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Author Topic: Cabal: Wizard Open World Game  (Read 365886 times)

Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1455 on: March 11, 2019, 03:48:10 pm »

Looks like it's time for some metal gear Ecalir: tactical espionage barbarian. Join Darwin in following the bugs stealthily

Spoiler:  Écalir Speedwagon (click to show/hide)
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TopHat

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Re: Cabal: Wizard Open World Game
« Reply #1456 on: March 11, 2019, 04:18:48 pm »

Keep underwater as long as possible before surfacing for breath.
Spoiler: Frick Varmer (click to show/hide)
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1457 on: March 16, 2019, 12:58:35 am »

"Y'all ready for my show?"

Create a strength-based radial explosion with a d6 challenge die centered on me which won't hurt me.

Spoiler (click to show/hide)
[3v2]
[-2 mana]
To be at the center of an explosion in an enclosed area is a very odd thing. For an instant there is no sound, no force, because you are at the eye of the blast. Then it comes back to you, reflected off the walls and floor, a half dozens versions of the sound, a half dozen versions of that force, as though soft duplicates of it are happening all around you. You are compressed unevenly by those forces, pushed to the right a bit more than to the left because of the dampening effect of the stage vs the plain wall to your other side. You stumble a bit but everything around you goes flying in a burst of flame and force. [5v4] The people closest to you go up like oil soaked tinder, like flash paper, one moment they're there and the next they're ashen chunks spiraling off in crumbling pieces. Those further from you catch fire and move like insects and serpents, writhing madly and racing about.  Further from that their pale skin chars red and black. They all end up against the walls and you are left at the center, surrounded by smoldering dinnerware and the remnants of ghoulish guests.

You straighten up and then fling your arms out theatrically. "Ta-da."

Celebrate with them.
Spoiler: Robert Grant (click to show/hide)
[7v4]
The return to town goes easily and even split multiple ways the return for everything is a good 65 gold straight into your pocket. A rather absurd amount you think but you are in no hurry to decline it. The rest of the team takes to some bar called the brass boiler and for a single gold you drink the night away, buying a round when your turn comes and eventually staggering away in the late night and crashing in the barracks of the scavengers. You wake up the next day feeling sort of dazed but remarkably alright all things considered.

Return to where Nina and the Magebreaker are and watch them do their thing.

Spoiler: Randolf Osborn (click to show/hide)
I nod and state: "The longer we wait the more people get hurt. I'm ready."
Do it.
Spoiler: Nina (click to show/hide)
[2v7][-7 mana]
Nina lets the mage breaker strap her in and waits as he gets the rat into position near the chair, tying it in place with a cord. Once everything is ready he nods to Nina and then places a gauntleted hand on her head. For a few moments nothing happens. She's about to ask what the hold up is when she suddenly jerks up, as through trying to stand. Her back arches and she strains violently, so much so that the wooden back of the chair cracks a bit. Red electricity crackles across her flesh and then seems to short out with a buzzing scream and a flash. She goes limp before lurching forward and coughing up several mouthfuls of thick blood.

The mage breaker waits for her to finish and sit up before he asks, quite gravely "Shall I try again?"

Keep underwater as long as possible before surfacing for breath.
Spoiler: Frick Varmer (click to show/hide)

[6]
You sit still and wait. And wait. And wait a while longer. You're rather surprised how long you can hold your breath. You count in your head and you think you make it to three minutes before it becomes unbearable and you carefully surface and breath in as slowly and quietly as you can physically muster. When no gunshots start raining down and no shouts come you finally dare to wipe silt from your eyes and look up. No one and no sign of the voices. Whew.

"Oh. this seems easier than expected. You guys don't mind? I'll just ... pardon me, coming through."

Work my way along, poking cubes to create a staircase to the exit. If I have to make the staircse snake back and forth, make sure hte lowest levels are farthest out and highest levels are farthest back, but out enough I can climb on them.

Spoiler: Felix Testimony (click to show/hide)
I'm slightly confused as to where the exit is that you need to build a path to it like this.

Looks like it's time for some metal gear Ecalir: tactical espionage barbarian. Join Darwin in following the bugs stealthily

Spoiler:  Écalir Speedwagon (click to show/hide)
Next update : march 2021
Ah, so you'll be sticking to the regular update schedule, good to know.


