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Author Topic: Cabal: Wizard Open World Game  (Read 367173 times)

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #2775 on: July 28, 2020, 09:05:26 am »

Well, so long as he stays away this is fine. I do need the people from where he came from to know my intentions regarding the sword. I'll keep my eyes and ears open though in case he's just trying to flank me.
I turn to the next possible leader of the group, and release that individual, again alone, from his paralysis.
"And what about you? What are your reasons for your actions?"

Spoiler: Nina (click to show/hide)
You try the next potential leader but as soon as you unfreeze him you find that he's already dead. You move around the boat, checking them one by one but its the same story everywhere. Whatever you did to stop them, it must have held not only their bodies but their blood as well, effectively giving them all heart attacks.

You search their bodies and aside from a lot of knives, swords, and some crossbows, you find enough evidence to make you think these guys are from the slime coast.

I'll take a new mission. I'm out of mana though, how does that supply chain work for us? I figured we were just supposed to supply it for ourselves.

Spoiler: ... (click to show/hide)
You ask your commander about mana and he brings you to a backroom of the building. In it you find what appears to be a very old altar of sorts, carved from volcanic glass. The commander instructs you to place your sword on the altar before you leave on a mission and offer a prayer to the King. You will be granted the mana you need to fulfill your task,as part of your covenant.

As per missions, you're somewhat restricted due to your accidental leaking of info last time. There are two "brushfires" that need attending to though: A cult near the Slime Coast and rumors of something near Kaolin causing trouble.


Use my stonk muscles to help out Darwin in getting this door open. If pure musclepower doesn't do it, help him with whatever magical shenanigans he's got planned.

Spoiler:  Écalir Speedwagon (click to show/hide)

[7+2 v10]
You attempt to brute force the door open. You actually almost succeed as well, but just before you can really plant your feet and jam it up into place, you lose your balance and have to let it go. Maybe if you tried again...then again, maybe not. This is just on the edge of your ability, even as strong as you are.

Quote
You tap on the door with your staff and touch it with your bare hand. Nothing. You have Eclair attempt to open it with brute strength and, to your surprise it does actually budge a good inch or so. Its just too heavy for him to get it any further than that; you just need some greater strength. Or perhaps better leverage?

Invest 10 mana to bring str to +1. Then, grab something that we can use as a crowbar of sorts (something from our digging tools perhaps, or from our camping gear, we should have something suitable) and then have Ecalir and Darwin work together to try and open it.

If we don't have enough strength like this, use sunbro staff to bring Darwin's strength to d10 (if that's something that can be done fast and isn't very loud). If still not enough, have Ecalir cast a d6 multiply spell to multiply our leverage and/or strength for a few seconds to help us open up that door.

Either way, try to only open it wide enough so that the two of us can slip through, no need to give the biggo lizardos an entrance as well. Then go in and keep looking for the dominion.



[3+1,2+2v2]
With the aid of a prybar and both of you working in tandem, you manage to get the door slab pried open and then wedge the bar in place to keep it from closing again. Past the door is a square shaft of stone with a staircase spiraling down into the dark below. There are no lights below, but there are unlit torches lining the walls.

Spoiler (click to show/hide)
”It is gathering people. I know this because people go missing down there. What kind of supplies are needed to fight angelic beings?”
"Thats not good....not good at alll..."

After several long moments of thinking, they reply.

"That angel is probably trying to construct a vessel to inhabit. Its part of their life cycle. We need to get it here, before it incarnates into a heroic form.

Angels are beings of divine air, their weakness is mundane earth. Iron works but lead is better. The best is a metal the mechanists used in the past. Not sure what it is; silvery bluish stuff when polished, harder than anything save diamond far as I know. And heavy.

In any case, We're gonna want back up for this if we can get it. Fully grown angel is nothing to sniff at."

Go with two gold wires, one for Mana ---> Water ---> Output, and one for Mana --> Chemical --> Grow --> Plant --> Output.

Then, go to Ekrov to recieve biomodding.

