the Mindwalkers: 77
Grounk's Healings: 39
Chuwu's Mind Hopping: 40
Telsenari Strike I: 90, 95 (Critical!) 55 +28 (Corrupted Earthen Fury) = 268
Telsenari Strike II: 44, 59, 100 (Critical!) +28 (Corrupted Earthen Fury) = 231
Claiming the Holy Ground (70+): 32
Katha Fight Back I: 100 (Critical!) 45, 85 = 230
Katha Fight Back II: 67, 43, 84 = 194
Net result: The Telsenari find a weak spot while the golem is protecting the now injured Mardoa and PUSH. They can't claim the Holy Ground, but they're laying siege to it and it's not safe for Mardoa here anymore...
Katha assault the Mindwalkers: 62, 30, 74 +44 (Pincer attack) = 210
Mindwalkers Fight Back: 9, 65, 84 = 158
Mindwalker Morale (saving throw, 13+): 20 (That'll make things complicated...)
Net result: The Mindwalkers saw it coming and wisely retreated, so losses were minimal. They're not budging, but that's probably because they have nowhere else to go.
[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} (4 Standard Actions, 1 Finest Hour)
Mutation: Spell Reflection (1st/2nd)
Grounk (Krulle) {Food Collector/Harvester} (2 Standard Actions, 12 Finest Hour)
Mongao (Nolandking) {Warrior} (10 Standard Actions, 0 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (2 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} (4 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} (10 Standard Actions, 2 Finest Hour)
+20 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Carpacio (Chuck) {Arcanist} (2 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)
(Locked by Chuwu) 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
(Locked by Chuwu) 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)
(Locked by Chuwu) 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)
(Locked by Chuwu) 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")
(Locked by Chuwu) 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.
Any knowledge locked by Chuwu is only usable by his permission until he unlocks 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: 267 (-150) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 102 Drones (+116 Chartosh Drones), 108 Strong Eyes, 42 Streamline Drones
Rocky Badlands Clan: 385 (+200) (7 Superior Minds, 1 Mother Mind, 180 Drones, 21 Streamliners, 176 Strong Eyes)
Draconic Cavern Clan: 429 (+200) (7 Superior Minds, 1 Mother Mind, 200 Drones, 21 Streamliners, 200 Strong Eyes)[/tabs]
The attempted communication with the Muial'ki is met with understandable back-turning, but when the pictures of the warfront are shown to them, they show them to the dwarves. THAT backfired, as the Talking Stones took a "Either you aid them, or you aid us, but not both." attitude; they threatened to throw the Muial'ki to the wolves (well, Mindwalkers) if they aided you when there were "current and local" matters to deal with. The Muial'ki application of blunt trauma wouldn't work well on a city of thousands of dwarves, so the Muial'ki return your request for help with "we've got things to do here." Your telepathy and mindworkings show they're really in a corner, so the only thing you can do with them is let them help the dwarves (unless you WANT to try to spring them out, but they don't want the dwarves after their tailfeathers...). The Mindwalkers retreat to their main stronghold and wait for the dwarven army plus the Muial'ki irregulars to approach. If they're going to fail, they're either failing on their home turf or they're... leaving surprises for the Talking Stones as they go down. They don't have anywhere to go, and trying to plane shift out so that they can flee doesn't seem to be an option to them though you don't know why.
Pincering the Mindwalkers during their retreat does a wonderful job... until you realize that their main force seems to be a bit sparse -- they kept their forces back, waiting to see what the dwarves and the Muial'ki were going to do next, and by doing this they saved much of their population. They're most definitely on the losing end of this war though, and if you keep up the pressure, they'll be out of a job (and their lives) before the stage ends. The Mindwalkers have made some attempts at mindcontrolling the Muial'ki, but the dwarves have given them mental-resistant metal headwear that is -loud- to your Katha aura sights. It hurts to look at the headgear, and only hurts a little less if you're in a 30 foot radius of the metal. It's nothing you've seen before... that's certainly not iron they're using!
Chuwu experiments with mind-hopping but finds that the best he can do right now is just the usual different connections throughout the hivemind that he was already used to. However, his thought trains lead him down a curious path that might make the Katha species stronger as a whole... by making EVERYONE Superior Minds. Such a thing needs to be attempted when there aren't a pair of wars going on, though...