Preliminary action, subject to change:
Time for some tactical espionage action, follow those bugs! Stealthily!

If possible, take a look at oury magic compass and try to get a rough idea of where we are on the map by cross-referencing the directions of the two remaining artifacts with their locations we deduced earlier.   



Spoiler: Darwin Zeppeli (click to show/hide)
A quick look at the compass and map shows two things. First, you're somewhere near that town you were just in and you're deep underground.

You carefully follow the bugs, making sure to stay a good deal behind them. They walk for maybe 2-3 minutes before the natural (but smoothed) corridor ends in a massive open room. You know its massive because it literally vanishes into the distance; albeit it vanishes into the foggy distance but never the less this cavern room must be utterly huge. The ceiling, adorned with giant glowing crystals, is easily several hundred feet up, practically lost in the cloudlike fog. And down here, on the ground level, are great purple brown fields of fungus and lichen, tended to by what appear to normal humans in shabby clothing. They work the fields around you mechanically, though none are close enough to you at the moment to get a great look. Through the sky buzz those giant insects, flitting around on their own wings like restless locusts. You take a tentative step out and find that the gravity in that room is strangely low, maybe a third of what it is outside? Maybe less.

"We still have some time to organize this expedition.  There's about 12 days left until the next full moon, so we should have more than a week to prepare before the assault."

"What I recommend is that you keep the spyglass, and have someone examine the cavern, the mines, and the base more fully.  With that info, you then raise an appropriate number of militia members, the ones who can be well equipped.

I'd also recommend supplementing them with mercenaries, as available.  I can't help protect thousands of people against mind magic, so I'd be worried that the enemy would make an overlarge army fight itself or panic.

I could also travel to the capital and bring a couple magebreakers back with me.  There are flying creatures available from the familiar breeder in town, and I can use mana to make one of them large enough to carry a few people.  With that, I should be able to bring a few people back from the capital in only a few days.  So, I'll head there, and see if I can bring back a couple of magebreakers."

Recommend mixed option.  Town scouts with the spyglass, sets up camp near mines, raises appropriately-sized militia, hires appropriate number of mercenaries.  Agree to bring a couple of magebreakers from the capital.

If they agree, good.  Celebrate for the night, and take mana hugs as appropriate, as I need to meet my gryphon and make it a flying mount. I also need to start storing mana up for buffs, combat spells, etc.  By now they should know that I mean to use it to help them, and I can't get to the capital to bring back magebreakers until I have enough mana to make my mount rideable.

If they don't agree, back whatever solution the majority votes on.  I don't have a strong preference between the three, so my vote goes towards whichever one is favored by whoever seems to be the best organizer.

In both cases, take delivery of that griffon, and see how large it is.  If I'm going to get magebreakers, use a d6 grow spell to see how much it grows, and how many of those I'll need to make it rideable.  If not, save my mana for now.


Spoiler: Saeko Hirahara (click to show/hide)
You propose the mixed plan. The different factions agree on it tentatively and immediately begin making preparations. You get plenty of hugs [+30 mana] from hopeful people and you get the feeling that if you pull this off they're gonna be even more emotional than that. For now you go gets some food and hit the hay.

Now, about that Gryphon, refresh my memory on it so we can get him in and let you start pimping your ride.

Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #1458 on: March 16, 2019, 01:10:50 am »

"Weak to flame, huh? I was expecting more fight."

Check that nothing will attack me. If anything's still moving, shove a blade in its chest. If not, drain some mana from the corpses before it leeches away into the air.

Spoiler (click to show/hide)
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I would starve tomorrow if I could eat the world today.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1459 on: March 16, 2019, 01:14:56 am »

Pick up ye gryphon, paying the remaining balance after the 10 gold deposit.  The desired statline is d6 Strength, d4 Speed, d8 End, d4 Kno, d8 Willpower, and d6 Senses.

What I need to know about is how good of a flyer it is, how large it is, and how much each of a d6 and d8 Grow spell affect it, to get an estimate of how many of those I'll need to make it capable of carrying me and a couple other people back from the capital.

Other buffs needed, such as speed buffs to improve it's speed, and any extra spells necessary to make sure it can keep flying can wait.  For now, do those tests, and make sure it's socialized enough to not attack people all the time.

