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Author Topic: Cabal: Wizard Open World Game  (Read 366147 times)

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1605 on: June 05, 2019, 02:08:08 am »

Ugh. Well, try again I suppose. Tie a rope nearby (drive iron stake into the wall or something if nothing is available to tie to) and to Ecalir so he won't fall down all the way. We still have all this climbing gear, no reason not to use it (do we need to specify using it when climbing? I'd had thought not but the turn results didn't mention using them.)

If it fails again, then instead try the following: eat the 5 thaum in our flammenwerfer, tie a stake or grappling hook or whatever to some rope and use a simple spell to either guide the rope up and have it wrap/attach itself somewhere near the top, or if no anchor point is available, just try to shoot it up so that hopefully it'll embed itself securely (and pray it doesn't make an enormous racket).



Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: June 05, 2019, 02:11:19 am by Radio Controlled »
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1606 on: June 05, 2019, 03:06:25 am »

((RC, you might not be aware of this, but we were discussing armour with PW the other day on IRC.  He mentioned that certain things would be more difficult when wearing heavy armour, and climbing is probably included in that.  A sealer suit over d8 armour is probably making things a lot harder.))
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1607 on: June 05, 2019, 08:14:20 am »

"Almost thought I was going to die there... And probably would have, had you not been there to cut that thing's legs. Where can I learn to fight like that?"

Talk with the magebreaker while recovering my lost shield and weapon. Also, ask if there's anything I can do help with the sealing.

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.

Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1608 on: June 05, 2019, 09:48:10 am »

Aim at the Sand Ray, shoot at it when it returns for a second pass.
Spoiler: Robert Grant (click to show/hide)
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Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1609 on: June 05, 2019, 07:02:33 pm »

Is teh Ghost Charm a visual pointer of some kind? Does it not pipe information straight into my brain? If it did, I'd put it in my teeth or something and let it guide me while I swim. Otherwise, let's go a little more systematically. Explore the ceiling under the hole - find the edges of the room - shape and size. Then select one corner and descend to get a sense of the height of the room. Once I've done that, feel up each wall at roughly chest height from the floor to get a sense of any openings (doors, windows) or large furniture items.

Spoiler: Felix Testimony (click to show/hide)

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Re: Cabal: Wizard Open World Game
« Reply #1610 on: June 06, 2019, 10:19:44 am »

as is often the case, Darwin is the man with the plan

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

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Re: Cabal: Wizard Open World Game
« Reply #1611 on: June 06, 2019, 10:17:36 pm »

Spoiler (click to show/hide)

"yes, but before I go, do you know of anyone who can teach me how to Sculpt materials?"
Check Ghost Charm for invisible beings



The man seems confused.

"I'm a hunter; if you want to learn something like that then maybe a mason or smith is more your goal?"

((Most people wouldn't know much about magic. However, for your sculptor, you should know how to do it in character. Basically, you just have to say you want to start a new sculpture, I'll give you a list of materials, and once you get them you get a magic sculpture that gives you a set of words to use))

What kind of metal is the armor made from?
Does the Sallet have a moveable visor?
What kind of bombs are these? Do they have a fuse?
Is there a bag or pouches or something to carry the extra equipment in?

Take everything and move on.


Spoiler: Zavi (click to show/hide)
Appears to be made of steel?

Yes. Its basically like this

The bombs are about the size of a softball and made up of two thick ceramic hemispheres that have been glued together to form a sphere. There's a fuse coming out of the top.

Yes.

You take everything, leaving your old stuff in the locker, and head to the room indicated. This room appears to be some sort of back exit out of the building, as it opens directly into the street. The mage breaker looks you over and nods.

"Good. Now these Ghouls of yours are low level shape changers. Can mask their true appearance and look mostly human. We also know that the majority of them, least in the gang, are nobles.  You've already wiped out a good number of them so we've got men looking into the disappearance of nobles, it will give us a good place to start. Maybe let us round up the associates.  As for us personally, I have an idea about how to start but I wonder if you've got any ideas yourself? Part of this job is thinking on the fly; its not all just violence."

