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Author Topic: Cabal: Wizard Open World Game  (Read 364363 times)

Beirus

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Re: Cabal: The Death of Magic
« Reply #540 on: September 15, 2017, 03:34:50 pm »


Go check the poorer areas to see if any destitute people will sell me a pound of their flesh.

Spoiler: Aurum (click to show/hide)
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syvarris

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Re: Cabal: The Death of Magic
« Reply #541 on: September 15, 2017, 10:29:43 pm »

Continue shopping and talking for now, looking around for a Doctor's Kit.  Carefully point the goon out to my guide, telling him not to make it obvious we've seen the man.  Instead, he should just keep an eye on the guy--if he follows us, eventually I want to tell my guide to stay a little bit away, and try to look disinterested.  Then I'll walk right up to the goon, and engage him in friendly conversation; ask him if he needed something, or was curious about anything, as I couldn't help but notice him watching.  Assure him that I'm always willing to help those who need it--try to play up the generous holy man appearance.

If the goon doesn't follow, I'll eventually ask my guide about the local council of elders that actually leads the town.  I very much would like to speak with them, and would appreciate it if he could lead me to whichever one he thinks might lend me their ear.

Spoiler: Charsheet (click to show/hide)

piecewise

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Re: Cabal: The Death of Magic
« Reply #542 on: September 17, 2017, 11:44:44 am »

Not like I can see much in perfect lighting anyway. Get to the riverbank and climb up, and try to relight my lantern.

Spoiler (click to show/hide)
[6v2]
You take a guess and swim in the direction that feels perpendicular to the current. After a minute or two of blind struggle, your hand finds the stony edge of the river and you drag yourself out and onto the cold stone. You still can't see anything, but you're not in danger of drowning, at least.

((Gonna assume Rufus and me followed Écalir down, since you quoted that action.))

"Écalir, the spirit of monkey flows within you. Come, let us go find our less fortunate friend before the denizens of the deep find her first." the shaman whispers.

Leave the rope so we can follow it back up later. Sense if there's any danger/murdershrimp nearby, try to go around them if I detect any while we make our way upstream. Try to locate where Behiar is, but keep a low profile, we don't wanna attract any more attention than we probably already did.

Spoiler: Darwin Zeppeli (click to show/hide)
You don't sense anything nearby, so you raise your lantern and begin searching for your lost companion. You decide the best way to search is simply to follow the river; if she got out of it she'll be on the bank, and if not she'll be further down river regardless. You walk maybe 20 minutes down the bank, which narrows to a few inches in places, forcing a careful sidle, and finally find Behiar laying on the side of the river, panting and shivering.

Quote
Black Flux is cheap enough, 1 gold gets you a cask of the stuff as big as your torso. The lightning batteries come in different sizes but you find one about the size of your fist for 2 gold. Crystals are a bit harder to find but you find a shop selling natural crystal prisms that no doubt have some technical use you aren't aware of. You ask about a raw crystal, so as to avoid paying for some technical doo-dad, and he offers you one of the right size for 5 gold.  Alchemists tools are easy enough to find, especially if you don't care too much about their quality. Cheapest set you can find is 5 gold.
Moghorn buys the above items (transactions already recorded) though tries to get slightly less black flux for ease of transport. He then travels down the road to Ligne, and going cross-country skirts the Artifacter Grave to Yttria, where he attempts to employ a guide to the nearest pillar of lead.

Spoiler: Moghorn (click to show/hide)
You talk the seller into giving you 1 quarter of the black flux for 3 silver.

You walk toward Ligne. You are waylayed by what you believe are highway men at first but turn out to be a group of robed fanatics. They surround you, smiling, and ask that you follow them in order to learn of the "Truth in the Muck".  You tell them you'd really rather not and they all just step in closer, smiling still, insisting that it is "Really the best thing for you." There looks to be about a dozen of them and though you can't see any weapons, you get the distinct impression they're probably armed.

"Hmmm, I'll need a powerful acid then, for the chains, and a hammer to finish the job. Also how will I get air... hmmmm...."
Muse on the issue, I should already know normal prices for chemicals, so I should be able to guess if I have the money to cover my task. Adam might have further input too...

Spoiler: Nina (click to show/hide)
A hammer is cheap but powerful acids will need the help of an alchemist and more money then you've got.  Adam recommends a "Fleshy bag of breathing gas".

Try to magically heal the man with the gaping chest wound through use of the Ape word.

