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Author Topic: The Cabal - IC thread, Act 1 Part 16. (Currently on hiatus)  (Read 10033 times)

Ardas

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Re: The Cabal - IC thread, Act 1 Part 14.
« Reply #150 on: January 10, 2015, 10:37:25 am »

Continue research in the library.
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Deep Waters

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Re: The Cabal - IC thread, Act 1 Part 14.
« Reply #151 on: January 10, 2015, 11:20:31 am »

If d'Avistral is offering training sessions this week, continue going to them. If I get the chance, ask what the wooden token means.

If I have the time afterward, research the tomb I fled from years ago, as well as what I know about it from memory, and consolidate the info and any conclusions I may draw from it on paper.
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[23:14:34] <GameMaster> And so (...) a one-armed dwarf and a mage wearing a blanket walk into a tomb.
[23:14:42] <GameMaster> Sadly, that isn't a joke.

[20:42:03] <HailFire> our wizard tower just got smoked by projectile cats from space

Taricus

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Re: The Cabal - IC thread, Act 1 Part 14.
« Reply #152 on: January 11, 2015, 01:12:24 pm »

Go seek out darius, and get him to start identifying the amulet (Either checking up on progress if he is, or just collecting the amulet if he's finished)

At the suggestion of several cabal members, Milos starts to prowl the various seedy hangouts around the city in search of a rogue-for-hire.
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Terenos

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #153 on: January 16, 2015, 04:59:58 pm »

Act One, Part Fifteen: Missions and Suspicions.


-----
Gerl Lightshade
[3] You have a reasonable research session, studying Elementalism. You are closer to having a firm grasp on the basics of Elemental magic.

[?] Searching for any mention of lost tomes is a fruitless, irritating endeavor. What few historical accounts you can find that mention magic, mostly refer to one of the Crown Princes of Verania, who was apparently a somewhat competant mage. However any magical tomes or treatises he possessed are still within the possession of the Royal Library.

-----
Gwyn 'The Mace'
[5] Yet another excellent chunk of research done, you easily reach the next plateau of magic while attending some lectures the Cair is having. Now you can count yourself amongst the next rank of magic users.
You are now an Adept.

-----
Muirgen Frostbrand
[?,?] d'Avistral is often training newcomers, the wooden token allows you access to these training sessions. Alongside several others, you join in for a rough and draining session of exercise, stretches and light sparring.

d'Avistral is an excellent teacher, he moves through his lesson at a steady pace, assisting anyone who is falling behind. He doles out praise and admonishments in equal measure..

After the session you are drained, but still find time to write down several details about the tomb in which you lost your last adventuring party. The tomb is in the outskirts of Verania, practically in the borderlands. It was a rough overland journey through dense forest amongst steep hills. You followed old hunter's trails, as the malevolent presence of the necromancer there had driven off most races for some time. There were some traps in the tomb, plenty of undead, ranging from skeletons and zombies, to spectres and a Revenant or two. All in all, it was a tough slog through the first time.

You could probably easily return with enough supplies. Both your journey there and your panicked flight are etched in your memory.

-----
Milos Daljulan
[3] You meet with Darius who informs you that the work divining the purpose of the enchanted amulet goes apace. He believes currently that it will offer some small protection from magic. His tests will continue and he'll let the Cabal know when he is done.
Additionally he spends a good 10 minutes hurling invectives at you. Notable exchanges include telling you to return to whatever slime-coated pool you slithered out of, and brief musings on whether the peasants of Axiaa have the right idea eating roasted lizards.

[15] Even though you have precious little knowledge of the underworld, or where you would go to recruit a rogue for the Cabal, you do luck across one in a somewhat seedy tavern. You observe a boisterous good-natured woman winning at cards, and watching closer you realize she is indeed cheating outrageously...As is everyone else at the table. And yet somehow she still seems to be winning hand after hand.

You watch from a safe distance, as a fight breaks out over 'cheating'. It doesnt last long, she is well armored beneath her cloak, and before long she drops a strange little black-metal/cloth device which plumes forth a burst of greyish powder into the air. You are already moving outside but catch aglimpse of the empty-card table before you step out into the night air.

Right into a dagger at your throat. "Whatcha want, berk? Yer intruding on me getaway." It is most definitely the woman from the bar. You inform her that you're representing some people who wish to hire a rogue and her smile catches the light of a streetlamp "Sounds profitable. Meet me at the Duck's Pond and we'll jaw about it some night eh?"

With that she vanishes into the night. Just barely ahead of a rowdy group of thugs who have weapons bared. You wisely choose this as a time to depart.
-----
Maekar Stormhold
[5] With a flurry of work you finish off the commission, delivering it without much hassle. You net the Cabal a tidy profit, receiving 1 Wealth Token for your work.
With little else to work on this week you turn to the Cair to study Elemental magic. It is [2] Painstakingly slow going, no real progress being made.

You will have to keep trying.
-----
William Ovendvhrall
[2] This training session goes poorly, you are simply unable to follow the lesson. Karak, shifts the focus and instead spends time talking about a set of ruins that may still contain some items of power. Of course the skeleton cannot be sure, he does not know how long ago these memories were created.


