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Author Topic: Cabal: Wizard Open World Game  (Read 365824 times)

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1395 on: January 26, 2019, 08:11:01 pm »

First off, and this is risky, use a small View spell to see what is on the other side of the connection.  Use as little power as possible, remembering the trouble I had earlier with it, and gear the spell to expire in a couple minutes automatically.

After that, I'm going to weaken the connection with a reverse-strengthen spell.  Some other options are using grow or reverse-grow to try and close the hole, as well as reverse-speed to slow the flow down.

Do ask how this started and what happened.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: January 27, 2019, 12:56:34 pm by Devastator »
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Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1396 on: January 26, 2019, 08:25:51 pm »

"I currently have one supressed, yes. Its not the same kind, and I don't trust it. Im also the host to a benevolent spirit that I trust. Im willing to take risks, but wouldn't it be smarter to just ask Adam for help than to wake up the vampire?"
Express my doubts and what is Adam's response?
Spoiler: Nina (click to show/hide)
« Last Edit: January 27, 2019, 12:26:15 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.))

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1397 on: January 26, 2019, 11:50:23 pm »

Roll my horse toy out into the middle of the cube. If nothing bad happens to it, go pick it up. are there other exits? If not, and if the exit I enter from remains, then go back and explore up the stairs instead.

Spoiler: Felix Testimony (click to show/hide)

TopHat

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Re: Cabal: Wizard Open World Game
« Reply #1398 on: January 27, 2019, 12:51:14 pm »

That'll teach you, you bastard.
Have my familiar direct me through the alleys to another firing position, then shoot and scoot again.
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.

Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1399 on: January 27, 2019, 04:09:06 pm »

Warn the others about the metal creature inside the debris, then continue scavenging.
Spoiler: Robert Grant (click to show/hide)
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1400 on: January 27, 2019, 06:21:46 pm »

Quote
Yes, basically. An explanation would be needed but it doesn't have to be super complex, just believable enough.
Eeeh, screw it, let's stick to the original plan for now, smashing bugs sounds like a more entertaining idea.

Quote
Depends on quality but in general you could probably hire a pretty good merc for a gold a day.
Offer three gold per person to hire some mercs with decent gear and, importantly, who seems reliable and brave enough to not scatter at the first sign of real danger, and not have their loyalties swayed for a fistful of dollars. Make sure they know that we are planning to go after the bugs so combat is likely. Try to get 6 (18 gold total) with 4 melee-oriented dudes and 2 ranged ones.

Also, 150 gold to 6 mana please. Probably gonna be needing it.


Quote
The bugs seem organic, so poison might work on them.
Try to whip up a batch of bug anesthetic/poison. The goal is to incapacitate, not kill.

Finally, remember that bomb design we worked out once? I'd like to buy one (still 25 gold?) if that's possible. I can link you to the tinker post if you want me to.



Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: January 31, 2019, 06:02:21 pm 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.

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1401 on: February 03, 2019, 05:54:47 pm »

First off, and this is risky, use a small View spell to see what is on the other side of the connection.  Use as little power as possible, remembering the trouble I had earlier with it, and gear the spell to expire in a couple minutes automatically.

After that, I'm going to weaken the connection with a reverse-strengthen spell.  Some other options are using grow or reverse-grow to try and close the hole, as well as reverse-speed to slow the flow down.

Do ask how this started and what happened.


Spoiler: Saeko Hirahara (click to show/hide)
[1v4] [-4 mana] You attempt a minor view spell but get rather sharply rejected in a spray of sparks  that leave little white spots across your vision.
[6v4] [-4 mana] You manipulate the connection, shrinking the already tiny hole into nothing. You double check but the connection really does seem to have been sealed. However, its hard to say how well; for all you know you've created a plug that could be pushed out with enough force. Have to see.
The man says he can't remember exactly how it started, because it was so gradual. Only that he was working on the lake at the time and had been doing a lot of diving and swimming to fix things or free nets.

"I currently have one supressed, yes. Its not the same kind, and I don't trust it. Im also the host to a benevolent spirit that I trust. Im willing to take risks, but wouldn't it be smarter to just ask Adam for help than to wake up the vampire?"
Express my doubts and what is Adam's response?
Spoiler: Nina (click to show/hide)
"We're not going to wake it up...at least not really. We're going to draw it out and put it into something. If we get lucky, it will start calling for help. If we can put it in something small that is unable to deal much damage, we can keep it restrained while bringing in the others. But drawing it out of you could be dangerous to you; there could be physical side effects."

Roll my horse toy out into the middle of the cube. If nothing bad happens to it, go pick it up. are there other exits? If not, and if the exit I enter from remains, then go back and explore up the stairs instead.