Finish a couple of emergency options for the trip away.  Make a popsicle stick with a ten-minute duration d8 Strengthen Grow Expand Bird spell, to make self much more bird (in shape) and more bird (in size) along with my armour.  For fighting.

Make another one with an hour duration d8 Strengthen reverse-Grow reverse-Expand Speed Bird, to make self much more bird (in shape) and less bird (in size), again, along with my armour.  And significantly faster.  For escape.

Make one more with a fifteen-second duration d8 Force Wall, to surround myself in a nearly impenetrable force-field.  If I can control it, try to make it more like a skin than a bubble.


Spoiler: Saeko (click to show/hide)
Alright. The result produces a sort of sludge from the chemical side that, if mixed with the water, produces a sort of thin slimy substance.
Ok.
13 mana total for all that.

Yeah, spend 3 gold crafting a housing for the Universal Lubricant, and do the enchant on the housing.  You suggested I roll for it myself, so I rolled a good ol' physical d8, and... got a 7.  ._.

Go bodymod Saeko, using the biomodder gloves she wanted.  This should roll know, to my understanding; that's why Ekrov is doing it.  She wants to have her albinism removed, restoring her to her original skin/eye colors, and while at it, she also wants her eyes to be improved into hawk-like eyes.

Last few things to craft for Saeko before she leaves.  I want to make a few of those emergency popsicle sticks which cast a premade spell upon being broken.  I don't know the costs of making these; if possible, I'd like to make batches of five for each, but if each needs a d10+ spell individually, just make two of each.

First: "Blink" stick.  Uses Banish.  Upon being broken, teleports the user ~15 feet in a nearby direction, either their choice (if that's easy), or in the direction the stick is being pointed in.  It's NOT precise, unless that would essentially be free.  Basically meant to be an emergency escape/dodge.

Second: "Stealth" stick.  Uses Banish again.  Upon being broken, casts an illusion to partially hide the user from view while quieting their movements and such for about a minute.  Not full invisibility, or full silence, more like a partial transparency/muffling effect.

Last item to craft: A thaumic clockwork smoke grenade.  It's a thaumic crystal with a strong "Cloud" effect engraved on it, with the clockwork segment just being a time delay.  When the timer runs out, it summons an *illusion* of a cloud around it, continuing to summon and maintain the illusion until its mana charge runs out.  It's reusable, just pick it up and recharge it.  The body and timer should be simple enough to make from clockwork bits that are lying around.

...Throw in a "sticky" enchant on the smoke grenade, a normal enchantment that has a battery of 2, after cost. 

Melt magicoal.


Spoiler: creepy oracle kid (click to show/hide)
okie dokie then.
[5+5] 32 mana for it but you manage to get her what she wants. The skin color thing is a bit...limited as it only really has a few settings with the materials provided, so she ends up...well a sort of tan color.

You spend 19 mana to get 3 of each of those sticks.

So this grenade is mostly working as described but for two things. First, the "illusion" part. You can't really do that with a machine unless you stick a proper "Illusion" crystal into the circuit. Thaumic machines don't have intent or knowledge in their actions: they just do what their word combo asserts.  Second, that "sticky" enchantment: Are you doing it like that to make it so that it too can be recharged and reused? Since it might be easier to just cast a single use, triggered spell if you don't care about it being immediately reusable.

29 mana from 1 coal


Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #2776 on: July 28, 2020, 08:40:31 pm »

Something neat Kaolin? Interesting~ I'll take that one, and recharge my mana.

Spoiler: ... (click to show/hide)
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #2777 on: July 28, 2020, 09:34:23 pm »

Fill a vial of the magic fertilizer water for the chem set.

Leave Ekrov my vial of Black Flux taken from the ruins of Gravid.  If the black stuff in the pit full of gunk wasn't black flux, see if he knows what it is.

Fly towards that mountain in the Philosopher's Teeth with the bird word.  Supposedly the northernmost.  If that's near Halitus or Graves, stop there.  If it's one of the ones further away, say near Kaolin, stop in Lunare.

