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Author Topic: Cabal: Wizard Open World Game  (Read 365891 times)

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1410 on: February 08, 2019, 05:07:30 pm »

Set up a few burning torches away from the camp in a line starting from the edge of the camp (putting each torch a bit further out, eg one 10 meters away then one 20 meter, etc), the idea being that it would make spotting the encroaching mist easier. Remember that I have a pair of binocs to help keep the furthest torch in view.

Put stakes into the ground in the middle of the camp and put some chains and rope there. When we give the warning signal that a bug attack is imminent, the civvies are to secure themselves using these chains and stakes so that they can't be abducted easily. The normal caravan guards are to also secure themselves and focus purely on protecting the civvies, we will try to deal with the bulk of the bugs. Also put some (unlit) torches near the center so that the caravan guards can light them and use them when the bugs come. Note that we have tons of oil flasks and rags if needed.

In case of regular bandit attack, we'll use a different signal, and then the merchants can do what they normally do (if they don't actually have a plan for that, then just make them take cover in the wagon circle).

Put some of the thick rope in the 'front' of the camp (aka where the bugs seems most likely to come through if they want to get at the people, where the camp/wagon circle is most open). Idea is that I can cast a trap spell on it with my rope word once the bugs start coming in. Be sure to tie myself to my two bodyguards with a length of rope, and offer rope to the other mercs if they want it. Oh, and a bit inside of the camp, facing the opening I'd like a crate or chest to be placed, so that we have some cover from their barbed hair sprayers while still being able to shoot back.

So basically, the camp would be set up like a horseshoe or circle with small opening in it, with the ropes at the mouth/opening of the horseshoe and us a bit behind it in cover, and the civvies secured in the middle, while the normal caravan guards just try to scare away with any bugs that enter our camp from a direction other than the 'main' opening.


Also, give the bug poison and icepick to Ecalir.

By the way, should we make arrangements for what to do with Yvonne and what items we'll be keeping on us when we try to chase the bugs, or can we assume she tags along as a hammerspace and not have to worry about it too much?   



Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: February 10, 2019, 11:36:05 am by Radio Controlled »
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TopHat

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Re: Cabal: Wizard Open World Game
« Reply #1411 on: February 08, 2019, 06:22:53 pm »


Crouch down in the bottom of the well; wait for my familiar to give the all clear. If Grant came down with me, quietly ask if he has any weapons on him.
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.

Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1412 on: February 08, 2019, 06:42:50 pm »

"Yeah, but keeping it in me is a risk to me too. might as well just get it out already."
agree to do it.

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.))

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1413 on: February 09, 2019, 12:59:56 am »

Stride confidently into the room and announce my presence:

"Yoo hoo! up here! Hey, do you guys wanna help me out? I'm looking for... I don't know, treasure? excitement? objects of power? something buried for a long time with the dead? A golem army? Hey! Do you guys wanna be my golem army?"

Spoiler: Felix Testimony (click to show/hide)

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1414 on: February 09, 2019, 01:51:43 am »

Allow the patient to go to sleep, but continue to make physical contact as he drifts off to sleep, so I can observe his psyche.  Be ready with a combined 'grow and strengthen' spell, to link the plug's size to the size of the hole, to ensure it enlarges and shrinks in lockstep with whatever changes occur to the hole.  If it isn't necessary to cast that, great.

If the hole is sealed, allow the patient three or four hours of rest, and then wake him up.  He can then be allowed out on the town, as long as he returns for observation sometime the next day so I can check the cure.  Get some rest myself while he's out.  If it lasts through two mornings, I'll check again for any shifting or finish-up work required, such as using a 'grow' spell to seal the edges of the plug, and then meet his family for the usual price of five gold and a round of hugs.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: February 09, 2019, 01:48:32 pm by Devastator »
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Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #1415 on: February 09, 2019, 03:40:17 pm »

"Show me, then."

Spoiler (click to show/hide)
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Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1416 on: February 10, 2019, 11:58:25 am »

Check its back for a panel, pry it open and shut the robot down.
Spoiler: Robert Grant (click to show/hide)
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Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1417 on: February 10, 2019, 06:05:29 pm »

Recieve icepick and bug poison from Darwin. Coat the tip of the icepick with some of the poison, but make sure not to use all of it.

Then help Darwin with all of his preparations.

Once we're set up, assume guard duties. Be ready to shoot if any buuuuuugs show themselves.