Spoiler (click to show/hide)
You lay your hands on the wound and use up 3 mana. Flesh seems to grow from your hands in twisting tendrils, knitting together until it forms a dense, furry, mass over the injury. The man's breathing slows to a normal pace.  Somewhere behind you, further north, theres another gout of fire that splits the sky and illuminates everything harshly for a moment.  The men and women around you are still rushing to douse the fires here and there are still a half dozen badly injured people.


Go check the poorer areas to see if any destitute people will sell me a pound of their flesh.

Spoiler: Aurum (click to show/hide)

You wander around the poorer areas and attempt to, with some subtlety, offer money for flesh. You get a lot of...mistaken approvals. You know, the kind that think you're using flesh metaphorically. They turn tail when you tell them you mean it literally. Finally, in the darkest and most squalid slums, you find addicts so far gone and desperate that they are willing to sell you limbs in return for money. They ask 10 gold, a lot for them but distressingly little considering what they're giving up.

Continue shopping and talking for now, looking around for a Doctor's Kit.  Carefully point the goon out to my guide, telling him not to make it obvious we've seen the man.  Instead, he should just keep an eye on the guy--if he follows us, eventually I want to tell my guide to stay a little bit away, and try to look disinterested.  Then I'll walk right up to the goon, and engage him in friendly conversation; ask him if he needed something, or was curious about anything, as I couldn't help but notice him watching.  Assure him that I'm always willing to help those who need it--try to play up the generous holy man appearance.

If the goon doesn't follow, I'll eventually ask my guide about the local council of elders that actually leads the town.  I very much would like to speak with them, and would appreciate it if he could lead me to whichever one he thinks might lend me their ear.

Spoiler: Charsheet (click to show/hide)

You walk out and head to other shops. There seems to be little in the way of medical supplies here besides the basic stuff, you'd probably have to talk to the local doctors in order to find out where they get their stuff; it require a trip to go get it.  The goon follows you both at an even pace, looking around and trying to act casual. Eventually you turn to walk right up to the guy but he turns as you do and walks away. You try to catch up but he vanishes into a crowd.

Hmm.

NJW2000

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Re: Cabal: The Death of Magic
« Reply #543 on: September 17, 2017, 11:55:19 am »

Moghorn agrees to go with them, expressing interest in the Muck and asking them about it. He tries to come across as simple but not impractical, not totally stupid but easily led. He keeps his weapons concealed.

If at any point the twelve are sufficiently far from him and close enough together to catch in one burst, he fires the flamesprayer at them until all are alight, then takes out his crossbow and fires on any that escape or come towards him. If they have ranged weapons (e.g. crossbows) he will flee to cover rather than engage.

If they give him no real chances, he will simply go with them, except to certain death.

Btw, would it be a "senses" roll to magic up a covering of mud (dirt) over one's entire body, as if one was a magical earth creature of some kind?


Spoiler: Moghorn (click to show/hide)
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Radio Controlled

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Re: Cabal: The Death of Magic
« Reply #544 on: September 17, 2017, 04:32:06 pm »

Quote
You don't sense anything nearby, so you raise your lantern and begin searching for your lost companion. You decide the best way to search is simply to follow the river; if she got out of it she'll be on the bank, and if not she'll be further down river regardless. You walk maybe 20 minutes down the bank, which narrows to a few inches in places, forcing a careful sidle, and finally find Behiar laying on the side of the river, panting and shivering.

Sense for danger, if none seems incoming help Behiar. Be sure to let Écalir be the one to do any up close and personal 'sharing bodyheat to survive' however. Perhaps the lamps could generate some warmth? (unless Rufus advises against making light here)

One she is reasonably out of danger of hypothermia and back on her feet, we move on.


Spoiler: Darwin Zeppeli (click to show/hide)
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Fucking hell, you guys are worse than the demons.

Egan_BW

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Re: Cabal: The Death of Magic
« Reply #545 on: September 17, 2017, 04:47:09 pm »

Light my lamp. Other than that, don't move or make noise. It's very possible that there's some nasty things about.

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Devastator

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Re: Cabal: The Death of Magic
« Reply #546 on: September 17, 2017, 06:31:22 pm »

If that man is awake, try to hug him to restore mana, otherwise find someone shocky who needs to be calmed down, and do the same while trying to help.  After that, look for someone else who needs spell-healing.

Basically, repeat the process for the duration of the emergency.


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Lenglon

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Re: Cabal: The Death of Magic
« Reply #547 on: September 18, 2017, 04:34:04 pm »

"An artificial lung huh? That might work."
I might actually have encountered such a thing in my line of work, for rescue breathing. I'd need a way to seal it, but do I already know of or have an artificial lung? Also, lets go see about that hammer. Also, I might as well reserve the room at that inn I stayed in before for until the pilgrimage time, to make sure I don't run out of funds to have a place to stay by accident. I'm on a pretty limited budget after all.

