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Author Topic: Cabal: Wizard Open World Game  (Read 337945 times)

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1980 on: October 15, 2019, 01:17:24 pm »

Quote
If you were to lock it in a sufficiently robust vessel you could convert it. Its not unable to be converted, but it is alive and will resist being destroyed in the same way that if you threw a live chicken in a frying pan it wouldn't just sit there. Fighting with it is a reasonable way to gain mana, sure.  Though to really gain the most it would have to be a real dangerous fight, not a spar.

How much for such a flask?

Move on, to the capital, on foot for now. Just follow the road, keep going until we either reach a town, find something noteworthy or get a random encounter. Be sure to have a watch rotation for the night.

Finally, question: suppose I wanted to use my diamond word to find naturally occurring diamonds, and assuming we're already in more or less the right location for it (volcano near he capitol, as per our earlier discussion), what would be the easier: senses spell to find them (eg. draw their location on a local topographical map) or end roll to make a diamond detector (assume we buy something like a compass and change it, not create one fully de novo)?   


Quote
More the second thing. You could remove them and place them in a container and then have the reaction happen while you are distant to it. You might have to go in and make adjustments every now and again but its not a "hands on" process the whole way.
((Just for the record, this is somewhat different from how you described it in the past, where it was a more involved/hands-on process.))

Spoiler: Darwin Zeppeli (click to show/hide)
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Re: Cabal: Wizard Open World Game
« Reply #1981 on: October 15, 2019, 04:10:28 pm »

Keep travelling with Darwin, be on the lookout so we don't get ambushed or otherwise surprised. Whistle whatever tune that comes to mind when I think about the fat stacks of diamonds we're gonna be chasing.

Spoiler:  Écalir Speedwagon (click to show/hide)
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Re: Cabal: Wizard Open World Game
« Reply #1982 on: October 15, 2019, 10:58:20 pm »

Eat one of the magicoals - the one that I used to power the blue glowy thing. See if that doesn't kill me., or over saturate my stomach with mana.

Spoiler: Felix Testimony (click to show/hide)

syvarris

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Re: Cabal: Wizard Open World Game
« Reply #1983 on: October 18, 2019, 03:03:51 am »

Hrm.  Okay, robots are bust for now.  Set them aside somewhere they're protected from the elements, probably inside the wreckage.

Look over the clockwork tools that were found in the ship and trivially removable.  First things first, choose one tool that's redundant with another tool, preferably relatively simple, and qualifies for the "piece of clockwork machinery" part of Ekrov's sculpture.  Set it aside somewhere protected, it is now just raw material and otherwise does not matter in any way.

Then, make a list of all tools and weapons that are small enough to be man-portable, and start removing them from the ship.  Things that are loose or can be removed with a screwdriver/crowbar come out first.  For anything that's bolted/welded/built-in, try to have Benedict rip the structure away from it, and then have the guard that was brought along help move the piece out into the open.  I guess a day can be spent on this, prioritizing weapons once the easy stuff is out.

Once Ekrov has a nice collection of weapons and tools, he will start deconstructing them.  Deconstruct at least one copy of each tool and weapon that isn't completely unique and obviously useful, drawing detailed schematics of all the internals.  Cataloging and entirely understanding the designs isn't important right now, I just want to have them available for future experimentation, or possibly to sell.  Up to two full days can be spent on this project, prioritizing weapons, then the tools starting from the heaviest ones.  (Read: You don't need to tell me how many can openers of which varieties I get designs of, I'm happy with "You now have a pile of miscellaneous clockwork schematic sketches", "You fucked things up and destroyed almost all the tools, with only a few schematics to show for it", or even "haha no you'd need months to do that")

Once that is done, or time has run out, pull out a bomb, and... look at it.  Try to figure out what triggers detonation, and whether it can be deconstructed safely.  If the dice Ekrov decides that it can be deconstructed safely... yeah, do that.  I want access to the explosives inside, because explosives are awesome.

