Civilization 7: Bronze Age: Stage Complete!

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Patdragon
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Re: Civilization 7: Bronze Age (999.09)

Post by Patdragon » Sat Apr 25, 2015 10:36 pm

SA- just to uss them up before the end game.

Chuwu decides to try and find some new allies. Using glotches knowledge of other races and planes to see if any would be willing to help us in the battles.

Summon our own minon basically perhaps something that dislikes undead.
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Anger is fleeting, Remorse eternal...
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Aegis J Hyena
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Re: Civilization 7: Bronze Age (999.09)

Post by Aegis J Hyena » Sun Apr 26, 2015 10:07 pm

Our Story So Far...
999.10; Endgame 1/6, 6 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: 73 + 188 (last month's result) = 261/600

Breaking the Holy Ground Siege: 97 (Critical!)
Sending for Assistance: 17 (Nope)
Portalling the Withermaw Corrupted Earth Elemental: 3 (...)

Telsenari Strike I: 8, 87, 65 +15 (Psyching Self Up) = 175
Telsenari Strike II: 87, 88, 84 +15 (Psyching Self Up) = 284
Claiming the Holy Ground (95+): 90

Katha Fight Back I: 88, 63, 3 (...) = 154
Katha Fight Back II: 89, 13, 8 = 110

Net result: The Telsen'ari ignore the Holy Ground and instead push forward toward Pillar Mountain! They reach it next month!

Katha assault the Mindwalkers: 70, 9, 79 = 158
Mindwalkers Fight Back: 4, 5, 95 (wow, the dice are all -over- the place this month!) = 104

Net result: Another hit like that and the Mindwalkers are gone for good. The Muial'ki are ramping up a charge...

Mongao's Enrage Timer Expires: 78
Eelem Researches for Chuwu: 9 +30 (Research Bonuses) = 39 (Damn, was expecting something better here)
Chuwu Searches For Allies: 7 + 19 (Eelem's help) = 26 (wow... no good :/ )

[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} (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} (1 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: 179 (-88) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 62 Drones (+96 Chartosh Drones), 60 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]

We begin with the Mindwalkers, who are all but on the verge of losing their little war with the dwarves. The Talking Stones have developed a surefire method against their Mist/Blackness combination, and with the Mindwalkers' primary mode of attack cut off at the head they're being driven further and further back. Dwarven siege machines have breached the main stronghold of the mindflayers and are beginning to pound the outer walls into debris, while the Muial'ki play the role of irregular elites and aim for high priority targets that they can pick out from the air and the Mindwalkers are all but running around like chickens with their heads cut off. Their devotion to their god is just as strong as it was when they were fighting the Trolak, and the Mindflayers don't have the weapons the Trolak did. The Muial'ki are certain to die in the next few assaults, but it's just another day to them in the service of their god.

Meanwhile your own scouts do two things. The first is that you've discovered why they can't just Plane Shift out and escape. The dwarves sent in some assassins early in their war and secretly set what they call "VDDs" (Vibrational Disruption Devices) that are basically creating a "storm" in the space between the planes. So when the Mindwalkers open a portal via Plane Shift, they are met with a "barbed wire fence" of a ley line storm and can't cross. Throwing magical energy on it just fuels the storm while trying to siphon off the energy is like trying to drain the ocean using a straw... it's not gonna work. The Mindwalkers can't find all of the VDDs (which look like dwarven helmets, from what you've seen, studded with some kind of crystalline amber mineral you've never seen before) and it's keeping their backs to the wall.

The second thing your scouts do is search out the weak points in the outer walls and "secretly" feed the dwarves this information by sending it to them in dreams. They of course think their own gods are guiding their hands. While you're busy implanting information that will give them the win, you also see that their floating city is all but 9/10ths operational. It should go airborne VERY soon, perhaps even before their little war ends. If there was any time to ruin their plans, now/soon will be the time to do it... although you've got bigger problems to worry about!

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

There are some days where the fates laugh at your enemies, and then there are those days when the fates laugh at you.