Spoiler: Nina (click to show/hide)
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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.))

Beirus

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Re: Cabal: The Death of Magic
« Reply #548 on: September 18, 2017, 04:59:16 pm »

((There was an action here. Now there isn't.))

Spoiler: Aurum (click to show/hide)
« Last Edit: October 04, 2017, 05:59:09 pm by Beirus »
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Pancaek

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Re: Cabal: The Death of Magic
« Reply #549 on: September 18, 2017, 05:01:19 pm »

Follow Darwin's instructions to correctly help Behiar back on her feet. I'm assuming a lot of manly hugging is involved.

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syvarris

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Re: Cabal: The Death of Magic
« Reply #550 on: September 21, 2017, 02:11:34 am »

Well, not much to do then.  With a worried expression, ask my escort to keep an eye out for more men like that.  Then, as I said before: "ask my guide about the local council of elders that actually leads the town.  I very much would like to speak with them, and would appreciate it if he could lead me to whichever one he thinks might lend me their ear."

Spoiler: Charsheet (click to show/hide)

piecewise

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Re: Cabal: The Death of Magic
« Reply #551 on: October 01, 2017, 11:53:43 am »

Moghorn agrees to go with them, expressing interest in the Muck and asking them about it. He tries to come across as simple but not impractical, not totally stupid but easily led. He keeps his weapons concealed.

If at any point the twelve are sufficiently far from him and close enough together to catch in one burst, he fires the flamesprayer at them until all are alight, then takes out his crossbow and fires on any that escape or come towards him. If they have ranged weapons (e.g. crossbows) he will flee to cover rather than engage.

If they give him no real chances, he will simply go with them, except to certain death.

Btw, would it be a "senses" roll to magic up a covering of mud (dirt) over one's entire body, as if one was a magical earth creature of some kind?


Spoiler: Moghorn (click to show/hide)
You fade back until  the group is all in front of you and then immediately whip out the flamesprayer. You fire out a tight cone  and sweep it across the group several times. They don't scream like you would expect, instead they simply turn to look at you, faces more confused than anything, and then take a few steps in your direction as the flame consumes them. They don't say anything as they fall and as soon as they hit the ground there is a gout of steam as cold murky water seems to replace their flesh. In the end all thats left is a burning pile of clothing for each member of the party.

I guess it would depend on the use for that spell. Are you trying to hide yourself or shield yourself or what?

If that man is awake, try to hug him to restore mana, otherwise find someone shocky who needs to be calmed down, and do the same while trying to help.  After that, look for someone else who needs spell-healing.

Basically, repeat the process for the duration of the emergency.


Spoiler (click to show/hide)
You drain some mana from the man via a hug [8 mana] and then move on to the next injured man.  You do this several times down the row, restoring flesh as best you can and stemming the flow of severed arteries. Several men die while waiting on you due to the fact that you have to stop between each attempt to restore your power, but you manage to save most of them. By the time you're done the Inn is mostly burnt down and the source of the flame seems to have disappeared. Men are mostly just standing around now, hands on their hips or behind their heads, silently wondering what to do.

Well, not much to do then.  With a worried expression, ask my escort to keep an eye out for more men like that.  Then, as I said before: "ask my guide about the local council of elders that actually leads the town.  I very much would like to speak with them, and would appreciate it if he could lead me to whichever one he thinks might lend me their ear."

Spoiler: Charsheet (click to show/hide)

He tells you that the elders are rather distrustful of outsiders, even those not from Alkahest. However, he says that the best way to get in their good graces would be to either show that you are united with them or that you are doing things for the town. He tells you that there are currently 5 members of the council and that if you're trying to get in good with them the best bet is to talk to Mother Shab, one of the oldest and most kind of the group. He offers to take you to her.


Pay 10 Gold for the limbs, then go make my sculpture. Make sure to hand the money over after I get the limbs.

Spoiler: Aurum (click to show/hide)


You wait outside as the process is completed, doing your best to ignore the screaming. Maybe 30 minutes later a man walks out with a package wrapped in thick paper and leather bindings. You hand over the 10 gold and quickly scurry away to make your sculpture.

