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Author Topic: Cabal: Wizard Open World Game  (Read 366150 times)

Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #1620 on: June 09, 2019, 01:56:49 pm »

Try to find a graveyard, along the way, try to find a smooth river rock, a block of Ice, a half liter of mercury, or silver wire
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1621 on: June 09, 2019, 02:16:49 pm »

RC,
Quote
Meanwhile, darwin has sent the guards away as they seem to be increasingly effected by the mana draw and are starting to get sleepy, woozy, and seemingly a bit drunk. He himself is still just feeling a bit tired so he doesn't bother with a spell yet.

Indeed! However:

We did. If they are getting affected to a dangerous/debilitating degree though then have them retreat back to the entrance where we came from and hold there. Tell them to try and stay out of sight, but to be ready for trouble. Hand them my paradox snail (linked to Ecalir's) so we can contact them if needed.

In other words, my action:
Quote
Quickly check in with our mercs, how are things on their end? Tell them to get ready, we might need them to serve as a distraction soon. Do they have something like a nade or small (smoke) bomb that they could use to cause some commotion?

Should still be possible, since it just means we use our snail mail to shoot them a message. And if it turns out they don't respond, well, that's good to know as well.
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Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1622 on: June 09, 2019, 04:27:18 pm »

"I only just have the mana for another attempt.  I'll keep it in reserve instead, in case we end up falling.  Do you have a way to save yourself, or should I plan on catching all three of us, instead of just two?"

With that she talks to the other person on the gryphon, the ordinary guard who has been with her some time.  "I can catch you, so stick close to me, and we'll make it."

Turning back to the magebreaker, "I'll need six mana for another attempt.  If you want me to try again, I'll need that from you, if available."

Let the magebreaker engage at will.  Notify her that another attempt will require six mana.  If the long-range skirmishing is going to last a few minutes, take advantage of riding an intelligent mount to hug the ordinary guard.

"I should pay you more.  When we finish this, I'll give the two of you both raises and a nice bonus."

Spoiler (click to show/hide)
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Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1623 on: June 10, 2019, 09:31:39 am »

Go prone and observe the Sand Ray. Pay attention to how long it takes for the Ray to turn, how long it takes for it to fly again and in which direction it flies off to.
Return to the merchants once it's gone and tell them that I'm interested in hunting the Ray once this job is over.

Spoiler: Robert Grant (click to show/hide)
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1624 on: June 10, 2019, 09:40:31 am »

Take the dirk and start carving a circle in the ground, copying the magebreaker's movements.

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.

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1625 on: June 10, 2019, 11:08:48 am »

Anything else of interest about the box the knife came in? Sail on to pigeonhouse or whatever the town's name is. Consult Ghost Charm upon arrival.

Spoiler: Felix Testimony (click to show/hide)

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1626 on: June 11, 2019, 02:25:17 pm »

Quickly check in with our mercs, how are things on their end? Tell them to get ready, we might need them to serve as a distraction soon. Do they have something like a nade or small (smoke) bomb that they could use to cause some commotion?

Secondly, supposing that there is indeed a single entity/person controlling the bugs, and given what we know about them (see here), what seems most likely to happen should we take out the controller (either killing it or knocking it out)? Does it seem likely the bugs will go haywire, fall back on some sort of basic programming, start thinking for themselves, or perhaps just shut down? What about the entranced human hostages?


Quote
[9v7]
You think you have a pretty good idea where that signal was in space but after several minutes of wandering and attempting to reach it you come to the conclusion that there is no entrance to whatever chamber it is held in. You remember the way the wall sealed in the bug room and realize it might be sealed similarly.  Also, these insects are getting suspicious. You might be invisible but the noises you make and the signs you leave behind aren't. They seem to now be actively looking for someone.

Well then, try to get as close to the source of the signal as we can, then use our sleeping bug to try and unlock the hidden door. Try to open said door when there are no bugs actively near us, or at least as few as possible.


Spoiler: Darwin Zeppeli (click to show/hide)
The mercs send a message back that they're holding the chamber you entered through and that they haven't been noticed so far.

[8v4] Its extremely hard to tell. It depends on how the bugs were created; are they organic creatures that exist seperate of the entity and simply follow its orders like insects might follow a queen? Are they puppets? Golems? Organic automatons? They could do anything from shut down to go berserk to just continue on until they stop by for more orders and find their ruler dead. All you can say with your current knowledge is that you can't say much.

