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Author Topic: Cabal: Wizard Open World Game  (Read 365750 times)

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1350 on: December 21, 2018, 11:40:46 pm »

"I don't even know if going under the lake will lead me to the people being held there.  That's what I want to find out before making an attempt.  If you have diving gear, though, and there's a way under the lake that'll lead to where the people are being held, that's great.  Really, though, I need a way to bring the people back out too, and one set of diving gear won't solve that.  Maybe if I had a word for Fish or Water or Air or something it'd be easier.  I could give people temporary gills or something."

"I can't say the two cases aren't related, but in this one people walk into the lake at regular intervals, marked by the full moon and strange green lights.  The other one was some distance out of town, happens irregularly, and was a fairly conventional attack by bugmen who used nets.  They could be related, but I think they're probably seperate."

"It's quite easy strengthening something that's relatively weak, and it gets harder the stronger someone is.  I think letting you carry more (Endurance) would be pretty hard, but I could accomplish that in a couple tries.  Or do it in two relatively easier spells.

I'd be happy to do it for you.  This moon thing is very large, and I'll need a lot of mana to investigate and solve the problem.  I'd be happy to strengthen you provided I can earn more mana than the spell costs, as well as some funds for supplies."
« Last Edit: December 21, 2018, 11:57:23 pm by Devastator »
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piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1351 on: December 23, 2018, 10:13:08 am »

"Huh. What will we put them in? And what happens post-transplant?"
timeskip ready.
Ready for the timeskip, but first try to ask the magebreaker about the recruitmemt process and how did he become one.

Spoiler: Randolf Osborn (click to show/hide)
The Magebreaker tells you that once you submit the paperwork, if they consider you a viable candidate, they will get in contact and pull you into basic training. If you make it through there, you'll be given some test assignments with and without backup, and if you succeed on those you'll be a Magebreaker.

*One Boat Ride Later*

The Ferry pulls in towards town in evening, just after sunset. There's a warm orange glow around the town and it takes you a moment to realize its not the remnants of sunset but the hazy orange of several fires burning in the city.  As the boat pulls up to the docks you notice men waving it away, shouting for it to keep moving or turn around.

"They've been trying to solve things the old fashion way." The magebreaker says, surveying the town for a moment before stepping right up onto the railing and dropping off into the water. Or rather, he falls to the water's surface and then stops as though he landed on solid rock. His boots glow with flickering white light and he strides forward across the water towards the town.

The caravan paid 100 gold.

Sell my loot, but keep one of the swords, the crossbow and the helmet.
Afterwards check if there are any bounties and whether there are any expeditions heading to the Artifacter's grave.

Do I know whether I need special equipment to gather Iron thread and whether there are any noteworthy dangers at the Artifacter's grave?

Spoiler: Robert Grant (click to show/hide)
You get 100, plus 25 for danger bonus or the pay of dead guards or something like that. You don't argue. You sell your extra loot for another 20 gold, bringing the grand total to 145.

You look and ask around about guard positions for people heading into the artifacter's grave and you're told that they generally don't hire guards, instead they periodically send in large mercenary groups to comb over the graves, kill anything dangerous, and then report back before the scavenging groups head back out. But some people do hire guards if they're worried about other scavengers getting violent or rob-y.

Iron thread is apparently a lot like normal thread but made of metal. It doesn't require specific tools to get but they recommend good gloves and maybe a few simple tools for prying and otherwise accessing the stuff if its caught up in the wreckage.

Start asking around town about that bug problem to the townsfolk and merchants. Try to find out the latest news/updates about the problem.

Check the magic compass and add the directions it points to the map we bought before. Take a look at the result, can we pin down the location of 1 or 2 of the remaining artifacts? For reference:

Quote
The compass is a normal compass in every way other than its odd orientating.  You pull out the glass map and compare the directions the compass points to things marked on the map.  The northeasty sort of direction is pointing towards god knows how many cities and places, including Alkahest. Inconclusive. You try the others. The slightly off south one might be pointing towards Alizarin. The straight East one towards Mesothorium? Or maybe Fearce?


((Lets get started then.))

