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Author Topic: Cabal: Wizard Open World Game  (Read 366149 times)

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1650 on: June 16, 2019, 12:11:51 am »

"Sure, I don't mind. I didn't stay long enough to meet any of the bandits though. soon as I saw the bodies and the beetle mounts I was out. Let's see. I didn't have any trouble sailing right into the dock, but the place seemed almost abandoned. There were a few houses with lights on, but no one was out and about. Further in, was where the bodies were hung or nailed up, and like, someone had written all over the walls. Then I saw the stable of beetle mounts, like someone had built it recently and in a hurry, and I figured the place had been overrun by some land based criminals or some warring tribe or something. Probably just bandits though. From what I saw, and again, I didn't stick around to pay attention to details, an organized military outfit such as yours should have little trouble cleaning the place out."

Tell the officers the above. Describe the port and point out the location of the underwater hazard I discovered as well.

Spoiler: Felix Testimony (click to show/hide)

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1651 on: June 16, 2019, 08:55:31 am »

If I can act: try to determine what kind of poison is affecting us. If I can get an idea (or at least figure out the general class of poison) then use my chemicals set to make an antidote (or perhaps a strong stimulant that could counteract the effects of the poison?).

Should that work to at least get rid of the current effects of the poison, then again try to make a ghetto gasmask to hopefully provide some protection from more gas.

If I can't act or don't have a clue, then follow Ecalir's example and just recover for a turn.



Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: June 17, 2019, 09:09:22 am by Radio Controlled »
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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.

Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1652 on: June 16, 2019, 11:56:05 am »

Let Darwin do his thing. Be on the lookout for enemies, while sitting still and letting my body filter out the poison on its own.


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

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Re: Cabal: Wizard Open World Game
« Reply #1653 on: June 16, 2019, 02:32:26 pm »

Help with unloading the cargo and continue guarding.
Spoiler: Robert Grant (click to show/hide)
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1654 on: June 17, 2019, 07:33:49 am »

Follow the mage breaker once he's done with 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.

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1655 on: June 18, 2019, 02:30:00 pm »

Spoiler: Eve (click to show/hide)

Tth and find someone who knows how to make a pulley and ask them to help free a spirit

[8]
You think about who you could get to help you with this and then realize that it might be a poor idea to ask the residents of a town to help rob that town's graveyard...Probably better to do this on your own. But getting the stuff from them should be ok as long as they don't ask any questions...

[1]
You talk to the people in town but cannot manage to find anyone willing or able to help you construct a pulley, at least not for free. Hmmm A pry bar might be more easily found...or stolen.

Buff myself and my guard with a Steel Strengthen spell, to improve our armour and the capability of my guard's weapon up to the next die size, for the next hour or so.  Then we'll go into melee.  I'll try to get close enough for a grapple, and my guard will try for the hit.  If Benedict gets an attack off while I'm casting, that's good.  Otherwise, don't worry about it.

Spoiler (click to show/hide)
[1v5][-5 mana]
You raise both hands and attempt a spell. The guard's crossbow glows red for a moment and then the cord snaps with a crack.  The mage breaker's weapon glows red too but instead of being damaged it instead then shimmers an even more violent and brilliant red and you feel something.  You feel like someone has placed the point of a very large and very sharp nail against the top of your head and have raised a hammer.

The Mage breaker looks towards you and shouts "IT WAS NOT HER INTENT!" 

The feeling of impending doom vanishes a moment later and the Breaker turns her attention back on the creature.  "Enough of this."

[18v6]

She taps the shaft of the spear against her belt and draws forth that same blue line as before. Then she shifts her grip and hurls the spear straight into the creature's chest. Before it can do much to react the blue cord snaps taunt and the spear comes flying back towards her, dragging the creature. In a single motion she catches the spear, slams her shield into the creature and  then slams the shield front down onto the ground, pinning the creature between the stone and steel. The resulting impact is more like what you would expect from several tons as opposed to the weight of the shield; it shatters the stone and raises a cloud of dust like an explosion, bits of the beast flying out in all directions along with pulverized stone.

Follow the mage breaker once he's done with Nina.

Spoiler: Randolf Osborn (click to show/hide)
"Okay... Adam, are you able to help us find the hostile spirits?"
Ask
"I'm currently the host to two different spirits. one of them, Adam, is completely trustworthy, though constantly cryptic and not omniscient. I've been his host for as long as I can remember, possibly since birth. the other, the vampire spirit we encountered on the way up the river, is currently dormant. If you know a way to get the vampire out without harming Adam, that would be lovely. I didn't tell you until now because the magebreakers in general, and you in particular as well, scare him, and since he's more knowledgeable than me about spirits and magic and such, I've gone by the impression he's given me."
Explain
above is where Nina notified about Adam, and in the conversation that followed she verified that the magebreaker wouldn't hurt him while extracting the vampire spirit in her.

"I understand. I don't think he is, but if he was I also don't think I'd be able to tell. I've been his host for as long as I can remember after all, so I don't really have anything to compare to. I'm willing to be tested."
I agree to be tested

Spoiler: Nina (click to show/hide)
"That sort of thing would come later" The mage breaker says, still looking around. "After we got to the headquarters and you applied. For now, lets get things calmed down here.  You can control water with that weapon right? Think you can douse the fires while I work on calming the crowd?"