I'll take several hundred gold, my weapons, the alchemy kit + set of vials, a sample set of different colours of gemstones, and the doctor's bag.

Take one each of Ekrov's sticks too, if on offer.

And the Reader's Digest.

Along the way, examine the terrain.  Is this all bare stuff, or are there scattered dead trees, or is it like scraggly scrubland?  Use my hawk sight to look for ruins or other interesting landmarks on the way to the town.  Specifically, though, look for a wild animal that looks to weigh at least fifty pounds.  If I don't find one, continue on to the city.


Spoiler: Saeko (click to show/hide)
« Last Edit: July 30, 2020, 07:49:31 am by Devastator »
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Re: Cabal: Wizard Open World Game
« Reply #2778 on: July 29, 2020, 07:48:05 am »

Let's try to touch as little as we can in here and use our own lanterns. In fact, tie a lantern to a bit of rope and lower it into the shaft for a while to scout ahead for traps or nasties. If nothing comes up, then down we go! Ecalir can have the biometal wings if he wants to.


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Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #2779 on: July 29, 2020, 11:55:40 am »

Apologize to the crew for catching them in the paralysis effect too, and help them clean up the mess. Check out the crossbows in particular. normal crossbows stop working if they get wet, the strings stretch and become easy to snap. I think I might want one of theirs if they have ones that work after being soaked.

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.))

syvarris

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Re: Cabal: Wizard Open World Game
« Reply #2780 on: July 29, 2020, 01:59:38 pm »

Hrm.  Is creating an illusion of a cloud any cheaper than creating an actual cloud?  If not, I guess I might as well summon a real cloud.

...Also, would an illusion of a cloud be just as obscuring to the clockwork robots' vision as a real cloud?  Know roll using Ekrov's magic mind, and extensive experience with clockwork.

More to be added!

Melt magicoal.


Spoiler: creepy oracle kid (click to show/hide)

chaotick21

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Re: Cabal: Wizard Open World Game
« Reply #2781 on: July 29, 2020, 02:30:11 pm »

Go down, slightly ahead of the others. Stay on guard./b]

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Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #2782 on: July 29, 2020, 02:49:48 pm »

Spoiler (click to show/hide)
“I’ve heard of a group called mage breakers, though I’m not sure where the nearest magebreaker base might be”

If the Golden Horde doesn’t know where the magebreakers are, ask around in Kaolin to find out if anyone else knows
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piecewise

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Re: Cabal: Wizard Open World Game
« Reply #2783 on: July 31, 2020, 07:02:52 pm »

Something neat Kaolin? Interesting~ I'll take that one, and recharge my mana.

Spoiler: ... (click to show/hide)
You take the mission near Kaolin and get given an bundle of papers and a map, which they say contains all they know about the incidents. They say they haven't gotten an official request for help yet, so you have the general job of going over, asking the locals whats going on, and stamping out any issues. You place your sword on the altar and pray. Flame erupts from the stone and immolates you, but leaves you entirely unharmed. It clings to you until your batteries are charged, so to speak, and then goes out on its own. According to the man next in line to do this, you can actually do this sort of thing with any fire, but its not as swift or effective as here.

You're on foot for this one, so the first thing to do is hoof it to the city. The captain warns you that many people may ask for help along the way, or that others may attack you. He tells you to try to deal with them all in a quick and efficient fashion, doing what you can but not slowing down.

Spoiler (click to show/hide)
“I’ve heard of a group called mage breakers, though I’m not sure where the nearest magebreaker base might be”

If the Golden Horde doesn’t know where the magebreakers are, ask around in Kaolin to find out if anyone else knows

"They're all in the capital, at least when they're not wandering around fixing things...we could send an official request to them though I'm not sure how quick they are to respond."

Apologize to the crew for catching them in the paralysis effect too, and help them clean up the mess. Check out the crossbows in particular. normal crossbows stop working if they get wet, the strings stretch and become easy to snap. I think I might want one of theirs if they have ones that work after being soaked.