"Do you know of that airship?  I just avoided it on the way in.  I could buff the magebreaker's ship temporarily so it could outpace it too if we're just escaping it again."

Let the magebreaker decide what to do this time, fighting, evading, etcetera.  If evading, get in close to the magebreaker's airship and cast a temporary Strengthen Speed spell to take it up to d8 speed, enough to match my mount before fleeing.  Only needs to last an hour or so.

"If we're fighting.. well, I've got a different idea."

If we're fighting, I'd want to circle above the enemy airship while it concentrates on the magebreakers, then casting a very temporary (duration of a few minutes) Strengthen Grow Expand spell to make Benedict, and his harness, large enough to grapple the enemy airship and drag it to the ground.

Spoiler (click to show/hide)
"That is an Automated warship; a relic of the war. Some have ended up drifting, attacking whatever gets near.  We should destroy it before it drifts too low and causes havoc."

You tell her your idea for combat. She nods.

"Possible. Though I should warn you it might have short range arms. Automated boarding parties, spikes, that sort of thing.  If you get within a few hundred feet I can strike at it from range.  Close or far, I'll follow your lead. We'll get the airship to act as bait."

"Almost thought I was going to die there... And probably would have, had you not been there to cut that thing's legs. Where can I learn to fight like that?"

Talk with the magebreaker while recovering my lost shield and weapon. Also, ask if there's anything I can do help with the sealing.

Spoiler: Randolf Osborn (click to show/hide)
"The Mage Breakers and years of training." He says with a grunt as you walk over, weapon and shield in hand. "Here," He tosses a sort of dirk to you from his belt, "Go scratch a circle around the other one. I'll get it when I'm done here."

Aim at the Sand Ray, shoot at it when it returns for a second pass.
Spoiler: Robert Grant (click to show/hide)
[4v8]
Again the great silvered shadow passes and again one of the wagons is obliterated. You're watching the thing vanish when suddenly your vision is cut off by a stone wall. The cart grinds to a sudden stop in a great pile of boulders and stones, sheltered from almost all sides. The remaining wagons pull up with it and the driver sighs.

"Should be safe here; It can't reach us. We'll wait for a time.  Climb up to the top of that stone there and see if there are any survivors still out on the sands."

Is teh Ghost Charm a visual pointer of some kind? Does it not pipe information straight into my brain? If it did, I'd put it in my teeth or something and let it guide me while I swim. Otherwise, let's go a little more systematically. Explore the ceiling under the hole - find the edges of the room - shape and size. Then select one corner and descend to get a sense of the height of the room. Once I've done that, feel up each wall at roughly chest height from the floor to get a sense of any openings (doors, windows) or large furniture items.

Spoiler: Felix Testimony (click to show/hide)

The charm itself is basically a clear glass ball with a crystal that points in the direction of a spirit. You have to be able to look at it.
[2v1]
After a systematic meandering through the place, diving and surfacing as needed, you eventually wrap your hands around something special. A metal box, oddly light and very cold, about the size of a shoe box. You swim back out with it and flop into your boat. A check with the charm shows that it is indeed the thing it was sensing.

Ugh. Well, try again I suppose. Tie a rope nearby (drive iron stake into the wall or something if nothing is available to tie to) and to Ecalir so he won't fall down all the way. We still have all this climbing gear, no reason not to use it (do we need to specify using it when climbing? I'd had thought not but the turn results didn't mention using them.)

If it fails again, then instead try the following: eat the 5 thaum in our flammenwerfer, tie a stake or grappling hook or whatever to some rope and use a simple spell to either guide the rope up and have it wrap/attach itself somewhere near the top, or if no anchor point is available, just try to shoot it up so that hopefully it'll embed itself securely (and pray it doesn't make an enormous racket).



