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Author Topic: Cabal: Wizard Open World Game  (Read 366098 times)

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1530 on: May 15, 2019, 10:20:08 pm »

Hand it over? How does that work? Did she eat the rolling horse toy I gave her before? Did she eat the cute animal I gave her that other time? I'm not prepared just yet to

Try to find my way back to the room I entered this building from so I can recover my rope and stash my loot on the catamaran before continuing my explorations. If I feel that this route has been fully tapped, take the catamaran around to find another accessible entrance (assuming I find my way down to it this round).


Spoiler: Felix Testimony (click to show/hide)
She doesn't eat it or anything. Come to think of it she doesn't really do anything with it. She just kind of looks at it. Hmm.

[8v1]
You systematically move through the building until you find something that looks familiar. Its actually only a few doors down; the staircase from before. You take it all the way down to the level you entered on and climb out. You store your stuff in the catamaran and then think about further exploration. There's probably plenty of places to go, but now that the teleportation grid or whatever that was is no longer working, it might be more effort.

Check PMs piecewise.

Well, I was warned about the magebreakers, so land at Moffette.  Split up as planned, give the guard 20 gold for expenses, and run up the path as fast as my feet can carry me.  If the run looks like it'll take more than half an hour, but less than a full day, cast a temporary strengthen speed spell (no more than d6) to cut that down dramatically.

Orders for the guard with Benedict is to find a meal and a place to sleep.  I should get a message to him, through a runner or someone else, but do pretty much whatever you like, including taking him back up into the air, so long as nobody dies or gets badly hurt.

If it'd take a full day or longer, damn the torpedos and land at the capital directly.  Stay with the gryphon, and try to calm things down.


Spoiler (click to show/hide)
You bring the birb down in Moffette, specifically circling in near the base of the volcano. At the base of the volcano is a very large tunnel, large enough to accommodate even mr.birb if you were so inclined to bring him in. People are moving in and out of the tunnel in large numbers, people carrying loads or leading donkeys, horses, giant insects, tame lizard mounts and even a slave pallet. Certainly looks like a big trading route.  You land the birb to the momentary surprise and then indifference of the merchants and look for somewhere to park it. There's a stable near the entrance to the tunnel which is asking 1 gold per day to house your critter. You ask the manager there about how long it would take to get to downtown Alkahest from here and he says roughly 45 minutes by foot.

"Hey, I remember those guys! The one in the left burned my face off!"

Break the leg of the vampire in the left with my trusty club. Try not to kill.

Spoiler: Randolf Osborn (click to show/hide)
(8v1)[3]
Randolf, keen on some revenge, charges in. The vampire attempts to do the same face burning that it did the first time but this time its outstretched hand is met with unyielding wood and violence instead of supple flesh.  Randy smashes the creature square in the elbow and it screeches in pain; skittering back like a spider. The blow didn't break the elbow but it seems to have dislocated it and its flopping around uselessly. Randy tries to move in, to strike at the creature's knee like he originally intended, but it scurries away, now apparently intent at staying out of smacking range.


The other vampire doesn't get close to the magebreaker, who is lumbering towards it implacably, and instead thrusts its fingers into the cobble stones, tears individuals stones free, and hurls them at the man. The magebreaker puts his shield between himself and the stones and they shatter and deflect off it in sprays of purplish sparks, apparently not slowing the magebreaker down at all.

Use the next few days to shop around for lead weights and D8 armor, and to ask previous guards about the weaknesses of a wyrm.
Spoiler: Robert Grant (click to show/hide)
You find a lead weight for 3 silver relatively easily. Apparently some of the men going out on the black lakes use lead as an anchor. Good for you in any case.  D8 armor is effectively high quality platemail. It needs to be custom fitted at least, if not custom made. You find a smith in town who says he can do it but he's asking for more money than you have.

"Well, don't mind if I do."

Take the whole jewelry box and stick it in mine hempen sack. Stack some stuff on top so it's less obvious.

Now go to the magebreakers' HQ.


Spoiler: Zavi (click to show/hide)
You loot the jewellery and some random stuff as filler before heading out.  You wander over to the Magebreaker HQ and into the lobby. You're greeted by an automaton who asks you in a very metallic voice what the nature of your problem is.