Local Events!
The Guard seems to have become Settled once again.
[18] You notice the Cair scholars seem to be asking questions about those of you who persist in studying there.

Both Karak and Nargoth have tasks they wish accomplished.
Karak desires that the Cabal assist him in discerning the location of a set of ruins. Then traveling there with the intention of acquiring whatever remains.
Nargoth is concerned about the lack of troops the Cabal has access to. Either undead or living, he wishes the numbers of the Cabal to increase.
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Shootandrun

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #154 on: January 18, 2015, 02:46:58 pm »

Maekar stormed into the meeting room, a cloud of dust lifting up around him as he entered - the place hadn't been used in a few weeks. He stepped back outside, locked his gaze on the closest soldier available, and spoke up in a commanding tone.

"You! Find the other Cabalists. We're holding a meeting - I want them over here yesterday!"

He smiled as the regular ran off, and waited for the others to arrive. Once all were there and had taken a seat, he announced the day's topic.

"Gentlemen, Muirgen, we have news. We've received commands from on high to start recruiting new troops, and Karak wants help looting a ruin he knows of. Muirgen has also informed me that she knows of an unexplored necromantic tomb which she encountered in her adventuring days. I've gathered you here to discuss these issues.

Recruitment can be carried out by individual Cabal members on their spare time. Amongst other things, we could investigate the city's sewers - I believe there are goblins inside, perfect for cannon fodder, and unlikely to spill our secrets by interacting with the citizens. That is not a priority for the group, however, the way I see it.

Karak's ruins should in all likelihood receive more attention. Upon finding their location, I suggest that we send a group to investigate them and loot them for anything that may be valuable. If he knows of their existence but not their location, it is probable he lived inside them when he was still alive; we can therefore suppose there are probably necromantic artifacts within.

Finally, the tomb Muirgen has spoken of is also worth investigating. It almost doubtlessly contains artifacts which could be worthwhile additions to our cause, and as such it would be a shame to leave it unexplored. Assuming all present here agree that these two places should be investigated, we're then faced with a decision: are we going to split into two groups to visit each, all go together to one and then to the other, or only investigate the one that seems more worthwhile?"
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Ardas

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #155 on: January 18, 2015, 03:29:02 pm »

Gwyn answered, rubbing his knuckles as he spoke. A gesture of habit, nevertheless it was threatening to those who did not know him.

"I think its a good idea to visit both places, but we know nothing about what we might find down there. Preferably I would like the entire group to go to Karak's designated location and leave the second place for later if we are still in a shape to go there. We can split up and make the entire process faster but if a problem is encountered on by either side, the trip is for naught. The judgement of risk is between all of us, so speak your mind about it."

"As for recruitment," he dropped his hands and smirked, "I believe I can handle getting few folks with us from the seedier parts of the city. They won't be initially directly involved with us, but still be useful to us and maybe bring in a coin or two once I can muscle in between other gangs - they are disorganized and splintered."
« Last Edit: January 18, 2015, 03:31:35 pm by Ardas »
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Taricus

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #156 on: January 26, 2015, 05:27:44 pm »

Go attend the meeting with the rouge that's been found at the duck's pond as requested
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Deep Waters

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #157 on: February 02, 2015, 05:07:33 pm »

"While I would like to return to that necromantic tomb sooner rather than later," Muirgen begins, glancing at Maekar, then at the other Cabalists present, "if you believe it would be less risky to explore another ruin first, I won't argue-- so long as we eventually go to both. I certainly don't think it would be prudent for us to split the group just so we can get explore both ruins faster. It's far more likely we'll end up dead rather than richer for the experience."

"As for recruitment-- well, Gwyn's methods are probably best, but I wouldn't expect to get any particularly loyal or trustworthy underlings out of it. Hell, I'm not really sure where we got the soldiers we have now; you'd think Nargoth would be able to pull more out of wherever they came from. A more long-term suggestion would be to set up a guild or maybe even a cult where we could carefully pick out and groom a few disenfranchised locals into loyal fanatics." Muirgen offers offhandedly. "But I defer to others' judgment on that score."
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[23:14:34] <GameMaster> And so (...) a one-armed dwarf and a mage wearing a blanket walk into a tomb.
[23:14:42] <GameMaster> Sadly, that isn't a joke.

[20:42:03] <HailFire> our wizard tower just got smoked by projectile cats from space

Nirur Torir

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #158 on: February 02, 2015, 07:05:37 pm »

I think there would be little problem in us splitting up to investigate ruins. A group of three of us, supported by a squad or two of troops, should be quite capable of dealing with any threats at either that would not also threaten the six of us together.

I do not think I am well placed for recruitment. I'm starting to draw suspicion from certain Cair personnel without poaching their more easily deceived students. I second Muirgen's idea of starting some sort of guild.
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Azthor

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #159 on: February 06, 2015, 10:06:44 am »

"I am far more concerned as to how we might locate Karak's tomb, as well as the difficulties of bringing Karak out and back into the city" Maldarion says stifling a yawn.

"I will see what I can find at the Cair - it would be unwise to explore a tomb with as many men as we have, so someone should also see to it that those men that remain behind have some use while we are away".