Spoiler: Felix Testimony (click to show/hide)
You roll the toy in. Nothing happens. So you step in as well. The door behind you stays the same both 3 additional doors open up with a grind of stone. They reveal other rooms, one of which is a walkway that has  a window. The window shows a view far above the surface of the lake, impossible for the level you should currently be at. The others are another hall and darkness.

That'll teach you, you bastard.
Have my familiar direct me through the alleys to another firing position, then shoot and scoot again.
Spoiler: Frick Varmer (click to show/hide)
[1v5]
You circle around through the city and you're in the middle of crossing from one alley to another across a main street when a group of three of the raiders notices you. They seem to have split off from the rest of the group, probably searching in a wedge formation. They shout that they found you and immediately train their weapons on you.

Warn the others about the metal creature inside the debris, then continue scavenging.
Spoiler: Robert Grant (click to show/hide)
You tell the others what you saw and they immediately start digging where it grabbed you.

"Intact robots, especially humanoids, are worth a lot more than scrap. If we can capture it, we'll make a tidy profit."  They explain.

Quote
Yes, basically. An explanation would be needed but it doesn't have to be super complex, just believable enough.
Eeeh, screw it, let's stick to the original plan for now, smashing bugs sounds like a more entertaining idea.

Quote
Depends on quality but in general you could probably hire a pretty good merc for a gold a day.
Offer three gold per person to hire some mercs with decent gear and, importantly, who seems reliable and brave enough to not scatter at the first sign of real danger, and not have their loyalties swayed for a fistful of dollars. Make sure they know that we are planning to go after the bugs so combat is likely. Try to get 6 (18 gold total) with 4 melee-oriented dudes and 2 ranged ones.

Also, 150 gold to 6 mana please. Probably gonna be needing it.


Quote
The bugs seem organic, so poison might work on them.
Try to whip up a batch of bug anesthetic/poison. The goal is to incapacitate, not kill.

Finally, remember that bomb design we worked out once? I'd like to buy one (still 25 gold?) if that's possible. I can link you to the tinker post if you want me to.



Spoiler: Darwin Zeppeli (click to show/hide)
You put out the call for mercs of a particular quality and get some  quite quickly. You get your desired spread even, but they do as for an extra assurance that if they die their pay will go to someone else. Family, friends, etc. You give them that assurance before converting some gold to mana and handing out the first day's wage.

[8v4]
You whip up some poison. It should incapacitate just about anything with a relatively normal biology, though insects are more susceptible to this particular action.

We'll consider it bought and delivered for that price.

Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1402 on: February 03, 2019, 06:31:09 pm »

"I kinda want the thing out anyway, so I'm okay with the risk to myself, but will you be able to tell it apart from Adam?"
Ask if the process will hurt Adam.

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

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1403 on: February 03, 2019, 08:24:20 pm »

Get as good a look out the window as I can without leaving the cube room. If it seems an ordinary view from high in the ruins, walk into darkness.

Spoiler: Felix Testimony (click to show/hide)

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1404 on: February 03, 2019, 09:07:16 pm »

"Well, one way or another, I'm going to be dealing with what's down there.  It's holding a lot of people hostage, and if it's working up to something big, I'll stop it."

That said, you don't need to worry about this.  I just need to stay with you until after you would fall asleep again, and cast a few more spells.  I can help you."

Spend the night with the patient.  Do discuss what's going on with the town some, and what I've found out.  Float some of the ideas, such as making a giant mole or strengthening a digging machine to make a path down there, trying to gauge the best route to help the people of the town..  Would they appreciate an agressive approach like that, or would they prefer me taking the reactive approach of getting ready for a fight, and holding someone getting transferred down there?

Keep it from trying to be too heavy, though, and mix it up with mundane discussion about living here, and the experiences of travel.  Does the patient know about other places?  Any good stories?

In any event, wait until morning, and when the patient would sleep, ready to intervene.  During the night, hug the patient no more than once for mana, if it seems like it will not hurt the patient.  Other hugs are readily available at no charge.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: February 07, 2019, 03:52:40 am by Devastator »
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Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1405 on: February 04, 2019, 02:55:53 pm »

Join in with the digging.
Spoiler: Robert Grant (click to show/hide)
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TopHat

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Re: Cabal: Wizard Open World Game
« Reply #1406 on: February 04, 2019, 06:27:04 pm »

"Shit."
Fire off a shot at the group without stopping to aim and then dash into the next alley, looking for somewhere to hide.
Spoiler: Frick Varmer (click to show/hide)
Logged
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.

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1407 on: February 08, 2019, 04:10:52 pm »

Start going with the merchants.

One ranged merc and one melee dude are to stick with Ecalir. Other mercs stick with Darwin, with two of the melee dudes sticking close to me at all times and act as bodyguards.