After several minutes of slapping an unconscious bug against the walls you find what you think is the right place. A seam appears in the wall, but it doesn't open.

Try to find a graveyard, along the way, try to find a smooth river rock, a block of Ice, a half liter of mercury, or silver wire
Well, there's a river near by, so you head that way first. Its relatively easy to find several smooth stones in the water; you fish a good sized one out and then move on to the town cemetery. Its an old plot of land up in the hills to the northwest of town. Once you get within a few hundred feet of it the ghost charm starts responding.

"I only just have the mana for another attempt.  I'll keep it in reserve instead, in case we end up falling.  Do you have a way to save yourself, or should I plan on catching all three of us, instead of just two?"

With that she talks to the other person on the gryphon, the ordinary guard who has been with her some time.  "I can catch you, so stick close to me, and we'll make it."

Turning back to the magebreaker, "I'll need six mana for another attempt.  If you want me to try again, I'll need that from you, if available."

Let the magebreaker engage at will.  Notify her that another attempt will require six mana.  If the long-range skirmishing is going to last a few minutes, take advantage of riding an intelligent mount to hug the ordinary guard.

"I should pay you more.  When we finish this, I'll give the two of you both raises and a nice bonus."

Spoiler (click to show/hide)
You bring Benedict around for a pass at the airship. As you get closer you can see the armored balloon and the hanging gondola beneath it, which bristles with spikes and guns at all angles. Looks like some sort of malevolent pine cone.  The mage breaker taps her belt with one hand and what look like semitransparent wires made of blue light spring out and seem to lash themselves to empty air.  She then stands up, apparently effortlessly staying perfectly anchored and balanced atop the birb's back.  She shifts her spear into an almost jousting lance sort of stance and tells you to pick up speed and make a pass. You do so, coming in on a long curve, gaining speed as you do.  The spear seems to build up a corona of energy that increases in brightness as you speed up and continue on your path. By the time you level out and are riding straight towards the thing the spear is visibly bending the air around it.

The mage breaker turns and thrusts the point of the spear towards the airship when you're still about 300 feet off, just as the first rounds start flying from the ship. There's no fancy light show or beam or anything to really show the transfer of force, besides some distortion of the air and a sonic boom that rattles your teeth. The blow pierces through the balloon at a 45 degree angle and blows a massive hole, in the front and an even larger one in the back, with the force of it shredding much of the balloon material  around the hole. The airship lists backwards sharply and then, after a few seconds of continuing to hover, suddenly seems to lose its boyancy in an instant and plummets downwards.


Go prone and observe the Sand Ray. Pay attention to how long it takes for the Ray to turn, how long it takes for it to fly again and in which direction it flies off to.
Return to the merchants once it's gone and tell them that I'm interested in hunting the Ray once this job is over.

Spoiler: Robert Grant (click to show/hide)
The ray is slow and awkward, taking several seconds to turn around in place, and apparently needing great care to do so. After it has completely devoured everything from the two smashed carts it lays down in the sand. It starts forward with something like a butterfly stroke, flapping both wings in unison and skipping forward along the sand as its long tail spins up like a hyper speed flagellum, acting as propeller in both air and sand. After maybe 10 or 15 seconds it leaps upwards and the slapping strokes transition into midair flaps and it begins to speed off towards the north.

You climb back down and let the merchants know about it and your intent to hunt it.  They mostly view you as a bit crazy but do let you know that if you intend to hunt it, the best way would be to ambush it. Nothing can fight a ray once its in flight they say.

They decide to camp here for the time being; its getting later in the day and it would be better to have safety than make a few hours progress and be exposed in the night.

Take the dirk and start carving a circle in the ground, copying the magebreaker's movements.

Spoiler: Randolf Osborn (click to show/hide)
You do as your told and once the circle is complete the mage breaker takes the dirk from you and proceeds to stab the immobilized vampire right in the chest. When he pulls the knife out there is no visible wound but instead it drags out a reddish black goo that is rapidly sucked up into the blade and taints the previously pure silver of it.  He repeats the ritual with the other vampire and then stows the blades away. The bodies of the two vampires rapidly transition back into those of the children from before, albeit now limbless and apparently mummified.

"Been hosts too long." The mage breaker says with a sigh. "Were burning out. Couldn't have saved them."

Anything else of interest about the box the knife came in? Sail on to pigeonhouse or whatever the town's name is. Consult Ghost Charm upon arrival.