Mardoa got angry and came out swinging. How dare these creatures try to drive her from her home and kill those who looked like her! Breaking the siege on Mardoa's Sanctuary was child's play and the body count was in the hundreds. It gave the Telsen'ari pause, then they retreated and abandoned their attempts at capturing the Holy Ground, instead turning north and trying to advance on Pillar Mountain proper instead. Mongao berserks with some of his finest and takes down several Telsen'ari, and while he does so he captures their battle plans. It looks like they're going to gather at a specific point close to Pillar Mountain and all "vent" their Blackness at once in one congealed blob. This will kill most of the Telsen'ari, but if they reach Pillar Mountain and "vent" from there, it will cover everything. Then the Blackness can just go crawl up into the bodies of the Telsen'ari again after the damage is done and possess the bodies as undead.

Eelem and Chuwu quickly dig into the archives as well as communicate with Glotch on any potential allies. Unfortunately the result is a failure; anything within range isn't sentient or controllable enough to come help, and those alien cultures that are "off world" that Glotch has a connection to via His hivemind are too far away to make the journey worthwhile. Worried about the situation, the Pillar Mountain Clan sends word to the Draconic Cavern and the Rocky Badlands, but you only meet with static (???) from the Draconic Cavern and the Rocky Badlands Clan is pushing forth on the Mindwalkers so they can't spare the forces. Forces are enroute, but they are delayed and will not arrive for another month or two.

Remembering what you did with the Withermaw and to a lesser extent the Glass Dragon, the Katha forces prepare another portal while Carpacio distracts it and Mardoa blasts it with such hivemind force that trees in the physical realm are flattened. Chunks fall out of the Corrupted Earth Elemental only to melt into the ground and give rise to smaller corrupted elementals, but these are more managable to a lesser extent (even if they're still controlled by the main life force of the Corrupted Earth Elemental). The portal is opened and Carpacio gives it a firm shove with a taloned golem-foot to knock it through, and... ... ...

... the elemental held its ground. It'd melted part of itself into the ground to brace itself, and was standing firm!

Grabbing the golem's leg with one "earthen arm", the elemental straddled the portal and yanked Carpacio off his "feet", not giving one bit of a damn to the damage it itself was taking from proximity to the golem's cold aura or fire shield. Carpacio and the Superior Minds were dislodged from their housings and went bouncing around like pinballs inside the center of the golem, their ley line braids disrupted and the golem inert for a short time. With another earthen arm, the elemental drew ley line energy from the portal and used this energy to siphon its "corruption" off of itself and transfer it to the outer shell of the golem, neutralizing its fire shield for several days.

Seeing the portal go bad, the Katha in charge of the portal risk it all and change the destination mid-portal traversing. Rather than have the golem get thrown into the midst of the Telsen'ari and swarmed to the point not even it could stand up, the destination is set for Pillar Mountain... and the now un-corrupted Earth Elemental throws the golem against the mountain where it SLAMS chest first into it, slumping stunned against the mountain's face as the corruption melts into the mountain and burns a Katha golem-shaped scar deep into the rock. Those Katha remaining at Pillar Mountain see this and instantly a cry goes out for help. Emergency connections and healing are made available from Mardoa (her Heal skill is triggered to save some of the worst injured, rendering her inert for three days, but that's minor on this combat time scale), but now you've got the gigantic Earth Elemental at Pillar Mountain ahead of the Telsen'ari... and it's free willed. It's going to go on another rampage if it's not stopped, FAST!

Mardoa reports that the reason for the static from the Draconic Cavern Clan was they found a strange amber/orange crystal mineral in a cavern below them that they all clustered around to meditate on and study the powers of... and instead it seized their minds and set them in a state of dormancy. It seems to be one of the key components of the dwarven mental-helms they're using as protection from the Mindwalkers. Mardoa remedies this herself, smashing the crystal in a mental explosion that sends shards raining down on the members of the Draconic Cavern Clan, and she also sends word that Pillar Mountain needs help, badly. The Draconic Cavern Clan stumble over themselves getting back to Pillar Mountain once their minds clear. Help is on the way en masse, but will the Draconic Cavern Clan make it to Pillar Mountain in time?