Speak with Karak to gather what details we know as to the tomb and its location.
Bring said information to Darius to help discern more information. Research in the Cair as necessary.
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Shootandrun

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #160 on: February 08, 2015, 08:25:41 am »

After a few minutes of awkward silence, Maekar cleared his throat and called for attention once again.

"...Well then, since obviously no one else has anything to say, let's call it an end here. Since we lack a consensus, we'll err on the side of caution and go to both places as a single group. Maldarion intends to research into Karak's ruin - if anybody believes they can help him, do so. As to the others, we leave next week barring any unexpected events, so prepare for that and clear your schedule."

Craft iron light armor for myself at the forge. If I finish it in advance, spend some more time perfecting it.
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Ardas

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #161 on: February 08, 2015, 09:47:08 am »

Get back into the seedier parts of the city. Under a pretense of building my own gang, start recruiting people - bust some heads, get loyalty of others. Start circling one of the taverns that can serve as a gang hangout and a secondary place for Cabal.

Probe the city for contraband goods and high-profit smuggling - where is the money in this town?


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Deep Waters

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #162 on: February 08, 2015, 12:49:04 pm »

Continue attending d'Avistral's lessons.
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[23:14:34] <GameMaster> And so (...) a one-armed dwarf and a mage wearing a blanket walk into a tomb.
[23:14:42] <GameMaster> Sadly, that isn't a joke.

[20:42:03] <HailFire> our wizard tower just got smoked by projectile cats from space

Nirur Torir

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Re: The Cabal - IC thread, Act 1 Part 15.
« Reply #163 on: February 08, 2015, 02:32:15 pm »

((I'm sure things with the investigations will go fiiineee.))

Study elementalism at the Cair library. (Attempt to specialize my elementalism for battlefield control spells, to aid our troops)
Teach more Cair magic lessons.
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Terenos

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Re: The Cabal - IC thread, Act 1 Part 16.
« Reply #164 on: February 14, 2015, 04:31:24 pm »

Act One, Part Fifteen: Forward Steps.


-----
Gerl Lightshade
[5,6,2] Studying goes quite well. The Cair's resources are well organized and more than capable of delivering you to a rudimentary understanding of elemental magic.

Leading another class goes...poorly. A demonstration you were leading lead to a small explosion in one of the classrooms. No one was injured but the Cair has respectfully asked that you not teach again for some time.

Gained Elemental Magic: Familiar.

-----
Gwyn 'The Mace'
[4,5] The guard is settled, the time to strike is now. Gathering some of the more talented Cabal minions you strike out, intent to carve a little territory out in the capitals underworld.
Muscling in on some existing gangs, you drub heads and in some places leave bodies behind. The Cabalists support you admirably and no one is lost or even heavily wounded.
Before long you've carved out a small territory and left some of the minions in charge of it. They'll recruit, and manage the territory on their own and pass along any newcomers with the right mindset to the Cabal.

Additional .1 Wealth token/turn.
3 Cabal Regulars unavailable for other duties.

As far as what goods are contraband within Verania, they are numerous. Heavy arms are for the most part illegal. Various magical and mechanical trinkets are strictly regulated. Certain alchemical concoctions and illicit drugs are also illegal but never fully stamped out.

-----
Muirgen Frostbrand
[6,4] d'Avistral's lessons are rough and exhausting. A few have already stopped coming to them. The next few sessions show a remarkable improvement in your understanding, you are leading the class in many ways. You are nowhere near the next plateau of skill but you are well on your way.

-----
Milos Daljulan
You head to the Duck's Pond. Its a well lit, fairly active tavern, near the East gate. The atmosphere is quite jovial and the building is quite populated. You bump a lot of people on your circuit through the room trying to find your rogue contact. She is sitting at a table telling tall tales about her adventures. When she sees you she smiles and invites you to take a seat, shooing away her companions by telling them shes got business to discuss.

Without revealing too much you inform the rogue that you represent a group of adventurers looking to sack a ruin.

"20%, not negotiable. And iffin I find anything with my talents that you leadfoots might have missed, I get first dibs."

Should you agree to this, the rogue will become available on any mission you need her for, at least as far as looting ruins.

-----
Maekar Stormhold
[5,2] Iron is in abundance and easy to work with for you. Before long you have a light set of iron armor. The craftsmanship is not exceptional, but itis more than serviceable. Short of reforging it, you cannot improve it.

(Light Armor: Iron) Added.

-----
William Ovendvhrall
Between Karak and Darius the two of you do not need the Cair to determine the location of the tomb Karak wishes explored. In fact the region has sort of a reputation in Verania as a hotbed of the undead. The tomb is nestled within the Grave Hills, a place where many nefarious deeds have been performed over time. Adventurers routinely travel there to uncover riches and death in equal measure.

Karak however knows of deeper passages, and sealed ways that are unlikely to have been pilfered. The Grave Hills are a hefty journey away, in the outskirts nearly on the borderlands. Well beyond the regular patrols of the King's Army.


Local Events!
None currently.
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But despite what you've been told, I once had a soul. Left somewhere behind...
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