Saeko stands out pretty well in a crowd.  She is very young, perhaps 16 or 17, and a bit tall for her age.  She's wearing an elaborate red-and-white cloth outfit, which looks dense enough to give some protection against attacks, and, upon closer inspection, has a slight glitter in her eyes.  There are also two guards in her employ standing nearby.

"So you're here about the bounty?  Yeah, I'm responsable for it.  Do you need any information about the bugmen or what happened?"

"Good evening miss. Yes, we heard about the problems you encountered with these strange creatures, and we came to look into it. Could you perhaps start by telling me what happened to you exactly? Try to remember how exactly the creatures looked if you can. I have some books here on both natural and magical animals, perhaps based on your description we pin down what we're dealing with here more precisely."


Listen to the description of the bugmen and look through my books on both natural and magical animals to look for anything that seems to match.

Spoiler: Darwin Zeppeli (click to show/hide)

[5v3]
According to what you can find, they sound like the servants of Professor Odzican, one of the leading experts on summoning magic back in the old days, during the height of the Kingdom and the Arcane University.

What I was looking for, before these mercenaries arrived, was someone with a fish familiar who would be willing to search the bottom of the lake for some kind of entrance or opening.  I'd offer five gold a week for this service, and cast a spell to enhance the familiar's sense of smell permanently so it'd have a better chance of sniffing out where any underwater humans might be at, or any openings to where they are at.

Describe the encounter with the bugmen, making sure to mention the fog, that it happened at night, and describing the weapons and tactics used.  (blowdarts, nets, mounts).


Lastly, change the subject.

"Are you two mages?  This city is facing another crisis other than the bugmen.  I could use some help with that, too, if you two are mages."

Spoiler: Saeko Hirahara (click to show/hide)
You ask around but find out something interesting: No one has aquatic familiars, at least not those that can explore the bottom of a lake. They have hawks or ducks or at best something like an otter but the fishermen who employee familiars tell you that fish and similar familiars are unreliable and tend to disappear after a few weeks. They blame it on the familiar though, not any sort of outside interference.

Well, that was a fun diversion. Continue onwards towards Hepar.

Spoiler: Frick Varmer (click to show/hide)
Ok. I'm having difficulty accessing the map to tell you much so we'll just say you made it there and...everything is basically normal and fine. I'll try to get the map working and give you more info next turn.   

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1352 on: December 23, 2018, 10:23:51 am »

Start asking around town about that bug problem to the townsfolk and merchants. Try to find out the latest news/updates about the problem.

Check the magic compass and add the directions it points to the map we bought before. Take a look at the result, can we pin down the location of 1 or 2 of the remaining artifacts? For reference:
Quote

The compass is a normal compass in every way other than its odd orientating.  You pull out the glass map and compare the directions the compass points to things marked on the map.  The northeasty sort of direction is pointing towards god knows how many cities and places, including Alkahest. Inconclusive. You try the others. The slightly off south one might be pointing towards Alizarin. The straight East one towards Mesothorium? Or maybe Fearce?

also try to look up/remember more info about Professor Odzican and his summoning.

Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: December 23, 2018, 11:00:10 am by Radio Controlled »
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Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1353 on: December 23, 2018, 01:45:17 pm »

Purchase some good leather gloves and a crowbar.

How do the scavenger groups operate? Do they accept anyone or do they only allow members within their group?
If they accept anyone to work as a scavenger, join up with a group, otherwise hire myself out as a guard and join a group that way.

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

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Re: Cabal: Wizard Open World Game
« Reply #1354 on: December 23, 2018, 03:40:44 pm »

(Well, that's slightly worrying.  If not for the moon stuff, I'd be wondering if there's a Kingdom of the Fish People that is enslaving surface-dwellers or something..)

Follow RC's instructions as per buffing spells.  Acquire the mana cost for the two desired 1d12 strengthen spells on his Endurance and Speed statistics, including required follow-up attempts after failures.  Profit breakdown is 100 gold + 6 mana in addition to the costs.

Furthermore, look at the jade tablets on offer, and see if they have words on them, and if so, what words they hold.