WILL YOU...

A) Blast the Earth Elemental into smaller more managable fragments, since that seemed to work before the portal failed?
B) Reply to the Telsen'ari berserking tactics with berserking of your own? They're bolstered and careless now.
C) Have Mardoa and/or the Golem focus on the now un-corrupted (stronger!) Earth Elemental? If it lives another turn, Pillar Mountain is in trouble.
D) Retreat from Pillar Mountain, meeting the Draconic Cavern Clan on the way and retreating to a safer location (Cavern or Rocky Badlands)?
E) Call on the Calmer Lands to come through and help, dealing with the Blackness as best it can?
F) Focus on Chuwu's idea about Superior Minds? That would turn the tide of battle for sure...
G) Focus on the dwarven soon-to-be-floating city and disrupt the Gates? Last thing you need is another airborne race...



Those dice were unforgiving... wow.
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Arch Lich Burns
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Re: Civilization 7: Bronze Age: Endgame 1 of 6

Post by Arch Lich Burns » Sun Apr 26, 2015 10:20 pm

A, c, g

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ChuckDaRighteous
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Re: Civilization 7: Bronze Age: Endgame 1 of 6

Post by ChuckDaRighteous » Sun Apr 26, 2015 10:27 pm

a,e,g
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

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Patdragon
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Re: Civilization 7: Bronze Age (999.08)

Post by Patdragon » Mon Apr 27, 2015 2:38 am

► Show Spoiler


A) 3 (Burns, Chuck, Pat)
B)
C) 1 (Burns)
D)
E) 1(Chuck)
F) 1 (Pat)
G) 3 (Burns, Chuck, Pat)

SA- Chuwu investigates how the talking stones developed a surefire method against the blackness(mist) and sees if they can use it against the Telsen'ari and their blackness.
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Re: Civilization 7: Bronze Age: Endgame 1 of 6

Post by Nolandking » Mon Apr 27, 2015 8:41 am

A) 3 (Burns, Chuck, Pat)
B) 1 (Nolandking)
C) 1 (Burns, Nolandking)
D)
E) 1(Chuck)
F) 2 (Pat, Nolandking)
G) 3 (Burns, Chuck, Pat)

OCC:really dont get why were focusing on the dwarves when the Telsen'ari are coming to kill us ok nvm just read the update but till feel like they wouldn't start another war but i could be wrong.
Haven't played this signature game in a long while but I'll try it out again.

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Aegis J Hyena
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Re: Civilization 7: Bronze Age: Endgame 1 of 6

Post by Aegis J Hyena » Mon Apr 27, 2015 9:21 pm

Still just 3 votes. Well, I want to power through the endgame, so I'll start workin' on the post in a few minutes.
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Aegis J Hyena
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Re: Civilization 7: Bronze Age: Endgame 1 of 6

Post by Aegis J Hyena » Mon Apr 27, 2015 10:33 pm

Our Story So Far...
999.11; Endgame 2/6, 5 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: 36 + 261 (last month's result) = 297/600

Blasting the Earth Elemental: 94 So damned close...
Chuwu's Superior Minds idea: 67
Disrupting the Dwarven Gates (85+): 9

Telsenari Strike I: 47, 64, 10 +45 (A Nasty Surprise) = 166
Telsenari Strike II: 12, 99 (Critical!), 64 +45 (A Nasty Surprise) = 220

Katha Fight Back I: 24, 31, 43 = 98
Katha Fight Back II: 18, 55, 73 = 146

Net result: The Telsen'ari are advancing! They've reached Pillar Mountain and are beginning to convert/corrupt it.

Katha assault the Mindwalkers: 94, 26, 10 = 130
Mindwalkers Fight Back: 70, 80, 5 = 155

Net result: The Mindwalkers fight on! But just barely. They've offered terms of their surrender!