Spoiler: Darwin Zeppeli (click to show/hide)
as is often the case, Darwin is the man with the plan

Spoiler:  Écalir Speedwagon (click to show/hide)


10v7

The next attempt to scale the passage goes easier with the climbing gear and metal spikes. Hammering them into place does make a good deal of noise but it lets Eclair securely scale the almost sheer walls with greater ease. He manages to make it up to what he thinks is the level  that Darwin saw the weird organs on, leaving a trail of rope and spikes behind him. He peaks out and sees no one immediately around him, just a long curved hall.

Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #1612 on: June 06, 2019, 10:41:05 pm »

Look at the ghost charm
Say goodbye to the hunter and follow the char,
Build a sculpture
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Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1613 on: June 06, 2019, 11:26:22 pm »

Open Box. Stick contents in brain.

Spoiler: Felix Testimony (click to show/hide)

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1614 on: June 07, 2019, 12:28:53 am »

"..If it's automated, I'm not going to try and carry it to the ground.  I'll try to break it and let it crash instead.. no lives at stake."

"We're going to go in close.  Attack whatever looks good.. maybe any really dangerous weapons aimed for us."

Fly to a favorable position, make my monster grow (1d6 Strengthen Grow Expand, very temporary), and go for a solid attack.  I want to see chunks ripped off that airship between the claws and beak.  After a few moments, release it and blow it downwards with wing-beats.

Since I'm not aiming to carry it to the ground, a couple minutes should last for at least two good attacks.  Hopefully.


Spoiler (click to show/hide)
« Last Edit: June 07, 2019, 01:53:06 am by Devastator »
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Hotfire90

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Re: Cabal: Wizard Open World Game
« Reply #1615 on: June 07, 2019, 03:22:25 pm »

Climb up and take a look.
Spoiler: Robert Grant (click to show/hide)
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1616 on: June 08, 2019, 04:27:57 am »

((RC, you might not be aware of this, but we were discussing armour with PW the other day on IRC.  He mentioned that certain things would be more difficult when wearing heavy armour, and climbing is probably included in that.  A sealer suit over d8 armour is probably making things a lot harder.))
((Thanks for giving the heads up.))

If Ecalir throws down some rope, tie it around me and let him help me climb up as well. If not, climb up myself, but be sure to secure myself to the guide rope to prevent plummeting far, prat falling or painful failures.

Should I get up there unmolested, head for the source of where we think the organs are. Stay alert for traps and ambushes.



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

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1617 on: June 09, 2019, 10:15:43 am »

Look at the ghost charm
Say goodbye to the hunter and follow the char,
Build a sculpture

The charm is currently not picking anything up. Might have to move to a different area before it does. Graveyards, ruins, old natural places, etc.

For your sculpture you'll need
1. A smooth river rock
2. A block of Ice
3. About a half liter of mercury
4. Silver Wire

Open Box. Stick contents in brain.

Spoiler: Felix Testimony (click to show/hide)
You open the box and are surprised to find not a spirit, or at least not what you expected from a spirit. Inside the box is what looks like a knapped obsidian knife with a wooden handle. It is crude in its materials and methods but you can see it is the height of what those materials and methods would allow. Even for a piece of stone sharpened through blows, it is remarkably uniform and symmetrical, the edge smooth instead of ragged. It has an odd rainbow sheen on it.
[7v2]
This must be one of the possessed or enchanted weapons you've sometimes heard about. Some are dangerous, others are beneficial, and some are both.

We'll assume you don't stick the knife in your brain.


Climb up and take a look.
Spoiler: Robert Grant (click to show/hide)
You slip the rifle's carrying strap over your shoulder and clamber up one of the large boulders nearby. Back the way you came you can see the smashed remains of the two carts and the cargo and people scattered about. There's movement out there, distant but visible. Someone caught under the remains of a cart. As you watch the Ray, comes in a third time. However, instead of screaming past at near supersonic speeds it glides in and then starts walking awkwardly forward, almost like a bat, its limbs clearly more designed for flight than walking. The thing is huge; its wingspan is hard to tell but it could eat a cart whole.