You work in a daze and when you've finally finished you are left with something very odd. Its an hourglass, though one lacking any sand. Inside the glass is a piece of human flesh on which countless tiny insect feast. As they eat, they are drawn upwards, almost as though by a gentle suction, off the arm and through the thin space between the chambers of the hourglass. What comes out are not insects but figurines. They resemble tiny golden men who appear to be quite alive. They drift upwards slowly before landing at the top of the glass. There, they melt down into a golden puddle held against the roof of the glass. That puddle never seems to increase in size, no matter how many men rise into it. Likewise, the bugs never seem to run out either.

You have gained knowledge of
Flesh
Insect
Gold
Human

"An artificial lung huh? That might work."
I might actually have encountered such a thing in my line of work, for rescue breathing. I'd need a way to seal it, but do I already know of or have an artificial lung? Also, lets go see about that hammer. Also, I might as well reserve the room at that inn I stayed in before for until the pilgrimage time, to make sure I don't run out of funds to have a place to stay by accident. I'm on a pretty limited budget after all.

Spoiler: Nina (click to show/hide)
You've heard about divers that carry leather bladders filled with air with them that allow them to dive deeper and stay down longer. Its concievable that having one of those would let you ascend from the bottom of the lake without drowning. You might be able to make one with some materials; though you'd also need some lead weights to make you neutrally boyant, less the bladder just drag you straight to the surface...come to think of it that might be a good idea too. If you could find a way to fill a bag with air from the bottom, it would drag you straight up. Hmm.

You get a hammer for 1 silver before returning to your inn and reserving a room for the next week. When you say you're staying for the pilgramage, they let you have it for free.

Quote
You don't sense anything nearby, so you raise your lantern and begin searching for your lost companion. You decide the best way to search is simply to follow the river; if she got out of it she'll be on the bank, and if not she'll be further down river regardless. You walk maybe 20 minutes down the bank, which narrows to a few inches in places, forcing a careful sidle, and finally find Behiar laying on the side of the river, panting and shivering.

Sense for danger, if none seems incoming help Behiar. Be sure to let Écalir be the one to do any up close and personal 'sharing bodyheat to survive' however. Perhaps the lamps could generate some warmth? (unless Rufus advises against making light here)

One she is reasonably out of danger of hypothermia and back on her feet, we move on.


Spoiler: Darwin Zeppeli (click to show/hide)
Follow Darwin's instructions to correctly help Behiar back on her feet. I'm assuming a lot of manly hugging is involved.

Spoiler (click to show/hide)
Light my lamp. Other than that, don't move or make noise. It's very possible that there's some nasty things about.

Spoiler (click to show/hide)
Using lamps and body heat the group gets Behiar warmed up. As they sit around in the glow of the lamps, Darwin notices something. The walls of the cave here are completely coated in fossils. They're interwoven and covering each other, as though they had been walking through the tunnel when some force picked them up and mashed them into the walls. Its difficult to even tell where one begins and another ends; vertebral columns and rib cages and skulls and limbs all overlap and merge.  As he looks at the mass of bone made stone, he hears something. It is a slow grinding noise, like a millstone rotating.

NJW2000

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Re: Cabal: The Death of Magic
« Reply #552 on: October 01, 2017, 01:05:08 pm »

Quote
I guess it would depend on the use for that spell. Are you trying to hide yourself or shield yourself or what?

I was trying to impress some things I thought were people by making mud magically appear on my body. It's not important now.

Moghorn gapes for a second, then hotfoots it out of there, directly away from wherever the men were taking him. In fact, he retraces his steps to Fearce, and tries to find out what the mud-things were. If possible, he goes to Ligne by a different route after that, avoiding anything that looks even remotely mucky.


Spoiler: Moghorn (click to show/hide)
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Re: Cabal: The Death of Magic
« Reply #553 on: October 01, 2017, 01:22:09 pm »

Darwin turns to his companions, two of which still seems to be busily sharing bodyheat (despite the fact that Behiar had gotten dry like ten minutes ago) and whispers: "Friends, after careful observation, deep reflection and convening with the spirits of the world, I have come to a conclusion: fuck this cave."

Where does the sound seem to come from? Leg it in a direction that's not that. Maybe try to find some place we could use to hide from whatever is coming down to grind our bones, like a depression in a cave wall that lacks crushed bones or perhaps higher ground somewhere.

Spoiler: Darwin Zeppeli (click to show/hide)
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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.

Devastator

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Re: Cabal: The Death of Magic
« Reply #554 on: October 01, 2017, 01:49:14 pm »

Get the wounded to start heading home, if possible, and try to arrange to stay with someone for the day.
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« Last Edit: October 03, 2017, 02:49:06 am by Devastator »
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