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

piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1984 on: October 18, 2019, 11:59:21 am »

Retcon that to be complete resistance to some specific quickly-deadly toxic gas. Take your favorite or something. If I pick this it's going to end up being something dumb and ineffectual, because I have a -1 to my chemistry skill.

Then, get on with it. Repeat getting on with it as many times as necessary.


Spoiler: Zavi (click to show/hide)
Alright. I have some ideas. Questions regarding that:
1. Do you want it to be something like a neurotoxin or something more corrosive? Ie do you want to cause tissue damage or just stop them breathing?
2. Do you want it to be flammable? There could be some good synergy there with your explosive powers but also it could be dangerous.

Accelerate I choose you!

Spoiler: Nina (click to show/hide)
Done.

The two of you wait for evening and then head out. You have plain clothes escorts somewhere near by, following at a distance, crossing and intersecting, walking in parallel until you reach the spot. They've laid out a path for you to follow, one that takes Zavi through much of the area that the others were kidnapped in. And so there is nothing much to do but to walk that path.

The first night nothing happens. Same with the second.  On the fourth someone attempts to mug her but she runs away.  Only on the sixth night, near the point of giving up, does it finally happen. Zavi is alone on a stretch of tight road, almost more of an alley between two tall buildings. There is barely any light in that tight passage; it is tunnel-like in that expanse of darkness, with nothing to do but push forward. When she reaches the halfway point she hears something behind her. A tinkling noise of metal on stone. She stops and turns around, following the noise, squinting against the dark. She kneels and finds several gold coins laying scattered on the cobblestones. She reaches for one and suddenly a hand is clapped over her mouth from behind. Her vision starts to go fuzzy almost immediately. She struggles as best she can -or at least tries to make it look like that- but unconsciousness quickly overtakes her.

She wakes up some time later, though she can't really guess how long. She's in a dark room but finds herself oddly unbound or restrained. There are cracks in the walls, thin lines of twilight light leak through.

*****

Those tracking Zavi follow her signal as she leaves the city entirely and moves out to an area in the middle of nowhere practically, off the main road in the  ash plains that extend from the area around the capital to the artifacters' grave. Recon shows a handful of small shacks out there and some people scavenging the ash for parts. Zavi cannot be directly observed; she must be somewhere inside a building.

Get myself into a resting position by any means necessary, even if that includes climbing into its mouth. Once I'm in a safe resting position, pull up the rope, retrieve the ax and get it stuck inside the Ray's mouth.
Should I fall with no way to catch myself, shrink myself down to a size that would allow me to survive the fall.

Spoiler: Robert Grant (click to show/hide)
[5+1 v 4]
You climb the feeler until you reach its root near the mouth and wrap your legs around it, pressing your back against the ray's flesh to steady yourself. You pull the ax up and then cast it out in an arc, whipping it around so that it flies straight into the ray's mouth. You then pull the rope back until you feel the blade snag somewhere inside the creature. You give it several good tugs and it seems secure.

Spoiler (click to show/hide)
head north

You continue north and eventually reach Ens Vereris. The town is on the River Worm, surrounded by tall grasses, an oasis in the wasteland. The town itself is smallish, packed on the north side of the river directly after the large bridge that crosses it. Mostly it seems to be constructed along the road there, with some branching out to dip into the river with short angled docks. Its a trade town in the purest form, here at the cross roads of the river and the the actual road north. All industry and services seem geared towards travelers and merchants.

It looks as though there was a fire or raid somewhat recently, as several buildings in the north of the city are in ruins.


Keep travelling with Darwin, be on the lookout so we don't get ambushed or otherwise surprised. Whistle whatever tune that comes to mind when I think about the fat stacks of diamonds we're gonna be chasing.

Spoiler:  Écalir Speedwagon (click to show/hide)
Quote
If you were to lock it in a sufficiently robust vessel you could convert it. Its not unable to be converted, but it is alive and will resist being destroyed in the same way that if you threw a live chicken in a frying pan it wouldn't just sit there. Fighting with it is a reasonable way to gain mana, sure.  Though to really gain the most it would have to be a real dangerous fight, not a spar.