"Sure, I don't mind. I didn't stay long enough to meet any of the bandits though. soon as I saw the bodies and the beetle mounts I was out. Let's see. I didn't have any trouble sailing right into the dock, but the place seemed almost abandoned. There were a few houses with lights on, but no one was out and about. Further in, was where the bodies were hung or nailed up, and like, someone had written all over the walls. Then I saw the stable of beetle mounts, like someone had built it recently and in a hurry, and I figured the place had been overrun by some land based criminals or some warring tribe or something. Probably just bandits though. From what I saw, and again, I didn't stick around to pay attention to details, an organized military outfit such as yours should have little trouble cleaning the place out."

Tell the officers the above. Describe the port and point out the location of the underwater hazard I discovered as well.

Spoiler: Felix Testimony (click to show/hide)
"I see, I see" The man says, nodding with his eyes closed, "Good. Well, feel free to head to town then. Sorry about the trouble. Never can be too careful." 

As he says this he turns to the boat and waves to them; the small boats paddle back towards the large one and the lights turn away from you.

Help with unloading the cargo and continue guarding.
Spoiler: Robert Grant (click to show/hide)
The wagons are brought on wholesale and strapped in place along with the beetles that pull them. Once everything is secured the barge turns and starts heading back. You ask the merchants and they say it will take about a day or so to reach the other side. There are guards on the boat already so you don't think you'll need to stay as vigilant, though it might not hurt. You ask about threats and they list of several natural ones, but then close by saying the biggest threat is probably pirates.

Let Darwin do his thing. Be on the lookout for enemies, while sitting still and letting my body filter out the poison on its own.


Spoiler:  Écalir Speedwagon (click to show/hide)
If I can act: try to determine what kind of poison is affecting us. If I can get an idea (or at least figure out the general class of poison) then use my chemicals set to make an antidote (or perhaps a strong stimulant that could counteract the effects of the poison?).

Should that work to at least get rid of the current effects of the poison, then again try to make a ghetto gasmask to hopefully provide some protection from more gas.

If I can't act or don't have a clue, then follow Ecalir's example and just recover for a turn.



Spoiler: Darwin Zeppeli (click to show/hide)

[3v2]
You think about what could be going on here. You consider that its probably some kind of neurotoxin or maybe a hallucinogen? Its effecting your thinking so it has to be effecting your brain.
[9v5]
You think you can make an antidote but...it will take a bit and require all your alchemical gear. You need a safe place...and this spell of "You don't see me" probably will run out by the time the antidote is finished brewing.

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1656 on: June 18, 2019, 03:17:28 pm »

Yeah, after another turn of nothing, we decided to execute order 420.

Make ghetto gasmask for Ecalir to help protect him while he "goes in hot' so to speak. Tie some rope to him in case I need to yank him back.


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: June 19, 2019, 02:28:57 pm by Radio Controlled »
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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.

Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1657 on: June 18, 2019, 03:30:44 pm »

If Darwin manages to make a gasmask: Put it on, put the nozzle of the flammenwerfer in the gap of the door/room, and shoot a good burst of flame into the room
If Darwin does not manage to make a gasmask: Hold my breath, put the nozzle of the flammenwerfer in the gap of the door/room, and shoot a good burst of flame into the room

We're executing order 420: blaze it extreme prejudice.



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

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Re: Cabal: Wizard Open World Game
« Reply #1658 on: June 18, 2019, 04:22:01 pm »

Nothing else left to do than to wait until we arrive.
Spoiler: Robert Grant (click to show/hide)
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Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #1659 on: June 18, 2019, 06:29:54 pm »

Spoiler: Eve (click to show/hide)
Seatch for a rope and a wheel for the pulley, and a pry bar
« Last Edit: June 18, 2019, 06:58:48 pm by Naturegirl1999 »
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Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1660 on: June 18, 2019, 06:56:37 pm »

"They seem nice. I should have gotten that guy's name. Maybe I could become a pirate hunter too. What do you think, Little Miss? Wanna go hunt bandits? wanna murder some baddies?"

On to town then. Find a suitable docking station for my catamaran, or a nice bit of sand to pull it up onto or something, then head in to the town. If there's a marshal or sheriff or pirate hunter's guild, stop in and describe my recent encounter and the events at the other town, like a good citizen hobo. Though, that could wait until daylight I suppose. Maybe sleep out in my Catamaran on the lake beofre bothering the townsfolk.

Spoiler: Felix Testimony (click to show/hide)

Outsider

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Re: Cabal: Wizard Open World Game
« Reply #1661 on: June 19, 2019, 01:53:45 pm »

((Is this still taking peeps?))
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Isekai: A suggestion game. High Fantasy, Action, Adventure.

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #1662 on: June 19, 2019, 07:51:55 pm »

((Yes, it's taking new players.))

Apologize quickly, and try to control myself better!  I never intended for that to happen.

