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Author Topic: Cabal: Wizard Open World Game  (Read 367456 times)

syvarris

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Re: Cabal: Wizard Open World Game
« Reply #2415 on: April 09, 2020, 07:28:48 pm »

Give Saeko 80 mana, eating thaum to afford it.  Not accounted for in sheet yet.

Again, try to study the furnace, with an eye towards understanding and replicating the mana collection mechanism.  I want to make a device that will gradually (and safely) drain mana from the air near the magicoal pile, and keep it stored in some way until we can come harvest it.

...Also, check for words in the furnace.  I guess that's a separate roll.

Since this turn is going to take a full day, go wandering around the unexplored bowels of the city, looking for artistic pieces.  Works of art, or other collectable pretty things.  Collect a few varied items, at least one of which should be small enough to make a nice gift for Saeko.

...Aaaaand melt some magicoal chunks.


Spoiler: O.o (click to show/hide)

Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #2416 on: April 09, 2020, 10:04:29 pm »

Here's a list and some info on the different areas of the crashed city ruins, for word-looting purposes:
Spoiler (click to show/hide)
« Last Edit: April 09, 2020, 11:26:07 pm by Egan_BW »
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #2417 on: April 09, 2020, 11:41:01 pm »

Nifty.  Does that include Forge 8, where apparently at least one of the sparrow fightercraft were made?

(answer: probably.)
« Last Edit: April 10, 2020, 12:09:44 am by Devastator »
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #2418 on: April 10, 2020, 09:57:18 am »

First things first, keep the last part far away from the others until we’re ready. Look at the 3 parts, see if I can figure anything out by seeing how they would fit together. Then look in our various books to see if I can find anything about this artifact, or similar items like it.

If nothing comes up that indicates that simply assembling it will DOOOOM everything or cause calamity on its own or spawn something nasty, then first give all my mana and non-armor items to Ecalir. Then assemble it and promptly explode


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: April 10, 2020, 10:02:08 am by Radio Controlled »
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Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #2419 on: April 10, 2020, 01:13:28 pm »

Observe Darwin's interaction with the artifact(s). Be ready to jump in and aid him if things go awry.

Afterwards, think for a second: did we know about any rumours/plot hooks? It's been a while so I've forgotten.


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

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Re: Cabal: Wizard Open World Game
« Reply #2420 on: April 10, 2020, 01:42:53 pm »

Experiments:
Dropping an enchanted item removes the enchantments.  They're only maintained while holding the king key.
Casting spells inside here works normally, unless close to the core.  If close to the core, the core absorbs it.
The core isn't noticeably changed by absorbing a (fairly weak) spell, even under close scrutiny.  (boosted vision.)

Leave the core, and brief the people and others about what it looks like and what it does.  Grab an armload of books and meet up with Zavi and Ekrov.  Tell the crew that I'll be taking most of the stuff out of the room personally, but that'll be tomorrow.. today I'm going to explore it in detail, and so I want them to continue excavating the palace.

Increase End to +4. (70 mana) Update on glowiness?

Give Ekrov the armload of books.  Ask Ekrov for additional mana for spells.  After receiving what's offered, (Asking for at least 50) cast the End boosting spell he's wanted, improving his end to d10.  Use a Permanent Grow Strengthen to have it happen over a few hours, also hopefully knocking the difficulty down to d10 from the unmodified Strengthen difficulty of d12.  Retry if needed.

Zavi is to recieve the spells as ordered, a d6 Strengthen Force spell intended to improve the "punch" of Zavi's energy projection attacks, cast on her hands.  Retry if necessary.  Do two, one on each fist.

Receive the lightening spell from Zavi.

Head back into the core room.  This time bring a few pieces of magicoal and some thaum.

Examine the core and the room in more detail for now, like where does the water come from, are the library books readable and if so, what they look like, what does the workshop and lab look equipped for, examine the tools, art pieces, and furnature in more detail.  If there is equipment that operates on thaum or magicoal, use small amounts of either to activate them and see what they do.

All the while, keep an eye out for any words.