Saeko isn't happy though.  She was hoping to earn enough money to help the town in a more permanent way after she left, by building something, providing money to charity, or producing something that'll outlast her visit.  100 gold isn't nearly enough for that.  Neither is six mana nearly enough to help her save the people under the lake.  Considering that these spells are likely to cost about 40 or 50 mana, 10 is a pittance to recieve in pay.

Also, the requested spells are ones that are strong enough to lead to actual physical harm from failures, similar to the burns she has recieved.  There were no elegant or cooperative methods to accomplish the goal without risking physical harm, and the request was simply for raw power, as much of it as she can deliver.

So, yes, she'll cooperate and go through with it, but I don't think she'll give you guys any assistance in the future.  In general, I'd expect this means she'll continue working for the poor and middle class, as the wealthy pay much less for the same work.

Spoiler: pre-discussion orders (click to show/hide)

Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: December 28, 2018, 06:06:11 am by Devastator »
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1355 on: December 27, 2018, 05:09:42 pm »

"I don't even know if going under the lake will lead me to the people being held there.  That's what I want to find out before making an attempt.  If you have diving gear, though, and there's a way under the lake that'll lead to where the people are being held, that's great.  Really, though, I need a way to bring the people back out too, and one set of diving gear won't solve that.  Maybe if I had a word for Fish or Water or Air or something it'd be easier.  I could give people temporary gills or something."

"I can't say the two cases aren't related, but in this one people walk into the lake at regular intervals, marked by the full moon and strange green lights.  The other one was some distance out of town, happens irregularly, and was a fairly conventional attack by bugmen who used nets.  They could be related, but I think they're probably seperate."

"It's quite easy strengthening something that's relatively weak, and it gets harder the stronger someone is.  I think letting you carry more (Endurance) would be pretty hard, but I could accomplish that in a couple tries.  Or do it in two relatively easier spells.

I'd be happy to do it for you.  This moon thing is very large, and I'll need a lot of mana to investigate and solve the problem.  I'd be happy to strengthen you provided I can earn more mana than the spell costs, as well as some funds for supplies."

"Well, we do have a method of fast travel that would allow one to transport a number of people at once, though whether it'd work well under water I'm not sure.

If you are looking for new words though, we might be able to help you out. We recently found some jade tablets in an old cave system. Some of these seem to hold magical symbols, though only a few that we can understand. Perhaps you could find some other things in there?

Yeah, I think I could use some strengthening, let's work out a deal here."


((Note: Deal was negotiated over IRC, this is the outcome:
Quote
Saeko will bring DArwin's End and Spd up to d8, in that order.

In return: we reimburse the mana costs for the spells and any failures + 10 mana + Saeko can look through the remaining jade tablets and keep the tablet of any word she finds (up to 3 tablets, any tablets less than 3 is payed out as 4 mana per tablet instead).

Note: Saeko can convert 1 mana to 25 gold as needed for the payout.
« Last Edit: December 27, 2018, 05:18:19 pm by Radio Controlled »
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1356 on: December 28, 2018, 08:56:57 am »

"That might work, but the bugmen take prisoners too.  You might well need it to teleport them back to the city if you find them.  I want to see if I can get a look at what's under the lake first, before making any plans for getting down there or getting them back."

"What I really should be doing is going with you, so I can heal any injured prisoners and help you bring them back to safety.  But there's only a couple weeks left before the next full moon, and I want to be ready for that.  It could take two weeks just to find the people the bugmen are taking."
« Last Edit: December 28, 2018, 09:11:42 am by Devastator »
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piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1357 on: December 28, 2018, 10:10:31 pm »

Start asking around town about that bug problem to the townsfolk and merchants. Try to find out the latest news/updates about the problem.

Check the magic compass and add the directions it points to the map we bought before. Take a look at the result, can we pin down the location of 1 or 2 of the remaining artifacts? For reference:
Quote

The compass is a normal compass in every way other than its odd orientating.  You pull out the glass map and compare the directions the compass points to things marked on the map.  The northeasty sort of direction is pointing towards god knows how many cities and places, including Alkahest. Inconclusive. You try the others. The slightly off south one might be pointing towards Alizarin. The straight East one towards Mesothorium? Or maybe Fearce?

also try to look up/remember more info about Professor Odzican and his summoning.