[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, 1 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} (1 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: 295 (+200 Strong Eyes, -120) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 62 Drones (+73 Chartosh Drones), 103 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: 429 (-125) (7 Superior Minds, 1 Mother Mind, 200 Drones, 21 Streamliners, 75 Strong Eyes)[/tabs]

The Earth Elemental is blasted into several dozen fragments which each form into smaller, more managable elementals. Some of these are flat out Dispelled. while others are portaled into the ranks of the Telsen'ari to give them trouble. Since the Earth Elementals are free willed, it's almost impossible to re-control them. However, what was easily stomped by you is just as easily stomped by the incoming Telsen'ari. Meanwhile many other Katha begin to pool their resources within the data provided by the streamliners and now they focus their portal knowledge on disrupting the dwarven Gates to ruin their attempt at getting into the sky. The attempt is harmlessly deflected by the automated ley line defenses the dwarves have in place, and while your attempt made no dent in their gates, it wasn't detected either.

Chuwu, Eelem and Chirp work hard on Chuwu's previous idea about making everyone Superior Minds at once. It's a very dangerous idea, but with Grounk's foodery, you -should- be able to pull it off. The original plan is to take huge helpings of the pain plant, to try to have the stress of the pain "open" your mind. With the hivemind's framework for everyone to fall back on and evenly distribute the pain, the damage -should- be minimized. If it works, the entire tribe will "ascend" to a higher form of Katha. If it fails, it's a mass suicide and for those who survive that kind of loss, living might be a fate worse than death. If it works, your higher brainpower could outright crush the Blackness (or at least the minds of those the Blackness is using for a host); if it fails, well, you'll be numb (or dead) so the Blackness can't get a firm grip (at least until the corpse is cold, anyway...).

Up on the dwarven front, the Mindwalkers have given up and those that survive are saying that they will surrender. Being Mind Flayers, of course no one trusts them, but a diplomat from the dwarves is being sent up during a cease-fire. You have an opportunity here to kidnap the diplomat and use them to say "shut down the gates or he dies" or kidnap him for his other secrets he may hold... but the streamliners of both the Draconic Cavern and the Rocky Badlands say that you've got bigger things to worry about. The Telsen'ari are just too damn close. On the other mouth-tendril, if you capture a few Mindwalkers instead in a midnight covert run...

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

Mardoa recovers as the reinforcements from the northern clans arrive. The Telsen'ari are at the foot of the mountain now, and they've slowly stomped on anything in their way. Chartosh himself comes out to greet them the only way a pissed off Katha knows how, and soon the battle is joined by both the reinforcement Strong Eyes and Chartosh's own drones. The battle remains stable with no clear advantage to either side for a while, and Carpacio joins the fight harnessing the power of all of the ley line braids at his disposal, causing huge swaths to be burned in multiple brands of colorful elemental fire. The Telsen'ari back up, obviously shaken by both Mardoa's and the golem's one-two punch, and the Strong Eyes and Chartosh's drones charge forth in trying to beat the hippo-rhinotaurs off of their land. It was a feint. You saw the pincer attack coming, and it's obvious they were stealing a page out of your playbook. The Katha get the order to dodge back out of the pincer attack and avoid it, but this means that Mardoa and the golem are standing at the front while the retreat is made.

Then... they vent.

Huge gobs of Blackness spray from every Telsen'ari present as the Blackness itself rears its ugly head and strikes with multiple dozens of whiplike tendrils. Where they strike the buildings, very little damage is done; the force effect that keeps them in multiple dimensions is doing a good job at holding itself together. Where it strikes the Strong Eyes, it goes right through them like a hot arrow through ice, striking several to dozens per hit. Where the tendrils hit Mardoa, the outer "skin" of her Avatar form boils and burns, but her inner self is mostly alright. Most of it just plinks harmlessly off of the golem... until the Blackness doubles its effort and launches its entire self at it. The huge blob splatters against the golem, its outer bits boiling alive as the fire shield consumes it and freezing solid and breaking apart from its cold aura.