In the evening cast a temporary Strengthen Grow Expand Bird spell so that Saeko will grow large bird wings from her back, along with making holes in her armour for said wings to poke through.  The spell is to last two days.  The wings are to be new bird material mated to her body, not bird-shaped human material.  After that, disrobe, drop the enchanted clothing outside the entrance, and go for a swim before bedtime, to help get used to the wings and new weight.  Spend the night inside the core room.


Spoiler: Saeko Hirahara (click to show/hide)
You carry out your books and let everyone know whats inside.

Increased to +4. You are basically at full glow stick right now. Not super bright but you'll probably never need a lantern.

[8+4v3] Alright, spell done. -3 mana

[-10 mana] Ok, double fist spells on.

Alright.

Alright.

The water, along with anything else like it, seems to come from thaumic machinery that just...generates it. There are gold wire exit points in the bottom of the pool for instance. You find a kitchen which just generates certain foods when boxes are left closed for a certain period of time. Also filled with gold wire end points.  The books are not readable, but use the same letters. There are some words that look similar but none of them are the same. Its likely at least somewhat related to your language, but not the same.  The workshop and lab seem to be designed for making thaumic machines. It seems more like a tinker's workshop or a home repair sort of thing than a large scale or highly in depth system though. Perhaps the equivalent of a garage tool box for a society built on magical machines. Lots of gold wire, mini-furnaces, crystals, scribing tools, etc. The art is much like what you've seen in other places. There's a "Wind" motif and it appears they had great love for a Goddess of the wind.  There are many things which seem to run on magical power, but you can find no source, no furnace or anything of the kind.

On one of the crystals in the work room you find a the word for "Cloth" [d12]

[-7 mana] You get your wings. They're very large, so much so you have to wrap them around your front and to your back, essentially double layering them on yourself just to keep them folded up. When wet they add a huge amount of weight to you, all the feathers sponging up water. You're only lucky that the pool is relatively shallow and you can get to the edge and then climb out.


Cast a d8 Lightweight enchantment on Saeko's whole body and equipment, Permanent.

Absorb mana from magicoal one piece of at a time as many times as I can manage in this time period. If my mana goes above 100 at any time, immediately level up Will.

Look for runes in the golems in the golem hangers. I am willing to crack open golems to check out their insides, but make sure Ekrov isn't watching first, because that would make him cry.


Spoiler: Zavi (click to show/hide)
[4v1] Done.

5 coal, 176 mana, will up.

[4+3v3]
You discover "Human" in the heart of a golem.

Give Saeko 80 mana, eating thaum to afford it.  Not accounted for in sheet yet.

Again, try to study the furnace, with an eye towards understanding and replicating the mana collection mechanism.  I want to make a device that will gradually (and safely) drain mana from the air near the magicoal pile, and keep it stored in some way until we can come harvest it.

...Also, check for words in the furnace.  I guess that's a separate roll.

Since this turn is going to take a full day, go wandering around the unexplored bowels of the city, looking for artistic pieces.  Works of art, or other collectable pretty things.  Collect a few varied items, at least one of which should be small enough to make a nice gift for Saeko.

...Aaaaand melt some magicoal chunks.


Spoiler: O.o (click to show/hide)
[11v6]
Basically, a mesh of gold wires around the inner surface of the furnace capture the released mana. It is then redirected out through another wire and stored or used.

[10v3] You find "Contain"

189 mana, 6 coal.

You find several small pieces of sculpture. Idols basically. Some ceramic jugs, gold jewelry as well.




Observe Darwin's interaction with the artifact(s). Be ready to jump in and aid him if things go awry.

Afterwards, think for a second: did we know about any rumours/plot hooks? It's been a while so I've forgotten.


Spoiler:  Écalir Speedwagon (click to show/hide)
In terms of plot hooks, while you passed through Lunare you heard tell of some sort of monster in the area around Kaolin. Pilgrims going missing. Bodies found on the mountain paths without heads. That sort of thing.


First things first, keep the last part far away from the others until we’re ready. Look at the 3 parts, see if I can figure anything out by seeing how they would fit together. Then look in our various books to see if I can find anything about this artifact, or similar items like it.

