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Author Topic: You are an Imp!  (Read 8135 times)

NUKE9.13

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Re: You are an Imp!
« Reply #45 on: February 02, 2012, 04:43:32 pm »

read the books.
Yup. Know thine enemy. Reading his diary would be a good start.
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JackOSpades

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Re: You are an Imp!
« Reply #46 on: February 02, 2012, 05:59:41 pm »

read the books.
Yup. Know thine enemy. Reading his diary would be a good start.

+1 agreed

Iituem

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Re: You are an Imp!
« Reply #47 on: February 02, 2012, 06:34:26 pm »

You pilfer the books from the basket and take to reading them.  An understanding of the wizard's written tongue appears to have been transmitted as part of the summoning; very convenient, but then that was the whole point of the spell.

You puzzle over the ciphered book for longer than you intended, some four or five hours in fact, but although little smarter than an average human your stumble upon several consistent key elements in the code.  Once these are in place, you are able to get a much clearer understanding of the contents of the tome, which swiftly turns out to be the wizard's spellbook.

Or would be, if the "spellbook" consisted of a series of neat, individual spells.  In fact it appears to be a collection of months of haphazard scrawled notes on the theory of summoning, binding and control.  Skimming through it in the midnight hours you get a good understanding of the basics: Ordinary human beings (the mortal inhabitants of this world, Elbekun) have a certain innate capacity to summon and bind basic spirits from the five outer realms.  Once summoned and bound, these spirits may be directly imbued into items, manipulated into creating a supernatural effect (a spell) or given form as an imp for direct service.

There is a triple underlined warning about how dangerous that last option is in the book, but not an explanation as to why.  You daresay you can guess.  The short version is that humans are incapable of directly performing any magic beyond the most basic summoning and binding and so rely on using spirits to supplement their inadequacies.  Many of the notes relate to the various subtle and obscure means needed to communicate with the spirits (obviated in the event of an imp, where verbal commands may be given).  These notes are essentially useless to you, as provided you can establish contact you can communicate directly with another spirit.

After spending most of the night getting a solid understanding of the wizard's art, you cannot spare the time to learn a specific spell yet.  Instead you transfer your attention to the plaintext journal.  The wizard (who ungraciously has failed to sign his own diary) appears to have been a student of a "Master Feyn" in a place called "Themos", with various references implying it to be a town with docks.  It also becomes apparent that it is on another island as the wizard makes a reference to journeying 'amongst the isles' now and again.  Recently the wizard suffered some sort of misfortune; his wife Nera was travelling to visit when the boat she was travelling on was raided by pirates and she was captured.  He has heard no news since the survivors returned, but has fled his master's protection on a quest of vengeance, stealing 'the ring' and his master's wand of sight.

How very banal.  You pass a few minutes listening to the wildlife around you.  It would be relatively easy to kill a small creature and possess it, or to pacify (or enrage) some wildlife for whatever purpose.  You doubt you could possess more than a single corpse, though.

It is approaching dawn and your master still sleeps.  What wilt thou deau?

Quote
Status: Bronze Miniature.
Strength: 1 man!
Mind: 1 man.

Bodies
Bronze Statuette: Str 1, Damage Resistant.

Foci
Bound Sword: +2 Str to attacks w/ bound sword.  If destroyed, banished.

Innate Powers
Possess Corpse: Possess a mostly intact corpse and animate it.  Does not retard

decay.
Wrath: Inspire irrational anger in a being capable of emotion.
Calm: Draw the anger out of a being capable of emotion.

Minions
1 calmed ostral.
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NUKE9.13

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Re: You are an Imp!
« Reply #48 on: February 02, 2012, 06:40:10 pm »

Hmm.
How incredibly convenient. Does the diary mention any specific details about Nera? A specific favourite flower, the colour of her eyes, her favourite woodland critter- anything that we could remind the wizard of by collecting the appropriate objects and accidentally leaving them lying around.

The wizard is reminded of his wife>His anger at her kidnapping flares up>We subtly feed off of his anger, making us stronger.
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Iituem

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Re: You are an Imp!
« Reply #49 on: February 02, 2012, 06:42:54 pm »

For someone dearly devoted to his wife, the wizard makes precious few references to her.  There's a poor half-written poem about her having brown hair and eyes and lips the colour of blood rubies brick roses, but that's it.  Most of his entries are either about waiting to see her again, not being able to visit for the anniversary and worrying about money.  Until the kidnapping, of course, wherein they are mostly about his wife being kidnapped or killed.