Spoiler: Nina (click to show/hide)
You start piling bodies as the crew manage to get their bearings again. You check the crossbows the men have. They're small, a handbow of sorts, firing bolts maybe a foot long. The strings are not made of the normal stuff...they look like finely braided metal strands. The body of the bow is also odd. Looks like some kind of bone.

Go down, slightly ahead of the others. Stay on guard./b]

You, with the rest of the security force in tow, head back down. The machine comes at you almost immediately. You had expected an ambush or some kind of cat and mouse but this thing just comes bounding straight towards you. It leaps up to the ceiling of the tunnel and scrambles across it like some horrible metal spider before rebounding off, directing a flying punch straight at your head.

Let's try to touch as little as we can in here and use our own lanterns. In fact, tie a lantern to a bit of rope and lower it into the shaft for a while to scout ahead for traps or nasties. If nothing comes up, then down we go! Ecalir can have the biometal wings if he wants to.


You tie a lantern to the end of a length of rope and play it out, lowering it down the shaft. It descends for a good 40 or 50 feet before hitting something. You're not sure what it is, but it glitters and shines in a way that looks quite valuable. Like you'd lowered the lantern down onto a gold chandelier or something. However, the light immediately goes out as soon as it hits this thing...or rather something odder happens. You pull the lantern back up and find that half the lantern is gone, seemingly sheered off as though by a giant pair of scissors. However, dangling below this cut point is the wick that would normally be partially submerged in the oil. Its as though half the lantern was erased, but it left the wick. Huh.



Hrm.  Is creating an illusion of a cloud any cheaper than creating an actual cloud?  If not, I guess I might as well summon a real cloud.

...Also, would an illusion of a cloud be just as obscuring to the clockwork robots' vision as a real cloud?  Know roll using Ekrov's magic mind, and extensive experience with clockwork.

More to be added!

Melt magicoal.


Spoiler: creepy oracle kid (click to show/hide)
Illusion would be cheaper, but for a cloud not by much. You'd have to create a lot of it to see any real difference.

Hmm...you're not actually sure. Illusions can work in two ways: tricking the mind or creating what amounts to "Smokescreen", ie a real but insubstantial thing that vanishes quickly. The "smokescreen" would effect their vision but the mind based illusion wouldn't. They cannot perceive optical illusions and the like either.

5 coal, 143 mana.

Fill a vial of the magic fertilizer water for the chem set.

Leave Ekrov my vial of Black Flux taken from the ruins of Gravid.  If the black stuff in the pit full of gunk wasn't black flux, see if he knows what it is.

Fly towards that mountain in the Philosopher's Teeth with the bird word.  Supposedly the northernmost.  If that's near Halitus or Graves, stop there.  If it's one of the ones further away, say near Kaolin, stop in Lunare.

I'll take several hundred gold, my weapons, the alchemy kit + set of vials, a sample set of different colours of gemstones, and the doctor's bag.

Take one each of Ekrov's sticks too, if on offer.

And the Reader's Digest.

Along the way, examine the terrain.  Is this all bare stuff, or are there scattered dead trees, or is it like scraggly scrubland?  Use my hawk sight to look for ruins or other interesting landmarks on the way to the town.  Specifically, though, look for a wild animal that looks to weigh at least fifty pounds.  If I don't find one, continue on to the city.


Spoiler: Saeko (click to show/hide)
Alright
It is black flux, or at least something so close to it he can't tell the difference if its not.
Graves is closest, though actually further north than the mountain peak.
Alright.
Sure (if on offer)
Alright.