Spoiler: Felix Testimony (click to show/hide)
Its a very nice box, very high quality, with nice red velvet  interior, albeit badly waterlogged and a bit rotted. Other than that though, nothing special about it.

You bring the boat into town and check the charm. Nothing nearby.

The town is pretty abandoned; the old docks are clearly in disrepair and besides a few inhabited homes glowing with light in the dusk, you see no signs of anyone around.  At least not at first. Upon walking a bit into town you start seeing some pretty bad signs. Bodies hung up and rotting on poles or just nailed to walls,  graffiti painted on the sides of buildings, a makeshift stable of crudely armored beetle mounts. This has bandit camp written all over it.

Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #1627 on: June 11, 2019, 02:39:16 pm »

Head to the spot where the glow is the brightest and say hello to whoever listens
« Last Edit: June 11, 2019, 03:05:43 pm by Naturegirl1999 »
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1628 on: June 11, 2019, 08:35:22 pm »

Saeko's pretty shocked and impressed at the result.  And just a tiny, tiny bit envious.

"What sort of spell was that?  It looks like it took some of Benedict's speed and used it as a lance."

Spiral down and follow the ship down to the ground, and try to land first, unless instructed to do otherwise.  Ask about the wreck, is it dangerous?  Valuable?  There any mana storage?  Saeko really needs more mana for the combat tomorrow, and it would be best to not take it from fighters before they fight.

Spoiler: Saeko (click to show/hide)
« Last Edit: June 11, 2019, 08:51:48 pm by Devastator »
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Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1629 on: June 11, 2019, 08:51:32 pm »

Nope. Back to the boat. Sail to the shore closet to Pernatum.

Spoiler: Felix Testimony (click to show/hide)

randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1630 on: June 11, 2019, 08:58:03 pm »

"...Nothing we could have done, then. At least, we prevented further casualties."

Randolf glances around, feeling a little lost.

"So... What do we do now?"

Ask.

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.

Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1631 on: June 12, 2019, 09:48:25 am »

Keep watch for a few hours and then go to sleep.
Spoiler: Robert Grant (click to show/hide)
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1632 on: June 12, 2019, 10:03:29 am »

Plan A: while the seam is visible, try to open the door by pushing/pulling on it or sliding it sideways, or by using a knife/iron stake to try and wedge it open.

Plan B: tap the wall with the glass orb, hopefully that wil remove the protective spell and allow us to go through the door.

Plan F(uck it): contact our mercs, tell then to start creating a distraction (if they have a bomb of sorts that’d work well), but to retreat and hide once they have the bug’s attention. Tell them not to take unnecessary risks, we just need them to distract the bugs while we work. Also they are not to harm the hostages if they can help it.
Then, Ecalir can start smashing the door in with his warpick (or however his barbarian brutality prefers smashing). Or if that also doesn't work, maybe try using the magic sword and feed it a bit of mana to break down that wall (for reference of what the sword does)




Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: June 13, 2019, 09:05:11 am by Radio Controlled »
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Einsteinian Roulette Wiki
Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1633 on: June 12, 2019, 03:59:32 pm »

Proceed with the plan's as per Darwin's action.




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

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Re: Cabal: Wizard Open World Game
« Reply #1634 on: June 13, 2019, 02:14:32 pm »

Head to the spot where the glow is the brightest and say hello to whoever listens
You follow the charm over to a very ancient pile of stones near the back of the cemetery. Once there, the charm points down, indicating that whatever is here, is underground.

Saeko's pretty shocked and impressed at the result.  And just a tiny, tiny bit envious.

"What sort of spell was that?  It looks like it took some of Benedict's speed and used it as a lance."

Spiral down and follow the ship down to the ground, and try to land first, unless instructed to do otherwise.  Ask about the wreck, is it dangerous?  Valuable?  There any mana storage?  Saeko really needs more mana for the combat tomorrow, and it would be best to not take it from fighters before they fight.

Spoiler: Saeko (click to show/hide)
"I cannot say exactly-the methods and knowledge of the mage breakers are kept guarded- but your instincts are correct."

You tell the mage breaker your plan to chase the ship down and she ascents, signaling something to the others.  "They will wait. I'll aid you with any remaining resistance.  Such dangers should not be idly left where the King's subjects may chance upon them."