Yeah, you rolled high on the 'decipher' check.  I was going to leave it until you picked up more mental stats, m'self.
« Last Edit: February 02, 2012, 06:44:32 pm by Iituem »
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JackOSpades

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Re: You are an Imp!
« Reply #50 on: February 02, 2012, 06:55:53 pm »

I suggest we
-kill him and
-retrieve our sword and the wand. and that ring too i guess.

had he been a powerful wizard he surly wouldn't have missed the control component of the summoning spell.
the spirit in his wand is likely a far better source of information than the "wizard" himself.
« Last Edit: February 02, 2012, 06:58:38 pm by JackOSpades »
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NUKE9.13

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Re: You are an Imp!
« Reply #51 on: February 02, 2012, 06:59:37 pm »

Hmm.
I doubt that roses would remind him of her enough to drive him bonkers.

Anyway. I still want to know what the wizard intends to have us do. So no violence.

Although, in preparation for violence... does the spellbook have any information on how to give a spirit extra foci? If so, could we learn to do so, and then perform said process upon something like, oh, our own body?
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NRDL

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Re: You are an Imp!
« Reply #52 on: February 02, 2012, 10:16:29 pm »

Knowledge is Power.  Read more.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Iituem

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Re: You are an Imp!
« Reply #53 on: February 03, 2012, 02:05:06 pm »

You consider killing the wizard now, but leave off until you know more about his plans.  Annoyingly, he does not so far seem the type to rant to thin air (or his magical subordinates) about whatever nefarious or noble plans he might have.  Instead you spend the last hour before dawn on the wizard's spellbook.

The wizard is not completely stupid.  Whilst there are certainly references to how to create foci he has deliberately omitted any reference to the procedures or materials used.  You suspect the underlined warning about summoning imps may have to do with this - this sort of knowledge should not be made freely available.  In fact, there is a specific reference to not using the homunculus body as a focus, lest ye not be able to dispel the binding, as well as warnings to avoid summoning multiple spirits into a single item.  Wizardry is mostly not a science for fools.

You read his journal for any clues.  There are references to both the sword and the homunculus that is your body.  Both appear to have been taken from his master before leaving and both formerly used in summonings.  Apparently once an object is prepared as a focus it remains usable as one (provided it is not destroyed) regardless of the spirit interred.

The wizard starts to wake.  You stuff both his books back in the basket and take a position up at the entrance to the fort.  He seems distressed, as if by bad dreams, and mutters to himself about something being 'off'.  He does not seem to attach this to you consciously, but you see him rubbing the hilt of your sword.  He gives you commands to continue collecting wood and so on, returning to his pools again.

You take the opportunity to check on your ostral - the bird is not far from where you left it, but the ground has been dug up nearby where it ate worms in the night for food.  Several small animals are unmolested nearby, giving you the impression you may have taken away certain predatory instincts, but not enough to starve the creature to death entirely.

It seems the wizard is not expecting you back for much of the day.  Will you:

A) Explore the island?
B) Spy on the wizard?
C) Kill the wizard?
D) Something else?

Quote
Status: Bronze Miniature.
Strength: 1 man!
Mind: 1 man.

Bodies
Bronze Statuette: Str 1, Damage Resistant.

Foci
Bound Sword: +2 Str to attacks w/ bound sword.  If destroyed, banished.

Innate Powers
Possess Corpse: Possess a mostly intact corpse and animate it.  Does not retard decay.
Wrath: Inspire irrational anger in a being capable of emotion.
Calm: Draw the anger out of a being capable of emotion.

Minions
1 calmed ostral.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

kaian-a-coel

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Re: You are an Imp!
« Reply #54 on: February 03, 2012, 02:18:29 pm »

A)
I'd want to know more about our surroundings.
It is now clear that the Sword will tell fool mage when we do bad things. So be careful.
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Kashyyk

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Re: You are an Imp!
« Reply #55 on: February 03, 2012, 02:34:30 pm »

and D) Cut some wood. Don't want him getting suspicious.
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NUKE9.13

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Re: You are an Imp!
« Reply #56 on: February 03, 2012, 04:10:35 pm »

Hmm.