If nothing comes up that indicates that simply assembling it will DOOOOM everything or cause calamity on its own or spawn something nasty, then first give all my mana and non-armor items to Ecalir. Then assemble it and promptly explode


Spoiler: Darwin Zeppeli (click to show/hide)
You lay all three parts out on the ground. The first is a large jewel or crystal. It looks like it was once part of a set that would form a triangular or pyramid shape perhaps. The second, is a a metal claw which looks designed to hold that jewel. And the third is a metal rod, which looks designed to seat the claw. Its all fairly simple honestly. You check your books for info, though "Magic wand" is something rather difficult to search exactly. You do, however, find something rather important you think. In the book of illustrations you find what looks like a completed version of the staff. There are 20 illustrations in that book, its the 15th that shows the staff. You might be weilding it, its hard to say, the figure is rather obscure or vague, sort of a blur or features like someone viewed through fog.

As per exactly what its doing, you're not sure. It shows all sorts of lightning and fire and shattered earth around it, with gray men being throw into pits or smashed apart. Its part of a larger scene though.

Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #2421 on: April 10, 2020, 02:15:02 pm »

Consume more coal. Level up Strength if mana goes above 100 at any time.

Keep looking for words inside of golems.

Test out the Force attack buffs. Find a rock outside and clap my hands together, casting a d6 Lightning Strength attack on it.


Spoiler: Zavi (click to show/hide)
« Last Edit: April 10, 2020, 02:27:05 pm by Egan_BW »
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Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #2422 on: April 10, 2020, 06:01:01 pm »

Continue my Route

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.))

Devastator

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Re: Cabal: Wizard Open World Game
« Reply #2423 on: April 10, 2020, 08:01:59 pm »

Time to move furniture today, in preparation for trying to package up the core tomorrow.

Use three temporary buff spells to help with this process (10ish hour duration, length of a working day.)  A d8 strengthen (strength) spell on self to help pick up and shove around heavy objects, a d8 Strengthen Speed spell on self to help move more quickly and get more work done, and a d6 Strengthen Grow Expand spell on self to increase size, which should also help remove and carry stuff out.

Then move out much of the stuff in the core room.  Aim for the following:

Stuff on the top of the room, should the gravity normalize inside this chamber, to keep it from falling on or damaging stuff below it.
The contents of the library.
The contents of the laboratory and workshop.
Particularly valuable or fragile-looking pieces.
Cloth hangings, clothing or other lightweight valuables, to ensure they remain intact.

Up to ten temporary Strengthen Reverse-expand spells will be used to help shrink the stuff that's being carried out as loot.  The duration for these is ~12 days, so they'll re-enlarge once back at the capital.  Aim for max value, as best as Saeko can judge, but pick out at least one statue to keep.

Crew is to haul the loot items up to the surface.  If Saeko has plenty of time, have her help with that.

In the evening, go for a pleasure flight.


Spoiler: Saeko Hirahara (click to show/hide)
« Last Edit: April 11, 2020, 02:59:30 am by Devastator »
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Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #2424 on: April 11, 2020, 04:53:28 am »

((Did some discord staff testing, tl;dr we Sunbros now.))

Convert 200 gold into 40 mana.

Start traveling towards Kaolin. Try to leg it until we get to the areas where it is dangerous to walk due to environmental hazards and/or reported monster activity, then teleport to Kaolin itself (guessing we can walk up to Calamine?)

For the sunbro scepter, when we pass through a town have a local artisan make us a staff assembly/cover that encloses the scepter so we can tote it around without it being seen by everyone, with a little bit left exposed so we can still touch it and use it while in the assembly (make sure not to show it around either). How much gold?

Also, while traveling try out the scepter a bit on some local wildlife or insects. Try to determine what stat it rolls (if any), what the range is, How many at once, whether it can just influence actions or also physiology, and more like that (I can come up with a list of specific tests if you want).

Oh, and finally, small question: if I cut open our black biometal bird in search of words, is that likely to yield a word such as 'bird', or is that a bit too cheap of a way to find words?



Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: April 11, 2020, 08:38:21 am by Radio Controlled »
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Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #2425 on: April 11, 2020, 12:04:50 pm »

Off to Kaolin we go. Serve as Darwin's trusty steeds for the part we do on foot.

I'd like to go through Darwin's books along the way there. Just looking for everything I can find about Alizarin, Telcal, covenants and other gods. I'm a barbarian who hasn't been paying attention in class and suddenly needs a crash course in wizard history 101.