It's not enough, there's just too much. While the golem is (mostly) air-tight and Carpacio and the Superior Minds are protected, the Blackness is acting like a giant ball of sticky tar, rooting the golem to the spot. It's also trying to curl around it and find a way, any way inside in order to control the golem from within. If that Blackness gets inside the Golem, it gets the Superior Minds, Carpacio and all of the ley line braids. Chartosh begins using his drones to try to scrape away the Blackness, and even Glotch has a "word" with it by extending a tendril as if it were going to bring the Blackness into His hivemind. Where Glotch hits, the Blackness is cleared for a moment but it slurps up and moves and adapts, beginning to dodge him.

As Mardoa swings by for another pass, the Blackness lets go and forms a solid shape, that of what you'd normally call a woolly mammoth (with tusks of ebony as opposed to ivory). It charges directly at the golem, aiming to knock and trample him down (the golem is still bigger, but only by a few feet) and now it's up to Carpacio what he's going to do to deal with him. While the Blackness is attacking, the Telsen'ari bodies it vacated are still attached to it by fine strands. Cutting those strands won't free them of Blackness influence but it's a step in cleansing whatever survivors might be left standing. For now though they're all standing around dazed and pretty much stunned / out of it. If you're going to smash them, do it now before they regain their wits.

WILL YOU...

A) Attempt to use the Pain Plant to turn everyone to Superior Minds?
B) Attempt (stronger this time) to smash the dwarven Gates?
C) Conscript captured Mindwalkers to deal with the Blackness?
D) Retreat from Pillar Mountain, meeting the Draconic Cavern Clan on the way and retreating to a safer location (Cavern or Rocky Badlands)?
E) Call on the Calmer Lands to come through and help, broadsiding the Blackness in a nature-istic assault?
F) Focus on cutting the Blackness bonds, so that the Blackness can't use the combined strength of the Telsen'ari?
G) Assault the Telsen'ari directly, killing the bodies so that the Blackness has nowhere else to go and can then be magically contained?


How is Carpacio dealing with the Blackness's "All or Nothing" attack? (Only Carpacio chooses one option here)

A) "You're the Avatar of our race! Do something, Mardoa!" Mardoa still has a few avatar tricks left to use, and can blast it back into the Telsen'ari.
B) Self-destruct the Ley Line braids in the cliche self-sacrifice? Focusing all seven braids and blasting the Blackness will blast both of you to smithereens.
C) Command the hivemind to use their mental power to contain it like they did the Holy Ground before Mardoa was born? "Shadow" is opposite Holy; the theory could work.
D) Earthquake Stomp it down, causing it to burst like a water balloon? Blackness'll get everywhere, but in managable blobs of goo instead of one giant blob.
E) Portal it far, far away, hoping it doesn't go as bad as the Earth Elemental did? Maybe portal it someplace less dangerous, like the dwarven soon-to-be-flying-city.
F) Something else (treated as an FH)?
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Re: Civilization 7: Bronze Age: Endgame 1 of 6

Post by ChuckDaRighteous » Mon Apr 27, 2015 10:49 pm

Wow, we keep getting thrashed.

B,E,F
► Show Spoiler
If anyone else has input I might change my mind but I think I mad a solid choice. Though I have a horrible feeling Carpacio is about to meet his end.
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Arch Lich Burns » Mon Apr 27, 2015 10:53 pm

Waaaait waaait. You said forge fire destroys the body right? We got any spare left?

Q1: A,f,g

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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Aegis J Hyena » Mon Apr 27, 2015 11:06 pm

Yeah, those dice rolls are unforgiving. I'm almost worried what will happen if the dice continue all along this same vein for the rest of the stage. You won't be genocided entirely since you've got two other clans to survive, but it will make for an interesting story if Pillar Mountain falls. I haven't been modding the rolls in any way for the story's sake; I write as I roll. My notes for the rest of this stage are basically "Main Battle -> Climax, Dwarf City operational -> Clean Up -> Resolution" but if the dice continue to turn against you there won't BE a main battle/climax...