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

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Re: Cabal: Wizard Open World Game
« Reply #1418 on: February 15, 2019, 07:02:30 pm »

Set up a few burning torches away from the camp in a line starting from the edge of the camp (putting each torch a bit further out, eg one 10 meters away then one 20 meter, etc), the idea being that it would make spotting the encroaching mist easier. Remember that I have a pair of binocs to help keep the furthest torch in view.

Put stakes into the ground in the middle of the camp and put some chains and rope there. When we give the warning signal that a bug attack is imminent, the civvies are to secure themselves using these chains and stakes so that they can't be abducted easily. The normal caravan guards are to also secure themselves and focus purely on protecting the civvies, we will try to deal with the bulk of the bugs. Also put some (unlit) torches near the center so that the caravan guards can light them and use them when the bugs come. Note that we have tons of oil flasks and rags if needed.

In case of regular bandit attack, we'll use a different signal, and then the merchants can do what they normally do (if they don't actually have a plan for that, then just make them take cover in the wagon circle).

Put some of the thick rope in the 'front' of the camp (aka where the bugs seems most likely to come through if they want to get at the people, where the camp/wagon circle is most open). Idea is that I can cast a trap spell on it with my rope word once the bugs start coming in. Be sure to tie myself to my two bodyguards with a length of rope, and offer rope to the other mercs if they want it. Oh, and a bit inside of the camp, facing the opening I'd like a crate or chest to be placed, so that we have some cover from their barbed hair sprayers while still being able to shoot back.

So basically, the camp would be set up like a horseshoe or circle with small opening in it, with the ropes at the mouth/opening of the horseshoe and us a bit behind it in cover, and the civvies secured in the middle, while the normal caravan guards just try to scare away with any bugs that enter our camp from a direction other than the 'main' opening.


Also, give the bug poison and icepick to Ecalir.

By the way, should we make arrangements for what to do with Yvonne and what items we'll be keeping on us when we try to chase the bugs, or can we assume she tags along as a hammerspace and not have to worry about it too much?   



Spoiler: Darwin Zeppeli (click to show/hide)
Recieve icepick and bug poison from Darwin. Coat the tip of the icepick with some of the poison, but make sure not to use all of it.

Then help Darwin with all of his preparations.

Once we're set up, assume guard duties. Be ready to shoot if any buuuuuugs show themselves.


Spoiler:  Écalir Speedwagon (click to show/hide)

(You can assume tag along hammer space)

Darwin goes about setting up his very complex precautions and traps for the coming evening, lighting the torches only as it gets dark so that they will not burn down too quickly. He arranges his items, arms Eclair, and then lets everyone know what is going on before sitting down to wait.  And wait he does, for a good several hours until, around 1 am, the first torch at the end of the line vanishes. He watches carefully; it might have gone out on its own. But then the second goes a few moments later. They don't sputter out or vanish into fog though, they seem to just stop existing.


Crouch down in the bottom of the well; wait for my familiar to give the all clear. If Grant came down with me, quietly ask if he has any weapons on him.
Spoiler: Frick Varmer (click to show/hide)
Grant is, presumably, still back at the other side of the town, having elected not to chase after you. So you sit and wait. You hear noises outside the well, shouting voices coming closer. Your familiar, still circling above somewhere, gives no sign that you are safe. The voices draw closer.

"Yeah, but keeping it in me is a risk to me too. might as well just get it out already."
agree to do it.

Spoiler: Nina (click to show/hide)
"Alright. Here's what we need first: a good sturdy place to restrain you and an animal to put the spirit into. Something that can cry out for aid but not too strong so as to endanger us. A chicken or a young hog or something like that. I will go secure a place and the necessary gear, you gather the animal. I will meet you over there, in the square, as soon as you are done."

He immediately strides out in the direction of the town square.

Stride confidently into the room and announce my presence:

"Yoo hoo! up here! Hey, do you guys wanna help me out? I'm looking for... I don't know, treasure? excitement? objects of power? something buried for a long time with the dead? A golem army? Hey! Do you guys wanna be my golem army?"

Spoiler: Felix Testimony (click to show/hide)
You step out into the room and shout at the golems. Most don't look, but a few turn their oddly shaped heads and observe you curiously. They don't become suddenly ravenous and attack, they just sort of stare. If you can stare without eyes that is. None make a move to come over to you.