I think we've gotten all there is to get from this wizard. Also if he starts to suspect us, he might banish us back and just summon a new imp, and then where would we be? (Well, Tartarus, obviously)

C) Enrage the Ostral, and send it towards the fort, to attack the wizard. Whilst he is distracted, sneak up behind him and take him out.
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Ukrainian Ranger

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Re: You are an Imp!
« Reply #57 on: February 03, 2012, 04:19:36 pm »

C) Enrage the Ostral, and send it towards the fort, to attack the wizard. Whilst he is distracted, sneak up behind him and take him out.
+1
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Iituem

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Re: You are an Imp!
« Reply #58 on: February 03, 2012, 05:50:09 pm »

Time to clean house.  You bring the tamed ostral out of the forest's edge, point her in the direction of the camp and scour her mind raw with rage.  She lets out a piercing shriek and runs full pelt for the fort.  You keep hold of her ruff until just before you reach the fort, then let go and hit the soft earth harmlessly (the wonders of a bronze body).

Distracted as the wizard is by his ruminations, he hears the ostral's sry and is ready for her when she enters the camp.  Before she can get within kicking range, the wizard raises his right fist (the one wearing the garnet ring) and thrusts it at the ostral.  An enormous tongue of fire licks out of the stone on the ring, wreathed in ink-like smoke, and strikes the ostral dead in the chest.  You faintly pick up the scent of roasting flesh and burning feathers, though you suppose it must be far stronger to mortal senses.  Seen through your particular vision, you also witness the extension of the formerly dormant spirit within the ring, lashing out in an expression of destructive glee.

You get into position behind the mage as he prepares to blast the ostral with another bolt from his ring.  The ostral, overcoming her pain and filled with your particular brand of fury, launches into a series of deadly kicks.  The wizard dodges the first few, but the last kick tears open his left arm with the ostral's talons.  Seeing your opportunity, you leap with surprising agility for your size and weight.  The wizard turns in a beautiful medley of surprise, fear and indignant rage just in time for your axe to land right between his eyes.

...

You place your tiny bronze hands around the sword you are bound to.  The weapon feels right, and you know why.  A portion of your spirit is trapped in the blade, separate from the part you control and the part operating your body.  You strongly suspect that, weak a spirit as you are at present, you cannot split your life force much more than this.  Nor can you extend your own influence very far.  Perhaps ways will present themselves for you to grow in power - you certainly remember a surge of strength in the last moment of the battle when the rage in the wizard finally rose.  The fear and surprise did little for you, of course.

Even so you now have possession of the wizard's wand and ring, a probably dying ostral, his spell notes and his corpse.

You touch the ring and wand and instantly make contact with the spirits within them.  The ring spirit seems barely sentient, powerful, chaotic and without the capacity for real higher thought.  Bestial.  Not filled with rage as you were, but instead an animal cunning.  Crafty, chaotic, cruel.  You could imagine the spirit laughing when the wizard died, had it such capacity.

The wand tells a different story.  The spirit within is cold as before, but the greed within burns hotter.  You can feel its intelligence, alien but perhaps not malevolent, in every fibre of your being during the contact.  It speaks to you in a wordless language you both understand, making an offer and a request.  The wandsprite has paid attention throughout its long service, unlike its lesser comrade in the ring.  It can teach you much about the summoning arts and how to control your fellow spirits, and even a little about this world.  In return it desires its freedom - not freedom to be banished back to the Grey World as another powerless minion, but freedom to act in this one as you do.  It can give you much aid and guidance, but in return it demands incarnation as an imp.

You have the advantage - the wandsprite appears to have no offensive capabilities and few means of interacting with the outside world.  You could glean much from its teachings, including how to create other imps (for how else would you conclude your bargain?).  Of course, you could also try and force it into compliance.  The original bindings that would force obedience are not keyed to you, so you must convert it to your service by force or diplomacy.  The same goes for the ring, but you are honestly not sure how much of a mind it has to bargain with or threaten.

What will you do?

Quote
Status: Bronze Miniature.
Strength: 1 man!
Mind: 1 man.

Bodies
Bronze Statuette: Str 1, Damage Resistant.

Foci
Bound Sword: +2 Str to attacks w/ bound sword.  If destroyed, banished.

Innate Powers
Possess Corpse: Possess a mostly intact corpse and animate it.  Does not retard decay.
Wrath: Inspire irrational anger in a being capable of emotion.
Calm: Draw the anger out of a being capable of emotion.

Minions
1 dying ostral.

Items
Wandsprite - A Grey spirit imbued wand of sight and scrying.
Ring of Fire - A Nightsprite infused ring.

A wizard's corpse.
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No slaughtering every man, woman and child we see just to teleport to the moon.

BunnyBob77

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Re: You are an Imp!
« Reply #59 on: February 03, 2012, 05:58:20 pm »

Accept the wand's offer, and see if you can save the ostral.
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