I don't expect Carpacio to meet his end unless I roll complete garbage on these next few rolls. The "self sacrifice" option was supposed to be his "end" if he picks it.

Burns: The Black Forgefire was used to power up the golem. You -could- use it against the Blackness and burn it off like that, sure, but A) there might not be enough, B) that'd render the golem permanently inert, and C) have you seen the way I've been rolling? :P
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Arch Lich Burns » Mon Apr 27, 2015 11:16 pm

Okay...hmmm...now wjat was the thing about the blackforge tryig to tempt me to become demonic? What would happen if say...someone decoded to do that?

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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Aegis J Hyena » Mon Apr 27, 2015 11:28 pm

Not happening, that was an ambient effect of the Scarred Scar.
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Patdragon » Tue Apr 28, 2015 3:25 am

So...my last standard action forgot about ? as it wasn't touched upon and doesn't look like its been spent?
As such redo
SA- Chuwu investigates how the talking stones developed a surefire method against the blackness(mist) and sees if they can use it against the Telsen'ari and their blackness.
Also votes are - A, E, F
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Anger is fleeting, Remorse eternal...
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by D34dlock » Tue Apr 28, 2015 6:05 am

A,B,F
I'm still reading shifters.

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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Aegis J Hyena » Tue Apr 28, 2015 9:51 am

Looks like I missed it, yeah. That was my bad. I'll remember to do it this month for sure since the dwarves will have had access to everything of the Mind Flayers' stuff anyway.
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by BadgeAddict » Tue Apr 28, 2015 9:54 am

SA- Zolt tries once again, to use the 50 member group of Katha with enhanced mental capacity to form a "Magic Order"

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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Nolandking » Tue Apr 28, 2015 12:15 pm

A,G,F

SA: Mongao with any strong eye left will lead the charge in cutting/killing the Telsen'ari.
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 2 of 6

Post by SeeAMoose » Tue Apr 28, 2015 3:35 pm

AEF,
FH:
Upon arriving Golvark heads behind the Telsen'ari lines probing for weaknesses and relaying them to the wider Katha army.
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Aegis J Hyena » Tue Apr 28, 2015 9:06 pm

Finishing up the rolls now. Post should be up in an hour or so.

I'm not in the fetal position yet for you, but... uh... *looks at rolls*

:tfacepalm:
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by ChuckDaRighteous » Tue Apr 28, 2015 9:27 pm

Aegis J Hyena wrote:Finishing up the rolls now. Post should be up in an hour or so.

I'm not in the fetal position yet for you, but... uh... *looks at rolls*

:tfacepalm:
Seriously! Well there goes any hope I had.
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Aegis J Hyena » Tue Apr 28, 2015 10:03 pm

Our Story So Far...
999.12; Endgame 3/6, 4 Months To Go
2 SAs, 1 FH regenerated
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: 11 + 297 (last month's result) = 308/600

Chuwu's Dwarven Researching: 95 (Critical!) +30 (Research Bonuses) = 125
Zolt's Magical Order: 84
Mongao's Enrage Timer Expires Again: 68
Golvark's Ranger-ing Behind Enemy Lines: 31
Pain Planting for Evolution (and Science!): 9
Calmer Lands Assault in Time of Need: 7
Slicing off the Blackness Bonds: 18

Telsenari Strike I: 92, 89, 38 +20 (Morale Bonus due to Mammoth) - 50 (Golvark's and Mongao's actions) = 189
Telsenari Strike II: 49, 20, 20 +20 (Morale Bonus due to Mammoth) - 50 (Golvark's and Mongao's actions) = 59

Katha Fight Back I: 51, 48, 1 (..........) = 100
Katha Fight Back II: 2 (..........), 72, 27 RNG, what is WRONG WITH YOU? = 101

Blackness Mammoth Charge: 4 (Tripped!)
Hivemind Containment vs the Blackness Mammoth: 53

Blackness Mammoth Saving Throw (14+): 6 -3 (Critfail) = 3 (Contained)

Net result: The Telsen'ari have broken through to Pillar Mountain proper (two critfails on the Katha rolls... ouch). Approximately 15% has been destroyed, 7% of that is in Blackness contamination. It would have been twice that had Golvark and Mongao not teamed up to deal some real damage.