..Also, that it's okay with eating fish.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: March 16, 2019, 10:58:59 am by Devastator »
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Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1460 on: March 16, 2019, 06:51:30 am »

Okay, first, note that I've added "shiny thing" to Shepherdess' requests, since Idiscovered that upon scanning back in this thread, like, ten pages ago right before we entered the ruins.

Second, below are quotes from Discord describing the room and explaining why I thought there was an exit that I needed to climb the blocks to get to.


Spoiler (click to show/hide)

I assume from your confusion, that both doors are on the entrance side of the room, opposite the block puzzle and across the top tier from one another. Should that asssumption be correct, lemme climb up and go peek through the exit before bothering with the otherwise seemingly irrelevant block puzzle.

I guess also ponder the purpose of the puzzle. My hunch is that this is some sort of control room that moves rooms about in the ruins, ala The Cube, Portal 2, and our current Dig Vision location.


Spoiler: Felix Testimony (click to show/hide)

Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1461 on: March 16, 2019, 08:13:48 am »

"What. The hell.. OW. I... wow that hurt. First, OW, second, would it be easier if I passed off my mana first?
Pw, im not sure if the -7 mana is to me or the magebreaker.
Am I at 8 or 15 right now? Is Adam okay? Also, words, want him to try again.
« Last Edit: March 16, 2019, 08:37:52 am by Lenglon »
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1462 on: March 16, 2019, 12:56:45 pm »

Buy as much Iron thread as my sculture needs from the scavenger group, also ask them if they know where wyrms are commonly located.

Should they not know anything, try to find some hunters and ask them instead.

Spoiler: Robert Grant (click to show/hide)
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1463 on: March 17, 2019, 10:09:27 am »

Spoiler (click to show/hide)

Couple of questions/info to gather (use binoculars as needed).

-how many people are there, how spread out are they, and do they appear to be dazed or being magically influenced or something? Or simply being cowed into working due to the buuuuugs?
-speaking of, how many buuuuugs are here? Are they all flying, or are there also some riding on their insect steeds? And what are they doing, just patrolling the area?
-Any other exits or tunnels going from this room?
-Any sight of the machine we suspect they used for their teleporting?
-How large is the tunnel we are in, would it be a good chokepoint to deny the numbers advantage of the bugs or is too broad for that?

-Could Ecalir use his insect word to somehow make it so the bugs don't notice us, allowing us to move around and either find the source of this problem or teleport the people out? And could that spell use Will (eg. by saying he is controlling the minds of the guards so that they all happen to look to other way while we sneak about or by making them fail to register us) or would it definitely be senses (since it's a sort of illusion)?

-Suppose we used our oil flasks to coat some of this tunnel in oil, then lured in the bugs and lit the oil on fire once a bunch of them are in the tunnel. Would this work, or is the chance of that harming the civvies really big? 


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: March 17, 2019, 10:20:06 am by Radio Controlled »
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Fucking hell, you guys are worse than the demons.

Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1464 on: March 18, 2019, 04:25:53 pm »

Radio is already asking all the relevant questions for now. Do some JoJo poses in the meantime. Work those muscles.

Spoiler:  Écalir Speedwagon (click to show/hide)
« Last Edit: March 18, 2019, 04:29:33 pm by Pancaek »
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TopHat

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Re: Cabal: Wizard Open World Game
« Reply #1465 on: March 18, 2019, 04:45:34 pm »

Wait and listen for a few minutes more before climbing out.
Spoiler: Frick Varmer (click to show/hide)
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I would ask why fire can burn two men to death without getting hot enough to burn a book, but then I read "INEXTINGUISHABLE RUNNING KAMIKAZE RADIOACTIVE FLAMING ZOMBIE" and realized that logic, reason, and physics are all occupied with crying in the corner right now.

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1466 on: March 19, 2019, 05:58:49 pm »

"Weak to flame, huh? I was expecting more fight."

Check that nothing will attack me. If anything's still moving, shove a blade in its chest. If not, drain some mana from the corpses before it leeches away into the air.