You spiral down after the thing; its effectively in freefall so there's no way to catch up without risking a dangerous flight. The thing smashes into the open desert with a great blast of sand and dirt that quickly hides it from view.  You land maybe 200 feet away and get off Benedict. You start to move but the Mage breaker holds you back until the dust has cleared and you can both get a good look at the thing. The balloon is in tatters but the actual gondola style heart of the ship is still partially intact, though half smashed in. Some of the guns are still moving about in slow searching patterns but most are torn free or sitting inert. Suddenly a section of the ship irises open and a man comes out. Or something like a man.  Its humanoid in shape but its flesh is the color of stained wood and uneven, with muscles so clearly visible that it might be skinless. Its head looks almost like a helmet, a large rounded dome with a recessed face that doesn't look at all human. You can see only a faceted visor like eye and a solid plate instead of a mouth.  The creature is skinny but appears very strong regardless. It has a piece of metal debris impaled through its chest and its missing its left arm at the elbow, but it doesn't seem concerned. It draws a huge falchion-like blade out of the wreckage and starts moving towards you.

Nope. Back to the boat. Sail to the shore closet to Pernatum.

Spoiler: Felix Testimony (click to show/hide)

You quickly backtrack, avoiding causing any trouble, and paddle the hell out of there before anyone can cause a fuss.

You make it away without anyone noticing and you're most of the way to the next town when you see something. Its getting into the evening now, the sun has set but the sky is still aglow and you can navigate well enough using the remaining light and the distant lights of the city. However, something else is moving in on you. Its a boat, and a pretty large one at that, at least three levels that you can see and several smoke stacks. It looks to have a paddle wheel on each side and its flying a flag that you [8] recognize as that of the Black Dogs, a local militia that patrols the flux. As you get closer you notice something else; on the wheels, chained in place across the paddles themselves, are bodies. Some are skeletal and only partially remaining as bits tied to lose chains, others are fresher, though bloated and clearly dead, and still others might be alive still. Its hard to tell through the flux and the movement of the wheels.  Above the wheels a manner is hung that reads "Thus to Pirates".

The ship blows a horn and starts moving in towards you, spotlight made using large lanterns and polished concave mirrors turn and focus on you. You hear a voice call, distantly for you to stop.

"...Nothing we could have done, then. At least, we prevented further casualties."

Randolf glances around, feeling a little lost.

"So... What do we do now?"

Ask.

Spoiler: Randolf Osborn (click to show/hide)
"I return these" he says, putting the dirk away, "And if you wish to join the Breakers, you should come with me. Otherwise, do as you wish."

He looks around a bit.

"Though first, I should calm this down a bit."

Keep watch for a few hours and then go to sleep.
Spoiler: Robert Grant (click to show/hide)
You sit up on the rock for a few hours, coming down for dinner and then heading back up immediately after. You do see things out there, in the darkening world. Occasionally a shape in the distance, occasionally a sound, sometimes something flies overhead, but it is mostly quiet. The thing that comes closest is some sort of pack of what look like giant flightless birds; like ostriches but with reddish feathers. You can't see much of them and they vanish quickly. Finally it gets too dark to see anything except the distant lights of the oasis and the stars. You climb down and go to sleep, letting another guard take over for you.

You wake up the next morning, sore from sleeping on the sand, but otherwise ok. The merchants are already packing up and planning their route. The remaining guards are talking among themselves, mostly about the losses yesterday and about what they might face today.

Proceed with the plan's as per Darwin's action.




Spoiler:  Écalir Speedwagon (click to show/hide)
Plan A: while the seam is visible, try to open the door by pushing/pulling on it or sliding it sideways, or by using a knife/iron stake to try and wedge it open.

Plan B: tap the wall with the glass orb, hopefully that wil remove the protective spell and allow us to go through the door.

Plan F(uck it): contact our mercs, tell then to start creating a distraction (if they have a bomb of sorts that’d work well), but to retreat and hide once they have the bug’s attention. Tell them not to take unnecessary risks, we just need them to distract the bugs while we work. Also they are not to harm the hostages if they can help it.
Then, Ecalir can start smashing the door in with his warpick (or however his barbarian brutality prefers smashing). Or if that also doesn't work, maybe try using the magic sword and feed it a bit of mana to break down that wall (for reference of what the sword does)




Spoiler: Darwin Zeppeli (click to show/hide)
[1v6][1+2v3]
Darwin's tiny arms can't pry the door but Eclair, together with an iron spike and some careful leverage manages to pry the door open a bit. Its only a few inches but through the gap they can smell a pleasant smokey scent.
[2+1v4][1v2]
They both stumble back a few steps and feel...odd. Lazy. Complacent. Disinterested.
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