[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} (10 Standard Actions, 1 Finest Hour)
Eelem (D34lock) {Streamliner, Diviner} (3 Standard Actions, 1 Finest Hour)
+10 on data-based rolls (archiving, drawing conclusions, research, problem solving)
Chuwu (Patdragon) {Shaman} (3 Standard Actions, 2 Finest Hour)
Golvark (Moose) {Ranger} (6 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Zolt (Badge) {Mental Lens} (2 Standard Actions, 1 Finest Hour)
Rocky Badlands Clan

Xiu (Burns) {Sage, specialty Mutations} (2 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)
(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: 405 (+200 from the Draconic Cavern Clan, 125 drones and 75 Strong Eyes, then about 90 of those die in the battle) (+25%); 7 Superior Minds, 7 "Chartosh" Superior Minds, 1 Mother Mind (Glorth), 142 Drones (+73 Chartosh Drones), 130 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]

We begin at home where Chuwu finds out what makes the dwarven counterfetishes so strong where yours are weak. The problem does not lie with the delivery system, the problem lies within the means of the power source. The Katha were using the power of plants and ley lines; the dwarven power came directly from their god and "gods trump all" in this case, especially where matters of the spirit lie. However, what Chuwu also figured out was how to replicate that effect for the Katha by using the power of Mardoa, making it so that any future counterfetishes against the Blackness will function as if they're "god powered" even though they're not. This defensive move can also be used to "mask" a magical object's source of power, so as to make removal or neutralization that much harder. (such as an attack appearing water based and thus countered by fire, even though the attack is really fire based, so no effect at neutralization possible).

While Zolt establishes a separate "mindscape" within the Rocky Badlands hivemind and begins building up arcane energy (siphoned off from the remnants of the Mindwalkers' "civilization", such as it was) and sets it up so that his little group is currently the only one that can access the power, the Pillar Mountain Clan decides that desperate times call for desperate measures. The clan begins setting up for a massive Pain Plant brunch, for lack of better words... but the arrival of the Telsen'ari in the main "city" of the Katha puts a complete halt on the plans before they can be enacted. The Telsen'ari begin destroying anything within reach, and while the Katha focus on slicing off the bonds connecting the Telsen'ari to their Blackness Mammoth, the others call on the Calmer Lands in this time of need.

A portal is opened by the Great Stag to blast the Blackness with the raw glory of nature, broadsiding it while it is in the middle of its charge. The bolt slams into the side of the Blackness Mammoth but does all of zero effect; the Mammoth does manage to slow its charge in the confusion however, casting a side glance at the Great Stag standing on a rock in the Calmer Lands who is glaring down on him (insert lens flare here). That glance gave you the chance to put it down.

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

I would have done anything BUT what Carpacio did (I was favoring the Earthquake Stomp, myself). If it can be contained, it can also eventually break that containment...

The Telsen'ari are bold, fearless and reckless, charging into the homeland proper of the Pillar Mountain Clan. Mongao leads the charge with one team while Golvark sneaks a second team behind enemy lines to feed you intel. Were it not for their actions, you would have lost a lot more living space and Katha than you did, especially in the second half of their attack. The Telsen'ari, while the Mammoth is charging, sent forth "tidal waves" of earth power (more corrupted earth elementals, joined together in a massive wave), and when this wave hit the mountain, it rocked the mountain, causing a landslide. Golvark is able to lead Katha to safety behind enemy lines (and now you're able to pincer them) while Mongao tears into the Telsen'ari, bringing down three on his own before he knows what has happened (Katha talons are sharp pointy things).