You shout down what you see. And hear murmuring below. Finally someone shouts up "We'll have to leave them. Keep an eye on the ray, when it leaves we will as well."

"..If it's automated, I'm not going to try and carry it to the ground.  I'll try to break it and let it crash instead.. no lives at stake."

"We're going to go in close.  Attack whatever looks good.. maybe any really dangerous weapons aimed for us."

Fly to a favorable position, make my monster grow (1d6 Strengthen Grow Expand, very temporary), and go for a solid attack.  I want to see chunks ripped off that airship between the claws and beak.  After a few moments, release it and blow it downwards with wing-beats.

Since I'm not aiming to carry it to the ground, a couple minutes should last for at least two good attacks.  Hopefully.


Spoiler (click to show/hide)
[1+1v6] [-6 mana]
You push mana into Benedict but it rebounds with a crackle and nearly blows you straight off with a detonation of sparkles and purple lightning. The Mage Breaker catches your collar and makes sure you don't fall.

"I'm guessing that didn't go as planned" She says. "Again or shall we try my plan?"

((RC, you might not be aware of this, but we were discussing armour with PW the other day on IRC.  He mentioned that certain things would be more difficult when wearing heavy armour, and climbing is probably included in that.  A sealer suit over d8 armour is probably making things a lot harder.))
((Thanks for giving the heads up.))

If Ecalir throws down some rope, tie it around me and let him help me climb up as well. If not, climb up myself, but be sure to secure myself to the guide rope to prevent plummeting far, prat falling or painful failures.

Should I get up there unmolested, head for the source of where we think the organs are. Stay alert for traps and ambushes.



Spoiler: Darwin Zeppeli (click to show/hide)
We'll assume he throws down a rope and you get pulled up.

[9v7]
You think you have a pretty good idea where that signal was in space but after several minutes of wandering and attempting to reach it you come to the conclusion that there is no entrance to whatever chamber it is held in. You remember the way the wall sealed in the bug room and realize it might be sealed similarly.  Also, these insects are getting suspicious. You might be invisible but the noises you make and the signs you leave behind aren't. They seem to now be actively looking for someone.

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1618 on: June 09, 2019, 12:28:44 pm »

Quickly check in with our mercs, how are things on their end? Tell them to get ready, we might need them to serve as a distraction soon. Do they have something like a nade or small (smoke) bomb that they could use to cause some commotion?

Secondly, supposing that there is indeed a single entity/person controlling the bugs, and given what we know about them (see here), what seems most likely to happen should we take out the controller (either killing it or knocking it out)? Does it seem likely the bugs will go haywire, fall back on some sort of basic programming, start thinking for themselves, or perhaps just shut down? What about the entranced human hostages?


Quote
[9v7]
You think you have a pretty good idea where that signal was in space but after several minutes of wandering and attempting to reach it you come to the conclusion that there is no entrance to whatever chamber it is held in. You remember the way the wall sealed in the bug room and realize it might be sealed similarly.  Also, these insects are getting suspicious. You might be invisible but the noises you make and the signs you leave behind aren't. They seem to now be actively looking for someone.

Well then, try to get as close to the source of the signal as we can, then use our sleeping bug to try and unlock the hidden door. Try to open said door when there are no bugs actively near us, or at least as few as possible.


Spoiler: Darwin Zeppeli (click to show/hide)
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Quote from: you know who you are
21:26   <XYZ>: I know nothing about this, but I have strong opinions about it.
Fucking hell, you guys are worse than the demons.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1619 on: June 09, 2019, 01:31:43 pm »

RC,

Quote
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.
« Last Edit: June 09, 2019, 01:35:51 pm by Devastator »
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