How much for such a flask?

Move on, to the capital, on foot for now. Just follow the road, keep going until we either reach a town, find something noteworthy or get a random encounter. Be sure to have a watch rotation for the night.

Finally, question: suppose I wanted to use my diamond word to find naturally occurring diamonds, and assuming we're already in more or less the right location for it (volcano near he capitol, as per our earlier discussion), what would be the easier: senses spell to find them (eg. draw their location on a local topographical map) or end roll to make a diamond detector (assume we buy something like a compass and change it, not create one fully de novo)?   


Quote
More the second thing. You could remove them and place them in a container and then have the reaction happen while you are distant to it. You might have to go in and make adjustments every now and again but its not a "hands on" process the whole way.
((Just for the record, this is somewhat different from how you described it in the past, where it was a more involved/hands-on process.))

Spoiler: Darwin Zeppeli (click to show/hide)
Depends on size but I'd say 20 gold for a big sturdy flask would work.

Lemme roll...you actually don't encounter anything on the way. Rare. Consider yourself in the capital.

Hmmm. I think that the sense spell would be able to have a larger range, but would be more difficult to pinpoint the locations exactly. You could get within a range on the map. The end "Detector" route would require wandering around until something came into range BUT would be much more specific and the "Signal" could be followed. Think of it like the difference between a GPS and a Metal detector.  For naturally occurring diamonds, I think the End path would probably be the most functionally useful to you.

((Really, I think I just wanted to make it so people didn't just walk off and leave the thing processing on its own. Ie its not something you need to constantly poke at, but you can't let it run on its own. You have to always be there to monitor it but not always have your hands in it? Maybe.))

Damn.  I hope I'm not going to suffer from two weeks of feeling increasingly awful.  I could die, or end up badly crippled.  I'll take action if this continues through tomorrow.

See if I can find someone to haul my goods up to the capital for sale.  Bring the steel ingots and the black cloth-like metal today.  Sell the steel ingots, and attempt to identify the black cloth stuff.. maybe someone knows what it is.

Also, see if there's an auction house in the capital, and find someone to approach about selling one of the machine guns.


Spoiler (click to show/hide)
Easy enough. -1 gold for workers to haul things. Steel ingots will sell for 170; steel isn't terribly rare but yours is good quality.  The black cloth-metal stuff is recognized as being artifacter in origin though people don't know the exact name. They call it "Adamant Weave" or things similar, though there is apparently a "Technical" term people in Fearce use. Apparently it is commonly found in "Braided cables". They offer 20 gold for it.

There are such institutions though they are often more suited towards luxury goods like art. They're an object of the wealthy. However, there are arms dealers who you could see about the guns.

Eat one of the magicoals - the one that I used to power the blue glowy thing. See if that doesn't kill me., or over saturate my stomach with mana.

Spoiler: Felix Testimony (click to show/hide)
The pieces are about the size of your fist or a bit bigger so you break one of them up before trying to eat it. Once you have a reasonably sized rock you swallow it.
[6v4]
For a few minutes nothing seems to happen, but then you suddenly sieze and collapse, bolts of green-blue electricity crackling across your skin. You lay on the ground, spasming painfully for several minutes, apparently being electrocuted. Eventually the sensation slows to a few jolts a minute and then stops. You lay on the cavern floor, exhausted.

[34 mana gained]
[word "Break" gained]

Hrm.  Okay, robots are bust for now.  Set them aside somewhere they're protected from the elements, probably inside the wreckage.

Look over the clockwork tools that were found in the ship and trivially removable.  First things first, choose one tool that's redundant with another tool, preferably relatively simple, and qualifies for the "piece of clockwork machinery" part of Ekrov's sculpture.  Set it aside somewhere protected, it is now just raw material and otherwise does not matter in any way.

