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Author Topic: COVEN: Gulled Goldsmiths and Lost Locomotives  (Read 153467 times)

randomgenericusername

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1260 on: September 11, 2018, 04:16:10 pm »

""Probably" is not enough for me to have you risk your life like that again. Try to think of something else, we don't want to be on it's reach."
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Egan_BW

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1261 on: September 11, 2018, 04:28:02 pm »

"Dude, that's all I've got. Unless you want me to make you smell like a train?
Oh, and sort out your quotation marks man."
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randomgenericusername

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1262 on: September 11, 2018, 07:42:21 pm »

"If that's all you have, how did you even expect to win alone against it? The best we can do is trying to contact the rest and hope they arrive before the machine collapses the building or escapes."
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Egan_BW

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1263 on: September 11, 2018, 07:46:46 pm »

Jane stares at Zamenis like he's dumb.
"...Are you dumb?"
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MidnightJaguar

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1264 on: September 20, 2018, 01:49:31 am »

Name: Chad  "Chelios" Troy

Backstory: Was just having a great time at this one party when like this weird dude in black robes handed him a big ass pimp cup and challenged him to a barmy round of a drinking contest. After the man in the robes lost horribly Chad claimed his rightful rewards of the pimp cup and strode confidently into the world of magic.

Physical Description: A young early 20 something wearing a lot of sportswear.

Stats:
Magical Stats:

Puissant fettle - 1
Ritual potency - 2
Runic sight - 0
Banal combat - 0
Aim - 0
Melee - 2
Agility - 1
Practicality - 0
« Last Edit: September 20, 2018, 01:52:32 am by MidnightJaguar »
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Quote
23:31:46 <pancaeks> "Today on mystery science with the eggheads: we created these sentient crystal people, now we're going to find out if they explode!"

MainPiston: Epilogue.

NJW2000

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1265 on: September 24, 2018, 05:06:40 pm »

"No, this clearly isn't fine. My current wands are unable to deal any damaga to this creature because of being made of inorganic materials.Do you have anything that could help defeat it?"

If Jane seems to be hurt, wave my Caduceus and heal her wounds. Use any remaining Puissance into spamming the "shoot bone" spell at the head of the worm.
Jane seems fine, and eager to rejoin the fray. You fly back towards the great mechanical worm as it writhes in and out of the earth, and in great curving swoops you follow the monster's headparts.

 Flying shards of bone are going to do something to the thin, alright. You pepper the front of the train with missiles as the beast rears into the sky, sending lengths of bone and cartilege straight at its

Aim/Agility: 6+3-1

Your sustained volley of manage to shatter the front windows of the train-creature, and smash into the machinery in the driver's compartment. The thing bucks and shudders, before wheeling around in the dust and rearing.

The upside is that the machinery which drives the thing is now exposed. The downside is that the creature is now very, very aware of your presence, and is indeed heading straight for you.

"Uh, fly us closer and I'll knock it out with gas. I guess maybe that's how it works? Or we could just climb on board and turn its brain off?"

If we get close enough, spew wand-gas into the train's head, hopefully poisoning its brain.
  As Zamenis flies around the head of the worm firing bone shards like a giant undead hornet, you cling to his back and wrap your legs aroudn the rather uncomfortable broom. You point your wand at the living train and fire streams of noxious gas through the air, but nothing happens, the white clouds collecting momentarily around the head before flowing away as the monster moves through the sky and crashes through the earth. Guess poison works best on organics.

Between Zamenis' missiles and your clouds of poison blowing in it's face, the train seems very annoyed. Seeing as you're flying through the air right now, your evasive options are rather limited. You could however get into the front of the train, Don having shattered the glass protecting the driver's cabin. Just in case you hadn't got this, that would currently involve jumping from a fast moving object into the shattered mouth of a monstrous worm fifty metres above the ground.

Don will to off to help Jane with the train beast, taking the armored car with him if possible. He will stay as far away as possible, using his giraffes on it.
You drive the dark, fresh-smelling armoued car out into the suburbs to the stomping grounds of the train, and attempt to summon your demonic giraffes at a safe distance from the beast. The infernal creatures are however pretty useless, the hideously long transparent necks protuding from the ground are unable to keep up with the thing.

You notice a tank and a helicopter arrive nearby. Ben hastily yells to you that they're on your side.

Hah!  I see nothing wrong with this!  Ben will try and direct the soldiers toward the train as best he can, and if he has no idea where the train is, he'll make a guess.  Reiterate that the train should be disabled, rather than destroyed, since civilians may be present, but don't be pushy.  They'll have to answer to their own commander if they do more damage than necessary, it's not Ben's responsibility to tug on their leash.

...Make sure to note where the tank's exits are, and stay near them.  Unless Ben is riding on top of the tank for some crazy reason, in which case... he'll strike a badass pose, I guess?
You sit next to the exit as the tank rolls across the bridge, the chopper thundering overhead. And you reach the site.

Ok, so the so-called "train" is clearly some kind of specialised bore vehicle disguised as a train, likely with some form of rocket propulsion system, judging by the fifty metre arcs it twists through. The soldiers around you step back in shock, and turn to you. The helicopter meanwhile just buzzes towards the target.

"What do we do, sir? Do we engage? Go for the front? Small arms or explosives?"

((Maybe you can board it.  It might slow down frequently, like a train normally does.))

Time for some cleanup.  Check the stadium where the ridiculously enormous sky-beast landed and see what's going on.  If there's nobody there and it's alive, buy some latex-based paint and make a large Pestilence rune on it to try and kill it.