Allow the patient to go to sleep, but continue to make physical contact as he drifts off to sleep, so I can observe his psyche.  Be ready with a combined 'grow and strengthen' spell, to link the plug's size to the size of the hole, to ensure it enlarges and shrinks in lockstep with whatever changes occur to the hole.  If it isn't necessary to cast that, great.

If the hole is sealed, allow the patient three or four hours of rest, and then wake him up.  He can then be allowed out on the town, as long as he returns for observation sometime the next day so I can check the cure.  Get some rest myself while he's out.  If it lasts through two mornings, I'll check again for any shifting or finish-up work required, such as using a 'grow' spell to seal the edges of the plug, and then meet his family for the usual price of five gold and a round of hugs.


Spoiler: Saeko Hirahara (click to show/hide)
You keep track of the man for two more days, but the plug never waivers or changes and he seems cured in the end. The family grants you the gold and hugs, which total 12 mana.

"Show me, then."

Spoiler (click to show/hide)
The man leads the way through the door and out into what looks like the backstage of a playhall. There are flat scene dressings, props, ropes holding curtains, and so forth. He directs you around till you are looking out on what is indeed a stage, with torches along its edge to light it. Though the stage, a semicircle of wood with a backing of red curtain, is well lit the area beyond it may or may not contain an audience, the light obscures that area in shadow.

"He is out there." the man says, pointing at the stage.

Check its back for a panel, pry it open and shut the robot down.
Spoiler: Robert Grant (click to show/hide)
[8v2]
You step in and easily find the small panel on the thing's back. Its an easy job to carefully separate two gears and suddenly the bot locks up as though frozen solid.  After a few cautious seconds the rest of the scavengers back off. They congratulate you and carefully uncover the rest of the bot before manipulating its gears to force it into a more tightly curled up form and then wrapping it in rope and canvas to be carted back.



Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1419 on: February 16, 2019, 12:07:02 am »

Time to move on to the next step.  See if I can buy a spyglass, and use the View word to enchant it into an item capable of seeing through solid objects, so that I can use it to scout the hidden base.  Take several attempts if necessary.

If I have at least 11 mana left after the attempt, it's probably time for some permanent buffs.  I'm going to have a meeting where I want to convince the burnt-out people of this town into what might well be a doomed attempt to save their kidnapped population.  Before that, I want to be prepared, by casting a strengthen spell on my willpower, that is, the ability to read people's emotions and provide succor, support, reassurance.  Also, try to become cuter as well.  Essentially, the nonmagical offensive portion of a d12 willpower die.

Regardless of the results of the second portion, use my new spyglass to examine portions of the base.  Not enough for details, just enough to get an overall impression of what's going on down there, and taking a good look at at least one person.

Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: February 17, 2019, 05:12:01 pm by Devastator »
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Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #1420 on: February 16, 2019, 01:44:50 am »

"Hmph. You first, 'sir'."

Wave the man forwards, letting my eyes adjust to see what's past the stage.

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

TopHat

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Re: Cabal: Wizard Open World Game
« Reply #1421 on: February 16, 2019, 05:38:59 pm »

Continue waiting quietly in the well. Try to make out some of what the voices are saying.

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 #1422 on: February 17, 2019, 11:37:40 am »

Give the signal for the camp, wake Ecalir and our mercs.

Have melee&ranged merc team wake the rest of the caravan and ensure civvies get secured correctly.

Secure myself to my two melee bodyguards and take a look at the furthest torches through my binocs: can I see anything? Compare what I see with the info we were given earlier and see if I can come up with anything, eg. does the effect seem to be the same but just expressed differently, or does it seem more like something else is going on?

Either way, get into position behind the boxes. Wait with the rope spell till we get confirmation of bogeys, but make sure the actual rope is in place.

If the zone of non-existence comes up to the edges of the camp without us spotting any enemies and without me figuring out what this means, then do a viscera sensing spell to detect if there are nasties somewhere beyond the encroaching zone.



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.

Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1423 on: February 17, 2019, 01:13:35 pm »

Continue scavenging.
Spoiler: Robert Grant (click to show/hide)
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Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1424 on: February 17, 2019, 04:21:21 pm »

Join Darwin behind the boxes, keep my rifle at the ready. If I see any movement that isn't part of our little caravan, shoot it.

Spoiler:  Écalir Speedwagon (click to show/hide)
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