Follow the directions of the magebreakers, including having Benedict rip things apart.  If we're examining the airship, go with them.  If we're moving on to the lake, go with them.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: June 19, 2019, 11:45:23 pm by Devastator »
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randomgenericusername

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Re: Cabal: Wizard Open World Game
« Reply #1663 on: June 20, 2019, 12:11:39 am »

Yeah, but Randolf can only use it offensively, so Nina should be the one dousing the fires with the magic sword.

Spoiler: Randolf Osborn (click to show/hide)
Logged
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.

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1664 on: June 20, 2019, 11:37:09 am »

Yeah, after another turn of nothing, we decided to execute order 420.

Make ghetto gasmask for Ecalir to help protect him while he "goes in hot' so to speak. Tie some rope to him in case I need to yank him back.


Spoiler: Darwin Zeppeli (click to show/hide)
Alright lets look through your actual inventory and see what you got that can be used as a gasmask. Not a lot. Best you can really do is go plague doctor and use some rags, crushed up ingredients, and a some fabric and rope to create a mask that will hopefully at least blunt the effect.
[1v6]
Wow. Wasted those ingredients, tore up your rags...just...fucked it all up.

If Darwin manages to make a gasmask: Put it on, put the nozzle of the flammenwerfer in the gap of the door/room, and shoot a good burst of flame into the room
If Darwin does not manage to make a gasmask: Hold my breath, put the nozzle of the flammenwerfer in the gap of the door/room, and shoot a good burst of flame into the room

We're executing order 420: blaze it extreme prejudice.



Spoiler:  Écalir Speedwagon (click to show/hide)
[4+1v4]
You wave the remains of the failed mask away and take a deep breath before dashing off towards the room. Once you reach it you jam the tip of the Flammenwerfer into the space and pull the trigger.
[6+1v13]
[1+1v7]
The Flammenwerfer unleashes a stream of fire so brilliant and hot that even through the crack in the door it is blinding and painful. And then something strange happens. The door opens before you but the hall behind you seals shut as the material of the structure flows like water. It has effectively closed you in and left you only one path: forward into the unknown room.  That room is a now rather badly burnt hallway heading off to the right.

Nothing else left to do than to wait until we arrive.
Spoiler: Robert Grant (click to show/hide)
Its maybe an hour after sunset, as the ship nears the center of the lake and the middle of its journey,  when the guards of the barge see something. Lights of another ship in the distance, moving in. There is an immediate call for all hands to be ready to fight while the lights of the barge are doused and its paddles halted.

Spoiler: Eve (click to show/hide)
Seatch for a rope and a wheel for the pulley, and a pry bar
 
[7v5]
The prybar is easy; you find one sitting out beside an old storeroom. The wheel and rope are harder. You have to really search around for them but you eventually manage to find an old wagon wheel and about 100 feet of rope. You carefully appropriate all of these items.

"They seem nice. I should have gotten that guy's name. Maybe I could become a pirate hunter too. What do you think, Little Miss? Wanna go hunt bandits? wanna murder some baddies?"

On to town then. Find a suitable docking station for my catamaran, or a nice bit of sand to pull it up onto or something, then head in to the town. If there's a marshal or sheriff or pirate hunter's guild, stop in and describe my recent encounter and the events at the other town, like a good citizen hobo. Though, that could wait until daylight I suppose. Maybe sleep out in my Catamaran on the lake beofre bothering the townsfolk.

Spoiler: Felix Testimony (click to show/hide)
The little miss thinks that blood is icky but does like the idea of stopping bad guys. She considers it proper behavior.

You pull into town and dock your catamaran at one of the smaller piers. the town itself is quite a thing; it looks almost like a giant anthill pile of structures all hurriedly and somewhat crudely built up on each other and sloping out into the sands. The center of town seems to be a massive sinkhole which is so constantly swarming with workers and cranes and machinery that you can't really get a good look at it. The town is bustling, enormously so for a backwater here on the edge of the Flux.

You wander about until you find the local militia headquarters and relay to their representitive the things you saw. That done you  go and cop a squat in your boat, sleeping as best you can.

((Is this still taking peeps?))

Yep yep.

((Yes, it's taking new players.))

Apologize quickly, and try to control myself better!  I never intended for that to happen.

Follow the directions of the magebreakers, including having Benedict rip things apart.  If we're examining the airship, go with them.  If we're moving on to the lake, go with them.


Spoiler: Saeko Hirahara (click to show/hide)
((oops))

"Not a problem" the mage breaker says,  standing back up and wiping some gore from the shield. "The enchantments on these things ill like being hassled though."

You follow the mage breaker forward, carefully advancing into the opening in the smashed airship. The interior of the place is almost pitch black, just lit by small holes, cracks, and the unintended entrance way. Its not a place for living creatures; cramped, stinking of oil and fuel, positively crammed full of shattered mechanical things. Once this was probably a marvel of engineering, now looks the a huge pocketwatch that someone has gone at with a hammer.   There are no signs of movement.

Yeah, but Randolf can only use it offensively, so Nina should be the one dousing the fires with the magic sword.

Spoiler: Randolf Osborn (click to show/hide)

She might want to give you the power to control her in her absence....Maybe.
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