Spoiler (click to show/hide)
[1v3][6v1]
"I was expecting more of a-" It is at this point that a dinner plate, thrown at high speeds from somewhere to your left, glances right off your head. Luckily the blow isn't hard enough to actually harm you but it does draw your attention. It appears that these ghouls are certainly on guard now, itching to murder such a dangerous threat, but for the moment too cautious to move in. A steak knife hisses past your ear and embeds itself  in the wall. You estimate there are maybe 15 or 20 ghouls left in the room in various states of injury, all pressed up against the walls with you in the center. You've thinned the herd considerably, by about half or more, and  weakened the survivors but its still a perilous position.

You carefully shift your footing to step on a corpse and try to train mana from it.
[6][+15 mana]
You gasp and shiver a bit at the sheer quantity of mana you tear from the corpse. These things are goddamn packed with magical energy. Maybe they're mostly made of it? In any case, they'd make great meals.

"You think I'm locked in here with you? You're locked in here with me! And I am VERY ANGRY. And hungry."

Pick up ye gryphon, paying the remaining balance after the 10 gold deposit.  The desired statline is d6 Strength, d4 Speed, d8 End, d4 Kno, d8 Willpower, and d6 Senses.

What I need to know about is how good of a flyer it is, how large it is, and how much each of a d6 and d8 Grow spell affect it, to get an estimate of how many of those I'll need to make it capable of carrying me and a couple other people back from the capital.

Other buffs needed, such as speed buffs to improve it's speed, and any extra spells necessary to make sure it can keep flying can wait.  For now, do those tests, and make sure it's socialized enough to not attack people all the time.

..Also, that it's okay with eating fish.


Spoiler: Saeko Hirahara (click to show/hide)
The gryphon is, as it turns out, about the size of a very large dog or a pretty small horse. Its the size where you could probably ride it but it would get tired quick. Definitely gonna need some size enhancements.  As per flight it can fly pretty well from what you can get it to do. Its not as agile as a bird though, much better at gliding and diving than zipping around doing flips or anything. Its hind quarters seem to make such things awkward, essentially dragging its legs behind it.  How many grow spells you'll need...you don't know. You guess you might just have to keep hitting it with them till it gets to the size you want. You don't know how much each one will effect it.

It seems to follow your instructions well and isn't prone to randomly attacking people, though it is a bit noticeably skittish where loud noises are concerned. It does like fish though. Any meat is probably fine for it.

Okay, first, note that I've added "shiny thing" to Shepherdess' requests, since Idiscovered that upon scanning back in this thread, like, ten pages ago right before we entered the ruins.

Second, below are quotes from Discord describing the room and explaining why I thought there was an exit that I needed to climb the blocks to get to.


Spoiler (click to show/hide)

I assume from your confusion, that both doors are on the entrance side of the room, opposite the block puzzle and across the top tier from one another. Should that asssumption be correct, lemme climb up and go peek through the exit before bothering with the otherwise seemingly irrelevant block puzzle.

I guess also ponder the purpose of the puzzle. My hunch is that this is some sort of control room that moves rooms about in the ruins, ala The Cube, Portal 2, and our current Dig Vision location.


Spoiler: Felix Testimony (click to show/hide)
Ah ok. Well the other exit in this room is just across the way, on this level. You could basically just walk to it.

As per that thing...yeah the cube comparison is a good one.

"What. The hell.. OW. I... wow that hurt. First, OW, second, would it be easier if I passed off my mana first?
Pw, im not sure if the -7 mana is to me or the magebreaker.
Am I at 8 or 15 right now? Is Adam okay? Also, words, want him to try again.

You lost 7 mana. Mana is life energy of a kind and you just lost a good chunk to an angry spirit trying not to get pulled out.

Adam is fine as far as you can tell.

"The spirit is rebelling against my actions. Right now it is damaging your mana but leaving your body mostly intact. If you have no mana, the physical effects of attempting to remove it could be...far worse."

Buy as much Iron thread as my sculture needs from the scavenger group, also ask them if they know where wyrms are commonly located.

Should they not know anything, try to find some hunters and ask them instead.

Spoiler: Robert Grant (click to show/hide)
You spend 6 gold on the iron thread, buying it back from the scavenging company.

You ask them about Wyrms. They say that the closest place that probably has them is up in the Fulminating sands, but advise you to bring supplies so you don't die of thirst out there.