Meanwhile, the Blackness Mammoth charges at Carpacio, powering right through Mardoa like she was a bug on a windshield. She is unhurt, but is thrown clear. The beam of Nature-tastic power from the Great Stag fails to perform as it slams into the side of the creature. It does give the Blackness Mammoth a moment's pause as he turns his head toward the (attempted) assault) and that's when the reinforcements from the Draconic Cavern Clan show up. Using their advanced knowledge of the arcane ever since they "diverged" from the Rocky Badlands (so to speak) in viewpoint and such, they help Carpacio by allowing their hivemind to be used as a focus for a ley line braid (think of it as a mental trampoline Carpacio bounces his energy off of). As the Blackness Mammoth turns his head to look at the Great Stag, Carpacio's golem bends over and GRABS it with all four mouth-trunks, injecting four ley line braids of holy energy bolstered by earth (for a prison) and water (so that the prison constantly shifts from its occupant's point of view, making it impossible to break from one second to another), one from each trunk.

The Blackness Mammoth trips as it slams headlong into a field of neon golden-whitish energy, taking on the shape of a clear multifaceted crystal with the Blackness Mammoth trapped within. The beast is imprisoned on the spot, and cannot break out. As the facets of the crystal prison solidify they cut loose the tendrils of the Blackness away from the Telsen'ari, leaving them dazed, stunned, and unable to recover. Thus:

Random Katha: "Any particular target we should hit first?"
(Mongao overlooks the battlefield of stunned Telsen'ari, standing next to him)
Mongao: "Anything that moves." :evillaugh:

Carpacio uses both the power of the ley line braids and of the Superior Minds to slowly alter the crystal prison's size until it is the size and shape of a football. Now the question is, what do you do with it?

WILL YOU...

A) Have Mardoa focus her wrath on the Telsen'ari while they're stunned?
B) Attempt (stronger this time) to smash the dwarven Gates?
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?
E) Set up a specialized escape route in case the Telsen'ari have any more tricks? They're not done yet...
F) Commit to another attack on the Telsen'ari reinforcements that are most certainly on the way?
G) Assault the remaining stunned Telsen'ari directly, killing the bodies so that the Blackness has nowhere else to go?

What will Carpacio do with the Crystal Prison? (only Carpacio chooses)

A) Use the power of the Blackness Crystal to boost the golem's power?
B) Banish the Blackness Crystal to someplace else (I hear the Obsidian Scar is lovely this time of year)
C) Smash the crystal, taking the Blackness with it and automatically banishing it to the spiritual world?
D) Entrust it to the Calmer Lands for safekeeping?
E) Use it to disrupt the Gates of the dwarves?
F) Give it to Glotch for archiving?
G) Harness and turn the Blackness on the Telsen'ari, effectively "overloading" them and purging them from this world?
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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Arch Lich Burns
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Re: Civilization 7: Bronze Age: Endgame 3 of 6

Post by Arch Lich Burns » Tue Apr 28, 2015 10:19 pm

A, b, e

Sa: xiu will turn the sheeple's bodies to ash, so they will not raise. If any sheeple get to close to him he will disintergrate them with fire.

Nolandking
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Re: Civilization 7: Bronze Age: Endgame 2 of 6

Post by Nolandking » Tue Apr 28, 2015 11:22 pm

Aegis J Hyena wrote:
Random Katha: "Any particular target we should hit first?"
(Mongao overlooks the battlefield of stunned Telsen'ari, standing next to him)
Mongao: "Anything that moves." :evillaugh:
OCC: OH lord that mad me laugh for a few minutes :lol:

A,D,F

SA: Mongao continue the assault on the Telsen'ari never giving them the time of day ( Mongao taking no prisoner >:( )
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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D34dlock
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Re: Civilization 7: Bronze Age: Endgame 3 of 6

Post by D34dlock » Wed Apr 29, 2015 3:53 am

A,B,E

SA

Eelem researches the spells that guard the Gates to see if there is a way to boost our chances.
I'm still reading shifters.

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