A lot of the terrain is what you might call a "soil desert" ie dry and crumbly soil with scattered scrub and small bushes or hearty trees. Its not the sandy desert of the Fulminating sands, more like something you'd see in the american west. There are dead forests, now giant collections of dried and tumbled down logs, the ruins of old settlements that have disappeared from the map, dead roads, and all manner of odd thing. In terms of larger animals, they're around. There are some giga-animals left; the giant normal species though most of them are now of the heartier lot like insects and lizards, as well as more normal desert predators. Large wild dogs, the descendants of the old war tigers now gone feral,  wild burden beetles, etc. If you'd like one in particular, you saw a scorpian the size of a horse near Graves.

Egan_BW

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Re: Cabal: Wizard Open World Game
« Reply #2784 on: July 31, 2020, 07:51:09 pm »

Alright, start heading to Kaolin on foot. No big need to follow the roads, just take a direct path and cut through any obstacles.

Spoiler: ... (click to show/hide)
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Devastator

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Re: Cabal: Wizard Open World Game
« Reply #2785 on: July 31, 2020, 09:30:40 pm »

Try to swoooop down and catch the giant scorpion in the Reader's Digest.

If that fails, try to kill it with my new spear until it gets a hit in.

If the scorpion scores a hit, try to take off and kite it to death with the rifle.


Spoiler: Saeko (click to show/hide)
« Last Edit: August 05, 2020, 12:18:10 am by Devastator »
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Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #2786 on: July 31, 2020, 10:05:20 pm »

Spoiler (click to show/hide)
“Yes, let’s go”

Go to the capital with the Golden Horde member and send a request to the magebreakers for help with the angel. Tell them everything I know so far
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Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #2787 on: August 02, 2020, 05:54:13 am »

Collect and keep one of the crossbows, as well as a set of bolts for it. check in with the ferry captain, see if there's anything else I can do to help. Potentially just continue the journey I suppose. I do still plan on being up late tonight in case there's repeat visitors.

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.))

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Re: Cabal: Wizard Open World Game
« Reply #2788 on: August 02, 2020, 06:10:40 pm »

Quote
You tie a lantern to the end of a length of rope and play it out, lowering it down the shaft. It descends for a good 40 or 50 feet before hitting something. You're not sure what it is, but it glitters and shines in a way that looks quite valuable. Like you'd lowered the lantern down onto a gold chandelier or something. However, the light immediately goes out as soon as it hits this thing...or rather something odder happens. You pull the lantern back up and find that half the lantern is gone, seemingly sheered off as though by a giant pair of scissors. However, dangling below this cut point is the wick that would normally be partially submerged in the oil. Its as though half the lantern was erased, but it left the wick. Huh.

Wait, so this wick is floating in mid-air right now, not supported by the top half of the lantern? Or am I misunderstanding you here?

Poke with a stick the area where the erased part of the lantern was, maybe it just turned invisible or something?

Think about what material this wick is made out of, and then compare it to the materials of the lamp parts that were erased, maybe that would explain why the wick was not affected? (eg. the wick is an organic substance and the rest wasn't, something like that)

Lower another lantern (we should have several from our caving days, if not lower a torch) but try to stop it before the spot where the last one went screwy, and then try to peer down with the binocs to try and get a better look at whatever this is. If we can get a good look at it, try to determine what it is/does (be sure to check our books for artifacts/magical effects that are similar to what we're seeing).

Finally, if the above tests don't indicate that instant death lies waiting for us below, descend a bit more but make sure to stop at least 2m before the screwy effect started, and again take a better look. 


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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.

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #2789 on: August 04, 2020, 09:48:35 am »

Alright, start heading to Kaolin on foot. No big need to follow the roads, just take a direct path and cut through any obstacles.

Spoiler: ... (click to show/hide)
Your unflinching northward advance actually takes you through two towns before reaching Kaolin. In Schorl they give you a pretty wide berth as you stomp through town and start climbing the mountain, but in Regulus (You have to cross the bridge there unless you wanted to just swim upstream like a carp) they do ask for your help. You tell them you're on a mission but you'll check back with them on your way back.

You climb one mountain, swim across the River Ink and then climb another. You rather startle the pilgrims as you completely ignore the pathways and just clamber up the mountain like a billy goat in plate armor. You arrive sometime later, stomping through the main gate covered in mud, dust, and bits of underbrush.