Step 1: Give Darwin 10 of my mana
Step 2: If the outside of the tower has places I can grip, try and climb up to one of the windows. Once inside, attach a rope to something and drop it down so Darwin can climb up
Step 2.b: If the tower isn't climbable, try and throw the rope up high towards one of the windows/entrances, so Darwin might be able to finagle it up there with a spell so we can climb up.


Spoiler:  Écalir Speedwagon (click to show/hide)
Accept the 10 mana.

Quote
Did you bring body guards? I remember you two running in but I don't remember you bringing the others. Been a while though so maybe I forgot. If they are here then yeah they would be feeling the same effect.  Moreso actually.
We did. If they are getting affected to a dangerous/debilitating degree though then have them retreat back to the entrance where we came from and hold there. Tell them to try and stay out of sight, but to be ready for trouble. Hand them my paradox snail (linked to Ecalir's) so we can contact them if needed.

Quote
Quote
Finally, could I use my 'sharpen' word to counteract the tiredness, like a sort of magical caffeine?
You could do that, yes.
Should the tiring increase up to the point it impairs our functioning or threatens to overwhelm us, then cast a temporary 'sharpen' spell on ourselves to counteract the magical tiring, aim for a d6 if possible.

Quote
Step 2: If the outside of the tower has places I can grip, try and climb up to one of the windows. Once inside, attach a rope to something and drop it down so Darwin can climb up
Step 2.b: If the tower isn't climbable, try and throw the rope up high towards one of the windows/entrances, so Darwin might be able to finagle it up there with a spell so we can climb up.
Climb up the rope if presented (gravity is much lower here so hopefully that makes it easier) . If ecalir has to throw the rope, use my rope word to guide it towards the window (make sure there is a metal hook or something at the end of the rope, use one we had left over from cave adventure).

Spoiler: Darwin Zeppeli (click to show/hide)
Mana traded
[10+1, 8]
Eclair scales the tower with relative ease despite its difficult and dangerous surface.  He swings himself through the first window he gets to and looks around. The room here has wooden floors, ceiling and walls and is basically a box with some hexagonal holes in the walls. Maybe a dozen or so on each wall pact in relatively tightly together. In some of these holes sleep insect men.  Quietly Eclair lowers a rope down for the rest of the group.

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

[2v4]
Darwin attempts to climb the rope but even with lower gravity his scrawny arms can't manage it. Eclair tells him to just tie the rope to his waist so that he can be hoisted up.
[10 v 3]
Darwin does as Eclair suggests and is unceremoniously dragged up into the tower like a sack of flour.




Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1531 on: May 16, 2019, 09:24:44 am »

follow between my two allies but a step behind, and continue to be ready to react.
I look at the pair of fighters flanking me and steady myself, I need to be ready to help the moment either one gets in trouble.
Triggered action: Heal ally damage the moment it happens.

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.))

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1532 on: May 16, 2019, 07:47:26 pm »

Run for the capital.  45 minutes is a long time, but shouldn't be too long.  Go head into the Magebreaker's building if I make it there.

Spoiler (click to show/hide)
« Last Edit: May 16, 2019, 08:35:24 pm by Devastator »
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1533 on: May 16, 2019, 11:52:26 pm »

Raise my shield and charge after the monster to close the distance. Smash the other arm when it tries to defend itself. That's what you get for burning my face off!

Spoiler: Randolf Osborn (click to show/hide)
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1534 on: May 17, 2019, 06:48:37 am »

Alright. Offer up the orb to the Shepherdess. Then set sail for the nearest largish settlement -at least, largish by Felix' definition, having lived in that shitty little goo lake town so far. BAsically, we're looking for someplace Felix thinks might hold mausoleums or crypts or tombs or really old graves. We've got corpses to rob.

Spoiler: Felix Testimony (click to show/hide)

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1535 on: May 19, 2019, 03:40:57 pm »

Quote
[13:35] Radio Controlled: @Mr. Bones Hey euh, in cabal, is there another door out of that room that we are in, or is it literally just a buggy sleeping spot? And if it's the latter, do we have any idea which, if any, of the other windows we saw would lead into another type of room? Or does it seem like this whole tower is nothing but bug sleepover chambers?
[14:13] Mr. Bones: There is a door @Radio Controlled

Have a closer look at one of the bugs while it is sleeping, but be sure I don't touch it or breath on it, don't wanna wake it up. Do these seem more like normal bugs that were 'upscaled', humans that were turned into bugs, or wholly de novo constructs? Any visible weaknesses that could be exploited should we ever need to fight one?