Wait and listen for a few minutes more before climbing out.
Spoiler: Frick Varmer (click to show/hide)

[5v5]
You wriggle up the well by bracing your back on one side and then basically slowly walking up it with your arms and legs, locking your knees and resting every so often. Once you make it to the top a good 15 minutes or more has passed. You peek out. No sign of hostiles. You struggle out and flop down on the dirt. Your familiar comes and lands next to you.

Radio is already asking all the relevant questions for now. Do some JoJo poses in the meantime. Work those muscles.

Spoiler:  Écalir Speedwagon (click to show/hide)
Spoiler (click to show/hide)

Couple of questions/info to gather (use binoculars as needed).

-how many people are there, how spread out are they, and do they appear to be dazed or being magically influenced or something? Or simply being cowed into working due to the buuuuugs?
-speaking of, how many buuuuugs are here? Are they all flying, or are there also some riding on their insect steeds? And what are they doing, just patrolling the area?
-Any other exits or tunnels going from this room?
-Any sight of the machine we suspect they used for their teleporting?
-How large is the tunnel we are in, would it be a good chokepoint to deny the numbers advantage of the bugs or is too broad for that?

-Could Ecalir use his insect word to somehow make it so the bugs don't notice us, allowing us to move around and either find the source of this problem or teleport the people out? And could that spell use Will (eg. by saying he is controlling the minds of the guards so that they all happen to look to other way while we sneak about or by making them fail to register us) or would it definitely be senses (since it's a sort of illusion)?

-Suppose we used our oil flasks to coat some of this tunnel in oil, then lured in the bugs and lit the oil on fire once a bunch of them are in the tunnel. Would this work, or is the chance of that harming the civvies really big? 


Spoiler: Darwin Zeppeli (click to show/hide)
1. Difficult to say because of the size of the place but you count the ones you can see. 37 visible from here, all spread out in at best groups of 2 or 3.  They are not dazed but they do seem to be working in an oddly mechanical fashion. None are stopping to rest, wiping their brows, chatting with people near them, the sorts of things you expect from a worker. They might be controlled, or they might just be shit scared because of bugs. Unknown.

2. The bugs are even harder to count because they keep zooming in and out of view. About a dozen or so visible at any one time, all flying under their own power. As per their actions...maybe patrolling? But if they are they're very erratic about it. They're kind of just flying like moths around a lantern.

3. You see two other tunnels into this room on this wall before the fog blocks out your view.

4. You don't know what that looks like...but you see nothing of the sort that looks like you would imagine it to.

5. Its not THAT small. Maybe 15 feet wide? Better than nothing but not a hallway really.

6. Possible. Roll depends on HOW it would function.

7. Might work. Might suffocate you.  Might spread to the fungus outside...hard to say really.


Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #1467 on: March 19, 2019, 06:25:44 pm »

"Well well, you fucks are delicious and nutritious! Hope you don't mind me making some use of your life energy!"

Spend 10 mana to bring my strength to +1.
Rush the ghouls by the left wall and hit them with another d6 explosion. Deflect any attacks my way using my sword.


Spoiler (click to show/hide)
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I would starve tomorrow if I could eat the world today.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1468 on: March 19, 2019, 08:58:02 pm »

Lets go shove some magic into my pet monster, then.

Keeping in mind the very tall and very frail girl I got those words from, use a d6, a d8, and a d10 Strengthen Grow spell.  I want the gryphon to grow larger, but Benedict also needs to maintain strength, fitness, and general health.  Cancel or downgrade the last spell if it's obviously going to be large enough.  Retry failures.

Between spells, test flight and carrying capabilities.  I don't have hours to really test endurance, but should be able to test how it responds flying while carrying a load.  If it can no longer effectively fly after growing, use a d6 Strengthen Speed spell intending to restore flight capability and overall speed, which should fix that up.

Also, pet it, and buy some fish to use as rewards for cooperating during the spellcasting and testing.  D8 will, so I'm assuming it's at least somewhat cute, yes?


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: March 27, 2019, 03:19:04 am by Devastator »
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1469 on: March 20, 2019, 11:06:06 am »

"...Shouldn't we let Nina time to heal and recover her strenght before trying this again? With the magic water godsword thing, I mean. Or maybe find a thing to draw more mana from? I don't know much of medicine, but she vomited blood and that is probably a bad thing. Maybe. Again, I don't know much about medicine."

Spoiler: Randolf Osborn (click to show/hide)
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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.
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