Finally, a small elite force goes to search for anything Theemo might have left behind. As it turns out, the shrine Xiu caught Theemo at was one of the
smaller ones and that Theemo had preserved a careful bit of Glop's mind. This "piece of mind" is giving you no peace of mind, even though on its own it is nonsentient. You found a hollowed out giant hill with a cavern at the end the size of two Katha standing on top of one another, and scrabbled all over the walls were line after line of mathmatics, sayings from Glop, and the usual stretches of runes you use to read and communicate ideas with. When the group went in to dismantle it, they went first for the piece of Glop's mind sealed in a chunk of amber. The floor collapsed around them (there were only three small places that were safe to stand on in the entire place) and then the roof collapsed on top of them. Xiu made it out alive, as did the three or four he rescued, when he used his necrotic touch to break down stone and rock and used his damage reduction to avoid the worst of the cave in. You lost 18 drones in that little booby trap, half of those Chartosh's.
You're pretty sure that was the last of Theemo's "legacy"; as a final statement the amber with Glop's piece of mind in it is crushed under Xiu's burning feet to destroy it.
Storyline: Telsen'ari II: Electric Taur-A-Roo
Remember when I said that luck might swing in the Telsen'ari favor? Yeah.
While the golem hangs back to provide protection as Mardoa can lash forward and start laying the
hurt down on the Telsen'ari (which she now classifies as "demons" in her own mindset, even if they're mortal demons), the Telsen'ari attempt to corrupt the very ground around the Holy Ground and try to "smoke" Mardoa out prematurely. Instead, their actions summoned a
huge corrupted Earth Elemental, and this elemental lost control almost immediately. The battlefield is left a blasted wasteland as the elemental uses primal energy and a link to an earth-element ley line to turn half the battlefield into magma. Stuck between snuffing the flames before fire elementals spawn and make life worse, or fully defending Mardoa, the Katha decide to go on the offensive and Carpacio spends most of the battle using a earth-water-wind braid to snuff out the elemental's scorched earth it leaves behind wherever it moves rather than deal with the elemental itself.
The damage is immense, with the only "bastion of light" around for the Katha being the lair of holy ground that houses Mardoa (who has gone to town on the Telsen'ari for summoning such a untethered elemental... such lack of respect for the elements must be punished!). Unfortunately with the Avatar of the Katha smashing down the grunts and Carpacio with his manipulators full dealing with the elemental's massive destruction-causing to the surrounding lands, no heavy hitters are left to help defend the
regular Katha fighting to keep the Telsen'ari down. Total losses numbered almost two hundred Katha (combining Theemo's booby trap, that is), most of those inflicted during the elemental's long, sweeping strikes.
The Telsen'ari are bolstered by the pure destruction that the elemental is leaving and make a strong push, adopting berserking tactics in a full-court press towards Pillar Mountain. The Katha fight extremely valiantly, bolstered by Grounk's healing skills with his various foods (but he can only heal so much in the face of two criticals rolled) and Mongao's knowledge of the ever-shifting tides of battle. The net result is that while the Telsen'ari advance, they cannot claim the Holy Ground (though they -can- lay siege to it). The elemental runs rampant, and while it isn't running straight for Pillar Mountain in the distance, it -is- the biggest landmark around, so it -might- attract the damn thing.
If the Telsen'ari win another fight like that, the Telsen'ari will cut your population down hard and Pillar Mountain will be within striking distance. The Katha tacticians alongside Mongao assign an arbitrary number to both sides in this conflict, and have been dropping this number by estimates each battle. If this number hits zero, then there's "no fight left" in that side and either retreat or surrender will be the only option. Right now it's still a bit close to call; the numbers are within 200 of each other.
WILL YOU...
A) Focus on breaking the siege of the Holy Ground in order to delay the Telsen'ari? If they roll that good again they'll break Mardoa's Sanctuary.
B) Reply to the Telsen'ari berserking tactics with berserking of your own? Their numbers are -starting- to thin and they'll waltz right into a pincer...
C) Have Mardoa and/or the Golem focus on the Corrupted Earth Elemental? If both focus on it, regular losses are higher if the Telsen'ari roll well.
D) Request help from the Rocky Badlands and Draconic Cavern for more Strong Eyes, so your regular drones are protected?
E) Try to "portal" the elemental into the Telsen'ari ranks and let them deal with it, like you did the Glass Dragon?
F) Focus on Chuwu's idea about Superior Minds? That would turn the tide of battle for sure...
G) Retreat to Pillar Mountain and hunker down for defense, letting the Telsen'ari advance (a homeland combat bonus)?