Ecalir will stay awake during the day, Darwin has night duty so he can use his superior senses to spot trouble sooner.   



Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: February 08, 2019, 04:33:14 pm by Radio Controlled »
Logged


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 #1408 on: February 08, 2019, 04:25:31 pm »

Follow Darwin's plan

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

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Re: Cabal: Wizard Open World Game
« Reply #1409 on: February 08, 2019, 04:54:05 pm »

"I kinda want the thing out anyway, so I'm okay with the risk to myself, but will you be able to tell it apart from Adam?"
Ask if the process will hurt Adam.

Spoiler: Nina (click to show/hide)
"It should be. Greater danger to you."

Get as good a look out the window as I can without leaving the cube room. If it seems an ordinary view from high in the ruins, walk into darkness.

Spoiler: Felix Testimony (click to show/hide)
The view, impossible though it is, does seem like the normal sort of view you'd get from high up in the ruins. Nothing about it seems impossible or strange other than the location relative to everything else. You stick your head through the darkness and look upon a rather odd room. Its a sort of stair step or tiered room , with the door opening up on the highest tier. Across on the opposite wall from the tiers are what look like stone cubes with deep engravings of straight and curved lines dug into them. The stones are moving about, like pieces in a sliding block puzzle, gliding around individually or in groups, but seemingly with no real patter to it. on the tiers are stone tables, at at the stone tables are what look like golems. They're odd sort of golems, almost stick figures of a sort. They have long rounded rods and sphere joints, all floating rather than making contact with each other. Their main body is a sort of inverted pear shape and their heads are shaped sort of like a  number 6, a single large mass with a sort of curving grown jutting out the back. A headtail almost. They don't seem to have noticed you.

"Well, one way or another, I'm going to be dealing with what's down there.  It's holding a lot of people hostage, and if it's working up to something big, I'll stop it."

That said, you don't need to worry about this.  I just need to stay with you until after you would fall asleep again, and cast a few more spells.  I can help you."

Spend the night with the patient.  Do discuss what's going on with the town some, and what I've found out.  Float some of the ideas, such as making a giant mole or strengthening a digging machine to make a path down there, trying to gauge the best route to help the people of the town..  Would they appreciate an agressive approach like that, or would they prefer me taking the reactive approach of getting ready for a fight, and holding someone getting transferred down there?

Keep it from trying to be too heavy, though, and mix it up with mundane discussion about living here, and the experiences of travel.  Does the patient know about other places?  Any good stories?

In any event, wait until morning, and when the patient would sleep, ready to intervene.  During the night, hug the patient no more than once for mana, if it seems like it will not hurt the patient.  Other hugs are readily available at no charge.


Spoiler: Saeko Hirahara (click to show/hide)
When you discuss drilling, the man points out that, round on the other side of the lake there used to be a mine, back during the days of magic. Its been long abandoned but it might be a good starting point for any drilling. When you ask what the people are likely to think, he responds pragmatically that they probably won't mind anything unless it can be seen as dangerous to the town.

The patient says he used to travel a bit in his younger years, even going so far as the capital. He regales you with a few mostly mundane stories, a few battles, and a narrow escape from slavers.

You give him a hug around midnight and get 1 mana from him.

When morning comes around he says he feels sleepy but at your prompting doesn't go to bed. He seems fine as the day progresses, if a bit tired from being up all night.

Join in with the digging.
Spoiler: Robert Grant (click to show/hide)

With help from the others you manage to get the thing halfway exposed. Its a humanoid, roughly female looking in general body shape though not too detailed, a smoothed over featureless face. It takes two men to restrain each of the thing's arms  and it still struggles violently against them.

"OI! NEW BLOOD," One of the men holding the bot's arms shouts at you,"Look for a panel or something. Shut this thing down before we try to haul it out or it will probably tear us apart."

"Shit."
Fire off a shot at the group without stopping to aim and then dash into the next alley, looking for somewhere to hide.
Spoiler: Frick Varmer (click to show/hide)
You fire a shot off in the vague direction of the group and they scatter for cover as you run across the street and into the Alley beyond. [6] You look for a hiding spot and find one...of a sort. A well. You hop in and brace your arms and legs against the walls, slowly sliding to the bottom, where you stand in neck deep water.


Start going with the merchants.

One ranged merc and one melee dude are to stick with Ecalir. Other mercs stick with Darwin, with two of the melee dudes sticking close to me at all times and act as bodyguards.

Ecalir will stay awake during the day, Darwin has night duty so he can use his superior senses to spot trouble sooner.



Spoiler: Darwin Zeppeli (click to show/hide)
You and Eclair head out with the merchants and your own band of mercs. The merchants travel a reasonable distance before nightfall and, as is their habit, circle the wagons to make camp as the sun sets.
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