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

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Re: Cabal: Wizard Open World Game
« Reply #2426 on: April 11, 2020, 07:23:27 pm »

((Did some discord staff testing, tl;dr we Sunbros now.))

((This concept interests me, even if it's irrelevant to me in-game!  Please, tell me more!))

Was that "Contain" a sculptor word?  I really thought I'd only be able to find Invoker words here, but I'm totally happy if that's for me.

Invest seventy mana into leveling end to +4.  Inspect any strange effects this causes.  (Already included in sheet)

Anyway, copy whatever the storage mechanism for mana is in the furnace, and set up a test drainer in the magicoal room.  Ekrov has a day to spend on this, so he'll confirm that it works, then set up a more permanent drainer if he does.  Use some of the massive supplies of gold wiring that have been collected.  Watch the thing for awhile, to make sure it's working, or to figure out what needs to be changed if this action isn't sufficient to set up a passive mana generator that'll function on its own for the next month or so at least.

Aside from that, I want to enchant that pair of iron rods that allow teleportation between them when fed mana.  They should be capable of transporting one person with a heavy load (up to a second person piggybacking), and I want them to work like the thaumic items--shove mana in, you get the effect, no rolls or anything.  If it wuld make it simpler, have one of the rods be permanently fixed in position, inside the central room that contains the King's Bunker (but not inside the bunker, obviously).

One last question.  Are any of the gravid keystones perfectly round?  Maybe the king's key?  My sculpture needs something perfectly round, and it'd be the ultimate flex to use the ultra rare king's key for that.

...Aaaaand also melt some magicoal chunks.


Spoiler: O.o (click to show/hide)

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #2427 on: April 12, 2020, 11:51:09 am »

Quote from: Arachne
"This place is a hunting ground. Not sure if its after the clients normally, or if its just feeding on the human wreckage that this place creates. Either way there's an apex predator here and it doesn't like me intruding."
"Neat! Think it's sapient? Can you give me any more details? Size, shape, smell, sounds it made, any of that kind of thing? I wonder if it has any weaknesses? Might be out of my league if it worries you so much, though. Still, I AM an ascetic, eh? Good job on escaping and diverting attention, by the way."

She tells you that the impression she got was of a giant liquid shadow in the vague shape of a feline. Like some sort of smoke puma or the like. Of course that might not be its true form. It likely has a human form like herself, as well as being able to shift into other forms to better strike at prey.

Enchant Arachne's poison with [toxin] top increase it's efficacy against magical monsters for a while. I forget how mana usage works: do I have to declare something here? Also enhance her forelegs with Force to make them stronger so if she gets attacked she can repel the creature. Then, have her spin her webs around our hunting ground (somewhere near the compound, but not immediately within it where the creature is - close enough that we can lure him out but not so close that we are gonna be attacked while making the trap. Enchant her webs with Black Flux to act as a power snare for magic, leaving the strands that the spider would crawl on untouched. Then go out and look like lunch to the hunter.


Spoiler: Felix Testimony (click to show/hide)

syvarris

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Re: Cabal: Wizard Open World Game
« Reply #2428 on: April 12, 2020, 01:01:24 pm »

((Mana usage in Cabal varies on the spell.  Every spell is assigned a die size based on its difficulty, from 1d4, through the normal sizes up to d12, then d20 and d100 for ridiculously difficult and near impossible things.  When you cast a spell, you roll your most relevant stat (generally end for enchantments) against the spell's die, and if you roll higher than the spell die then you cast it successfully.  Cost is equal to what the spell die rolled, and you have to pay it regardless of whether you succeeded or not.  Also, if your roll is half or less of the spell die's roll, you critfail.  All in all, the one thing you can specify is that you'd like to cast a spell of a given strength--"this should be d6 at most", or "throw everything possible into this, roll a d20 for the spell"--but even then Dubs might change the size if it's appropriate.))

((...Also, what's this about black flux being a snare for magic?  :3 ))

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #2429 on: April 12, 2020, 11:05:42 pm »

((Thanks for the mechanics info. I remember something from way back about black flux acting as an insulator or something for magical items and spells back when magic was plentiful.))
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