Spoiler: Darwin Zeppeli (click to show/hide)
They don't know anything about the bug aspect (apparently no one but your new friend's caravan made it through after having gotten such a good look at the assailants) but caravans are still going missing occasionally. No sign of increasing or decreasing.

Judging via the map and your new location...It looks like the Points are more definitively set in Fearce and Alkahest. A third point would triangulate them precisely but you feel pretty confident in this.

[7v1]
He was a professor at the university back in its heyday, one who specialized in summoning and binding entities. He was instrumental in the building of several of the landmarks of the city and the university with the labor of his thralls. He disappeared as the University began to fail and would be very old at this point, though many of the older wizards are basically immortal when it comes to age, thanks to their vast stores of mana.

Purchase some good leather gloves and a crowbar.

How do the scavenger groups operate? Do they accept anyone or do they only allow members within their group?
If they accept anyone to work as a scavenger, join up with a group, otherwise hire myself out as a guard and join a group that way.

Spoiler: Robert Grant (click to show/hide)
3 Gold for those.

Mostly they're kind of like salvage companies; they have set members that are hired on and do work for them, getting paid a base fee plus extra depending on what they bring in. How selective they are varies on the company but the fact that they're about to go out scavenging means there are probably some groups looking for new members.

[2v2] Its a bit harder to find a group than you assumed, something about being a new guy with no history in town and worries over you stabbing your teammates in the back and all that. However you eventually find a group that offers 10 gold as the base. You tell them you want to keep some for yourself and they tell you that "poaching" items for yourself isn't why they're paying you, but they'd be willing to sell the item you want to you at a discount after you turn it in.

(Well, that's slightly worrying.  If not for the moon stuff, I'd be wondering if there's a Kingdom of the Fish People that is enslaving surface-dwellers or something..)

Follow RC's instructions as per buffing spells.  Acquire the mana cost for the two desired 1d12 strengthen spells on his Endurance and Speed statistics, including required follow-up attempts after failures.  Profit breakdown is 100 gold + 6 mana in addition to the costs.

Furthermore, look at the jade tablets on offer, and see if they have words on them, and if so, what words they hold.


Saeko isn't happy though.  She was hoping to earn enough money to help the town in a more permanent way after she left, by building something, providing money to charity, or producing something that'll outlast her visit.  100 gold isn't nearly enough for that.  Neither is six mana nearly enough to help her save the people under the lake.  Considering that these spells are likely to cost about 40 or 50 mana, 10 is a pittance to recieve in pay.

Also, the requested spells are ones that are strong enough to lead to actual physical harm from failures, similar to the burns she has recieved.  There were no elegant or cooperative methods to accomplish the goal without risking physical harm, and the request was simply for raw power, as much of it as she can deliver.

So, yes, she'll cooperate and go through with it, but I don't think she'll give you guys any assistance in the future.  In general, I'd expect this means she'll continue working for the poor and middle class, as the wealthy pay much less for the same work.

Spoiler: pre-discussion orders (click to show/hide)

Spoiler: Saeko Hirahara (click to show/hide)
[10+1v10][2+1 v 6][10+1 v 5]
A total of 21 mana is expended to complete the two enhancements. You two should adjust your mana levels and gold and such to reflect payments, trades, and transmutation into mana. Radio's two selected stats are now d8.

Now, the jade tablets are...more difficult because I have to get onto my google docs and I can't do that right now. So...Send me a PM about it and I'll find them and send them back.

You fail only one spell, completing it the next time. Of course, that failure causes enough feedback that it blows all the finger nails off your right hand but...well...they're paying. The guy, despite his age, seems to grow increasingly limber and his skin flushes from a more healthy and vibrant color with a sort of subtle glisten of magical reinforcement that shimmers across him like a coating of pinpoint stars.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1358 on: December 29, 2018, 01:48:56 am »

Take the three words for payment, the d8 View word, the d10 Steel word, and the d10 Speed word.  Do the jade tablets remain intact after I take the words off them?  Does it look like I could put the word back on said tablets?