Spoiler (click to show/hide)
“Yes, let’s go”

Go to the capital with the Golden Horde member and send a request to the magebreakers for help with the angel. Tell them everything I know so far

You head out, but as you're walking towards the town's exit, you notice someone standing there. It appears to be a mage breaker. A very dirty mage breaker, but a mage breaker none the less. How fortuitous!

Collect and keep one of the crossbows, as well as a set of bolts for it. check in with the ferry captain, see if there's anything else I can do to help. Potentially just continue the journey I suppose. I do still plan on being up late tonight in case there's repeat visitors.

Spoiler: Nina (click to show/hide)
You get one crossbow and about 2 dozen bolts.  You help the captain toss the bodies overboard and head back below deck. You stay up quite late but drift off sometime in the early morning. You wake up when sunlight starts streaming in through the spear hole in the deck above you. You head up on deck and find the ship is already docked and unloading in Nihil.

Quote
You tie a lantern to the end of a length of rope and play it out, lowering it down the shaft. It descends for a good 40 or 50 feet before hitting something. You're not sure what it is, but it glitters and shines in a way that looks quite valuable. Like you'd lowered the lantern down onto a gold chandelier or something. However, the light immediately goes out as soon as it hits this thing...or rather something odder happens. You pull the lantern back up and find that half the lantern is gone, seemingly sheered off as though by a giant pair of scissors. However, dangling below this cut point is the wick that would normally be partially submerged in the oil. Its as though half the lantern was erased, but it left the wick. Huh.

Wait, so this wick is floating in mid-air right now, not supported by the top half of the lantern? Or am I misunderstanding you here?

Poke with a stick the area where the erased part of the lantern was, maybe it just turned invisible or something?

Think about what material this wick is made out of, and then compare it to the materials of the lamp parts that were erased, maybe that would explain why the wick was not affected? (eg. the wick is an organic substance and the rest wasn't, something like that)

Lower another lantern (we should have several from our caving days, if not lower a torch) but try to stop it before the spot where the last one went screwy, and then try to peer down with the binocs to try and get a better look at whatever this is. If we can get a good look at it, try to determine what it is/does (be sure to check our books for artifacts/magical effects that are similar to what we're seeing).

Finally, if the above tests don't indicate that instant death lies waiting for us below, descend a bit more but make sure to stop at least 2m before the screwy effect started, and again take a better look. 


No, the wick is still held in place by part of the remaining piece of the lantern, but its the only piece of the lower half of the lantern unvaporized.

It did not turn invisible, it is no longer there. Or at least no longer solid. Maybe its a ghost lantern! BOOOOO!!!

The wick IS an organic substance, plant fibers specifically, and the lantern was iron. The oil is questionable...but it might have just poured out down there and not vanished.

You have your desert themed bird friend lower the lantern while you watch. As soon as it gets within range of the chandelier thing, you tell him to stop and look down with the binos. It is....a palm frond? made of gold? You can see the oil resting on its surface, so yeah, that did survive. No sign of the bottom half of the lantern though. It looks like the bottom of this stairwell is packed with gold and pearl and silver foliage.

You descend down to roughly the same level as the lantern and yes indeed, that is what it looks like. Metal trees. There's even a coconut on one of them that seems to be made of gem encrusted gold with "hairs" of silver wire.

Try to swoooop down and catch the giant scorpion in the Reader's Digest.

If that fails, try to kill it with my new spear until it gets a hit in.

If the scorpion scores a hit, try to take off and kite it to death with the rifle.


Spoiler: Saeko (click to show/hide)
[5+3v6]
You unleash the reader's digest with the scorpion as the target and the book leaps from your hands, teeth growing from its pages as it flaps down towards the creature. It starts with the tail, biting and swallowing the whole stinger in one gulp and then continuing down, chomping and tearing the entire thing up in about a minute and leaving not a single droplet of ichor behind.
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