Either way, check door for traps. If none found, have a good listen at the door. If I can't hear anyone or anything passing by, then open 'er up and start going up, or down if up isn't possible (assuming there are stairs of course).


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: May 19, 2019, 04:17:33 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.

Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1536 on: May 19, 2019, 04:17:02 pm »

As outlined in Darwin's action, we're going to be metal gear solid:tactical wizard action'ing it up. Sneaky sneak through the door and head upstair without waking any of the sleeping bugmen.

Spoiler:  Écalir Speedwagon (click to show/hide)
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Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1537 on: May 22, 2019, 03:13:47 pm »

Rent out a storage room, buy 8 lead weights and store them inside the storage room.
How much is the smith asking for?

Spend the rest of the time in an inn, see if I can make some friends while I wait for the guard duty job.

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

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Re: Cabal: Wizard Open World Game
« Reply #1538 on: May 23, 2019, 03:05:07 pm »

follow between my two allies but a step behind, and continue to be ready to react.
I look at the pair of fighters flanking me and steady myself, I need to be ready to help the moment either one gets in trouble.
Triggered action: Heal ally damage the moment it happens.

Spoiler: Nina (click to show/hide)
Raise my shield and charge after the monster to close the distance. Smash the other arm when it tries to defend itself. That's what you get for burning my face off!

Spoiler: Randolf Osborn (click to show/hide)
[1v7][1v4][4v4]
Randolf charges in, keeping the pressure on and attempting to push the beast into a corner. But the creature surprises him and turns its scrambling backwards  motion into a sudden forward leap. Randolf gets his shield up in time but the vampire slams into it with an uppercut that has the full power of its weight and strength behind it. Randolf is lifted off his feet and flies back but manages to roll has he lands and get back on his feet, putting the shield between his attacker and himself. Nina starts to move towards him but he shakes his head and motions for her to stay back.

Meanwhile the magebreaker  deflects a thrown wrought iron fence section and  with a decisive chop severs the arm from the creature in a spray of flame. It smashes itself against his shield in wild fury, clawed feet raking wildly against his armor.



Run for the capital.  45 minutes is a long time, but shouldn't be too long.  Go head into the Magebreaker's building if I make it there.

Spoiler (click to show/hide)
You leave your birb with the stables and sprint down the tunnel. There's a lot to see, people off to the sides in booths and stalls and such, great markets amidst carefully carved tunnels with views out onto the magma chamber below, but you're too busy to really look at much. Even your ascent in the gilded elevators is a blur in your memory, as is the running through city streets and the final crash into Magebreaker headquarters. In the lobby you find one other person who is talking to the automaton at the front desk.


This is where an Egan turn would go. IF HE HAD ONE!


Alright. Offer up the orb to the Shepherdess. Then set sail for the nearest largish settlement -at least, largish by Felix' definition, having lived in that shitty little goo lake town so far. BAsically, we're looking for someplace Felix thinks might hold mausoleums or crypts or tombs or really old graves. We've got corpses to rob.

Spoiler: Felix Testimony (click to show/hide)
You get 10 mana out of the shepherdess and she requests something cute and furry next.

You have two choices for that: Belneum Mariae is the largest city around here and is relatively close, though it would require a good amount of over land travel to reach. It would definitely have some kind of burial chambers or something like it, but robbing them might be difficult depending on how many eyes are on them. The other option is Pinguious, a town on the shore of the Black Flux. Smaller and probably heavily abandoned like a lot of towns in this area. No idea what the burial situation will be like but the theft will likely be far easier either way.

Rent out a storage room, buy 8 lead weights and store them inside the storage room.
How much is the smith asking for?

Spend the rest of the time in an inn, see if I can make some friends while I wait for the guard duty job.

Spoiler: Robert Grant (click to show/hide)
Done.

He asks for 250ish gold to make a suit for you. However, he says that if he had a suit to modify, he could do it for far less.

[4v5]
You hang around at the inn's bar and chat up the people there. You make a few acquaintances but no real friends, at least as far as you would consider them. No one willing to do much for you, at least.

The day comes and you get a notice to report.