After that, try to brute force looking under the lake.  Like before, use an Ape spell to find the people under the lake, but this time use a View word to try and make the spell easier to cast.  After that, use a second View and Ape to try and see what's going on under the lake, near one of the people I've spotted.  Retry as necessary as long as I have at least 10 mana remaining.


(The total payment is 24 mana + 100 gold from RC, as he threw in 3 mana for a spell to repair the fingernails.)

Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: January 01, 2019, 12:16:40 pm by Devastator »
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1359 on: December 29, 2018, 11:13:08 am »

Going from what I know about the how the bugmen raid went (eg. the fact that they disappeared when the mist faded and how time seemed to progress more quickly during the raid) can I make any guesses as to what type of magic was being employed there? Does it seem likely that the bugs were some sort of illusion or temporary constructs?

Try to find a caravan that will be traveling along the route where the kidnappings have been going on. Tell them that we'd be going along as guards, but they'll only have to pay us if we actually have to fend of bugs or other raiders. In exchange we get more freedom and don't have to pay a fee for the transport and meals and such during the trip.

Based on what we know about the bugs, could I try to whip up some sort of anesthetic or paralyzing poison that should work on them?


For the record: I'm gonna start wearing Ecalir's old d8 armor. For the second record, giving another 3 mana to Saeko to cover her fingernail explosion.


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: December 29, 2018, 05:59:28 pm by Radio Controlled »
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Fucking hell, you guys are worse than the demons.

Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1360 on: December 29, 2018, 11:25:18 am »

Ask about the base price for Ironweave and then for the discounted price.

Travel with the scavengers to the Artifacter's Grave, keep a close eye on how many scavengers I'm travelling with, whether they're visibly armed and whether any of them look like they're good at combat.

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

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Re: Cabal: Wizard Open World Game
« Reply #1361 on: January 02, 2019, 03:02:55 pm »

Stop over a night in Hepar, picking up any rumours going around, then it's onwards on the next leg of the journey if nothing important rears up.
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.

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Re: Cabal: Wizard Open World Game
« Reply #1362 on: January 04, 2019, 09:35:37 am »

"With the old way you mean pitchforks and torches, right? Thats pretty much how my old home used to deal with any problems, too. Worked all of the time, until it didn't and everyone died."

"...So, like Nina asked: What do you plan to put the spirit in to trap it? I hope it's not a person."


Borrow the Aqua Vitae to freeze the water so I can walk on it. Jump into the ice after the magebreaker.

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.

Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1363 on: January 04, 2019, 09:47:50 am »

Climb down and either walk or swim to shore as conditions determine.

Spoiler: Nina (click to show/hide)
« Last Edit: January 04, 2019, 10:31:08 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.))

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1364 on: January 04, 2019, 01:58:45 pm »

Take the three words for payment, the d8 View word, the d10 Steel word, and the d10 Speed word.  Do the jade tablets remain intact after I take the words off them?  Does it look like I could put the word back on said tablets?

After that, try to brute force looking under the lake.  Like before, use an Ape spell to find the people under the lake, but this time use a View word to try and make the spell easier to cast.  After that, use a second View and Ape to try and see what's going on under the lake, near one of the people I've spotted.  Retry as necessary as long as I have at least 10 mana remaining.


(The total payment is 24 mana + 100 gold from RC, as he threw in 3 mana for a spell to repair the fingernails.)

Spoiler: Saeko Hirahara (click to show/hide)
The words and the tablets are not lost when you take the words, and if you had the tablets you could "forget" the words on them and then relearn them.
[2v1] Lucky [-1 mana]

You walk to the edge of the lake and combine View and Ape with the intent of sensing where the people under the lake are, if they're there at all. As you cast the spell the world around you seems to go dark; not black but a darkish blue as though you were suddenly plunged into early evening. The lake becomes a dull blue and shimmers like broken glass, oddly semi-transparent. Through it you see dull lights at a great distance. They look like candle flames seen from far away; distinctly there but tiny and flickering. They're deep beneath the lake, so far down that its clearly under the natural bottom.  Miles deep.

Going from what I know about the how the bugmen raid went (eg. the fact that they disappeared when the mist faded and how time seemed to progress more quickly during the raid) can I make any guesses as to what type of magic was being employed there? Does it seem likely that the bugs were some sort of illusion or temporary constructs?