If there is somebody there, I have several spells that would be handy in killing it or breaking up the remains of it, between the pestilence rune, the brittleness spell, or the crystallization process, so maybe I can earn some money or other rewards.  If the people around it are friendly to the creature, just see what they are doing.

Next on the schedule is to see if the Gryphon cult is there to be found.


Runic sight: 1+1

The camoflauge worn by the creature from the sky is fading slowly. It's stopped moving, and the illusory building around it is blurred and losing colour, flickering almost imperceptibly from time to time. Stepping past the deteriorating illusion, you place a hand on the rocky hide. It's a little cold.

Nothing else happening, you write the rune in massive swirls and zig-zags. The atmosphere changes, and you get the sense of an inevitable decay hastened.

The "gryphon cult" is gone. You don't have any immediate way to find those people.

Spoiler: sheets (click to show/hide)

MidnightJaguar, I'll deal with you next time or in a separate section.
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One wheel short of a wagon

Devastator

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1266 on: September 24, 2018, 07:11:46 pm »

Gather some materials from the dying sky beast, say, chip off a few pieces of it's armour aided by the brittleness spell, and if I can get to the skin beneath, see if I can puncture the hide to take a few blood samples.  Don't forget other fluids such as ichor or urine or such.  Also, make crystals of some small fragments of armour.  Buy or scrounge up any tools I need for this.  All the while, examine the creature for any learnable runes, and try to strengthen the illusion protecting it, so it, and myself, remain undisturbed.  Take a few camera shots for reference so I can draw it later.

Then bring the materials back to the magic market, and see if they're worth anything.  Do keep enough blood for a chalice, but the rest can be sold, selling the location of the giant creature after all the materials are sold off.  What I'm looking for, in order is:

1.  Something to help control and hide the living head we're hired to transport.  Less able to influence those around it, less obviously visible to magic, stuff like that.

2.  Something to help protect from mind control, say something wearable.  Just one will do.

3.  Something to permanently enhance the physical capabilities of a young magical creature, for use with a creature I mean to make myself, and

4.  A charm potion or poison of some kind, to assist in seducing a magical creature that has it's own glamour, which would normally be immune or nearly immune to my own charms.  What's in mind is an elf or sidhe or something.

5. With any leftovers, trade for money.
« Last Edit: September 26, 2018, 12:02:12 am by Devastator »
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Egan_BW

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1267 on: September 24, 2018, 07:35:09 pm »

Try to figure out if there's anything I can do here that's not mind-bogglingly dumb. If nothing presents itself, cast the face-melter!
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syvarris

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1268 on: September 25, 2018, 02:03:54 am »

Ben clucks his tongue as he stares up at the creature, not really sure what to think of it.  Then he looks down at the tanker, not entirely certain whether he's seeing the same thing.  He scratches his chin for a moment, then answers with an irreverent tone, figuring ambiguity is the best way to keep his 'cover'.

"Yes, small arms, and the front.  Like I said, there's reports that there may be civilians on board, it is imperative that the bulk of the, the bulk of it survives, with minimal collateral damage.  Get to it, soldier!"

Well, it sounds like these soldiers should have this in the bag.  Make sure they don't use any explosives (manually prevent the gunner, if necessary), but aside from that, let them do their thing.  Make sure to congratulate them if they successfully take it down, then order them to get close, so they can check for civvies.  Ben will, against my better judgement, dismount and investigate if the train is taken down and seems dead enough.

randomgenericusername

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1269 on: September 25, 2018, 09:37:59 am »

((I used a clot to upgrade my broom, but it's still Tier 3 in the sheet.))

Alright, better fly back to the top of that nearby building. The worm probably can't fly or reach us at high heights.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Doomblade187

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1270 on: September 25, 2018, 10:08:19 am »

Don will let the soldiers handle this, and place a call to the transit mages giving them their location. Should the soldiers not have this, Don will acid summon the front of the train.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

randomgenericusername

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1271 on: October 10, 2018, 08:22:02 am »

((Sorry for the bump, but when is the next turn?))
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

NJW2000

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1272 on: October 10, 2018, 08:31:53 am »

Either never, or not for a bit, I'm afraid.

I only just started at Uni, and the course (Maths & Phil) is proving quite all-consuming, to say nothing of the extracurricular stuff. I'm not sure quite how much spare time I'll have in the coming months, or whether I'll have the inclination to update instead of socialising or just collapsing.

It's a pity the RTD has been moving in fits and starts for so long, but it'll continue to do so if it doesn't end completely.

Thanks to everyone who was a part of Coven, in any case.
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Doomblade187

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1273 on: October 10, 2018, 10:57:09 am »

Regardless of how it goes, it was a fun ride. Yhank you for GMing it this far!
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

syvarris

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Re: COVEN: Gulled Goldsmiths and Lost Locomotives
« Reply #1274 on: October 14, 2018, 07:33:52 pm »

...Well, I was complaining about Coven's death to Dev, and he suggested I post here.

I'm pretty sad that the game's maybe-dead, too.  Ben is a fun character, arguably my favorite; he's the most interesting one, but Simon (in Piecewise's 888th Brigade) gets updated far more often, so it's debatable which I enjoy more overall.  More disappointing is that Dev won't regale me with his absurd plans to give his "succubus" even more magical powers (and longer hair).  It's fun to listen to him going on and on about all his ideas and plots, especially since he's always been coming up with them more often than he can even put them into action.

So yeah.  Coven possibly being dead is sad both because it puts an end to one of my favorite characters, and removes a partiularly entertaining topic from conversation.  I really hope it'll come back at some point.
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