As outlined in Darwin's action, we're going to be metal gear solid:tactical wizard action'ing it up. Sneaky sneak through the door and head upstair without waking any of the sleeping bugmen.

Spoiler:  Écalir Speedwagon (click to show/hide)
Quote
[13:35] Radio Controlled: @Mr. Bones Hey euh, in cabal, is there another door out of that room that we are in, or is it literally just a buggy sleeping spot? And if it's the latter, do we have any idea which, if any, of the other windows we saw would lead into another type of room? Or does it seem like this whole tower is nothing but bug sleepover chambers?
[14:13] Mr. Bones: There is a door @Radio Controlled

Have a closer look at one of the bugs while it is sleeping, but be sure I don't touch it or breath on it, don't wanna wake it up. Do these seem more like normal bugs that were 'upscaled', humans that were turned into bugs, or wholly de novo constructs? Any visible weaknesses that could be exploited should we ever need to fight one?

Either way, check door for traps. If none found, have a good listen at the door. If I can't hear anyone or anything passing by, then open 'er up and start going up, or down if up isn't possible (assuming there are stairs of course).


Spoiler: Darwin Zeppeli (click to show/hide)
[2v1]
These look like homunculi, artifically created magical beings. They might have been created using insects or humans as components, but they're something new now.  A close examination shows a few things: first their vision is compound and probably good with movement and bad with detail perception. Camouflage and stillness might work quite well on them. You can't make out a nose or ears, but they do have antennae  and what looks like some kind of sensory organ you can't determine the use of; its a double line of small pits going down their forehead just above each eye.  As per weaknesses, they have pretty good chitinous armor but other than that they're just standard organic creatures so any sort of significant violence should do the trick.

[1]
You touch the door, feeling for traps and something odd happens: the outline of the door, once clearly visible, seems to seal shut so that where there was once a door moments ago now there is nothing but a solid wall.


Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1539 on: May 23, 2019, 03:37:55 pm »

Show up and report in.
Spoiler: Robert Grant (click to show/hide)
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flabort

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Re: Cabal: Wizard Open World Game
« Reply #1540 on: May 23, 2019, 07:48:55 pm »

It's been a couple years. Hope my sudden showing back up and suddenly joining a game again after so many months is OK. I didn't see whether this was a waitlist game or everyone in at once, so I'm just gonna leave this here.

New character

Spoiler: Ron (click to show/hide)

edit:
Should pick a location to join on the map.
Balneum Mariae, I guess.
« Last Edit: May 23, 2019, 10:56:54 pm by flabort »
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1541 on: May 23, 2019, 08:35:04 pm »

Should pick a location to join on the map.
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Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1542 on: May 23, 2019, 08:50:09 pm »

To Pinguious!

Also, my character sheet says I have 5 mana, but I seem to recall having spent all my mana - I think back when I was diving for the ghost guy and trying to clean off the flux afterward. I don't recall any other point at which I could have gained mana since then, so I'm assuming I now have 10 mana total. I think I copied a previous character sheet at some point and ghosted in some extra mana from the past.

I went back and discovered that the rolling horse toy granted 5 mana after htat event so I added that back in.

Spoiler: Felix Testimony (click to show/hide)
« Last Edit: May 24, 2019, 04:19:58 am by Ozarck »
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1543 on: May 23, 2019, 11:31:23 pm »

"The town of Lunare, on Lake Candentis is being terrorized by a mage.  The monthly kidnappings that occur in the town are conducted by at least one mage residing inside a great underground cavern beneath the city and lake, reachable via mine-shaft.  The town leaders are hiring mercenaries and organizing a militia to attack the mage and end the kidnappers.

I have transportation for a few magebreakers, to deliver them swiftly to the city to support the attack, which will occur some time before the next full moon."

Describe the emergency.  Any response from the construct?

Secondly, use a Strengthen Steel spell to convert my magically improved cloth outfit to one that consists of magically improved steel cloth.  Try to keep the colours, and if I crit-succeed, make it become extra sparkly instead of not-sparkly.


Spoiler:  Saeko Hirahara (click to show/hide)
« Last Edit: May 28, 2019, 01:21:06 am by Devastator »
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1544 on: May 24, 2019, 12:05:26 pm »

Keep the pressure. The less time it has to recover, the better. I have to keep it busy, so it doesn't attack the Magebreaker or Nina.

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.
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