Try to find a caravan that will be traveling along the route where the kidnappings have been going on. Tell them that we'd be going along as guards, but they'll only have to pay us if we actually have to fend of bugs or other raiders. In exchange we get more freedom and don't have to pay a fee for the transport and meals and such during the trip.

Based on what we know about the bugs, could I try to whip up some sort of anesthetic or paralyzing poison that should work on them?


For the record: I'm gonna start wearing Ecalir's old d8 armor. For the second record, giving another 3 mana to Saeko to cover her fingernail explosion.


Spoiler: Darwin Zeppeli (click to show/hide)
[6v4]
If you had to guess from what you heard, You think its some sort of high level spacial/temporal overlap; the caravan and area around it were sort of existing in two places at once; that mist place with the insect creatures and their normal position in the normal world. Its the sort of thing that would require great skill and more then likely the use of arcane devices, even in the old days. To see it used currently is...well its rather unbelievable. You could see the King doing something like that, mouldering god that he is, but anyone else would have to be taking shortcuts of some kind; half assing it some way.

[7v1] You talk a caravan into doing exactly as you want. They leave tomorrow.

The bugs seem organic, so poison might work on them.

Ask about the base price for Ironweave and then for the discounted price.

Travel with the scavengers to the Artifacter's Grave, keep a close eye on how many scavengers I'm travelling with, whether they're visibly armed and whether any of them look like they're good at combat.

Spoiler: Robert Grant (click to show/hide)
[3v2] The merchants start at 20, but you talk them down to 15.

You join up with the scavengers. They're a ragtag ruthless lot, and look better armed and armored than most mercs. They're wearing full body gear, helmets, goggles, face masks or bandanas, mechanic suits or overalls, scrap metal armor on the chest, back, shoulders, forearms, upper and lower legs, boots, gauntlets, the whole deal. Most have at least a rifle or crossbow, a side arm of some kind, and a melee weapon. Beyond this they have frame backpacks with supplies lashed to them and a huge empty interior for the scavenge.

You ask them about the dangers and they give you three: The environment can be tricky with sink holes, oil pits, all manner of rusty jagged metal and undetonated explosives. Second, there are still be machines out there that are functional. They argue a bit over if the machines are just so numerous they occasionally find ones or if they're self generating from the wreckage but the end result is the same. Lastly, there are other scavengers and they're the most dangerous because they're treacherous and cunning. They advise you to make sure you're as geared up as you need to or want to be.

Stop over a night in Hepar, picking up any rumours going around, then it's onwards on the next leg of the journey if nothing important rears up.
Spoiler: Frick Varmer (click to show/hide)
On the outskirts near Hepar you notice something. There's smoke coming from the town, a lot of it. You hear distant rumbling and what might be the sounds of battle or violence. There's the light of fires in the town too but its hard to tell if any are obviously the fires of burning structures or just lanterns.

Climb down and either walk or swim to shore as conditions determine.

Spoiler: Nina (click to show/hide)
"With the old way you mean pitchforks and torches, right? Thats pretty much how my old home used to deal with any problems, too. Worked all of the time, until it didn't and everyone died."

"...So, like Nina asked: What do you plan to put the spirit in to trap it? I hope it's not a person."


Borrow the Aqua Vitae to freeze the water so I can walk on it. Jump into the ice after the magebreaker.

Spoiler: Randolf Osborn (click to show/hide)
Randolf points the sword at the water and sweeps it up towards the shore, raising a path of ice. Both he and Nina hop down onto the ice, though Nina struggles not to slip as they walk across it. Randolf seems completely immune to slipping  and walks on it like its hard packed earth. Maybe this is because he's holding the sword?

They chase after the Mage Breaker and find him asking things to a random citizen of the town in a rather...direct and shouty way. As they step up he shoves the villager away and starts walking into town, towards the fires.

"They tried to contain the vampires. Then when that started going very badly, they tried to kill them. Now we have no idea where they are. Might be in anyone and this chaos is mostly just panic over that fact.  Do either of you have any sort of magical senses? "

 
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