Then, make a list of all tools and weapons that are small enough to be man-portable, and start removing them from the ship.  Things that are loose or can be removed with a screwdriver/crowbar come out first.  For anything that's bolted/welded/built-in, try to have Benedict rip the structure away from it, and then have the guard that was brought along help move the piece out into the open.  I guess a day can be spent on this, prioritizing weapons once the easy stuff is out.

Once Ekrov has a nice collection of weapons and tools, he will start deconstructing them.  Deconstruct at least one copy of each tool and weapon that isn't completely unique and obviously useful, drawing detailed schematics of all the internals.  Cataloging and entirely understanding the designs isn't important right now, I just want to have them available for future experimentation, or possibly to sell.  Up to two full days can be spent on this project, prioritizing weapons, then the tools starting from the heaviest ones.  (Read: You don't need to tell me how many can openers of which varieties I get designs of, I'm happy with "You now have a pile of miscellaneous clockwork schematic sketches", "You fucked things up and destroyed almost all the tools, with only a few schematics to show for it", or even "haha no you'd need months to do that")

Once that is done, or time has run out, pull out a bomb, and... look at it.  Try to figure out what triggers detonation, and whether it can be deconstructed safely.  If the dice Ekrov decides that it can be deconstructed safely... yeah, do that.  I want access to the explosives inside, because explosives are awesome.

Spoiler: O.o (click to show/hide)
You carefully wrap them up and place them in the wreckage.

Okie dokie.

Alright so you got
1. A large number of tools (These are what you could call mundane tools like wrenches, screw drivers, plyers, and the like. There are a lot of them in different sizes and shapes but none are hugely rare or valuable on their own. Though they are admittedly well made.)
2. A pnumatic self heating rivet gun and the air compressor for it
3. Some sort of set of mechanical gauntlets that appear to be designed for use with the robots, to enhance their strength. Seemingly for bending metal.
4. A circular saw style cutter designed for cutting metal. The blade does not seem replacable and isn't sharp to the touch, but a test on metal pieces shows that it can indeed cut easily through metal.
5. A sort of "Jaws of Life" style combination spreader and cutter. Basically a massive pnumatic pair of plyers/snips.
6. 3 more working machine guns, and a half dozen that are broken in some way
7. About 10 or so big boxes of ammo (there are a lot of loose belts around so the amount isn't exact)
8. A welding system
9. Something that you're pretty sure is a weapon. It seems to be a straight bladed sword or something like that, but there's a slot on the handle for something to plug in. That something is missing.

We will assume you get schematics of any of the simple tools that have moving parts and of one of the machineguns. The other tools are effectively unique or at least singular. With Kno (or just enough time) you can disassemble and reassemble them, documenting as you go.

[8] You check the bomb over. You think they're impact based but their triggers are reliant on being "Primed" by a propeller like thing here on the rear. If that propeller is not spun, then impact system isn't activated and the bomb won't blow up.  You use some of the tools you scavanged and Benedict to open the bomb up. The mechanisms are basically what you expected and the majority of the bomb is made up of small metal bomblets around a core of packed shaped explosives. This thing is a clusterbomb of sorts and quite a nasty one at that.
 

Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #1985 on: October 18, 2019, 12:17:03 pm »

Continue north, try to search for any activity. Is there anyone still alive? As I near the burned buildings look for anyone who could have been the burners
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Lenglon

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Re: Cabal: Wizard Open World Game
« Reply #1986 on: October 18, 2019, 03:35:22 pm »

One of us should go back and bring a proper force to raid this place. We'll need more manpower to make sure we capture everyone and none of the kidnappers escape, and we dont know if the victims could be mind-controlled into fighting us. 3 people is not enough to surround and contain an entire encampment after all. Note that it doesnt need to be magebreakers. City guard can do this just fine.

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 #1987 on: October 19, 2019, 06:52:16 am »

Neurotoxin works. Preferably not flammable, unless you're going to tell me permanent immunity to explosions and fire will come cheap.

Use a Knowledge spell to scry for information on whatever chemical just made me unconscious. Probably still enough of it in my system. If I can get its identity, follow up with a spell to see that substance through walls.

Check the walls. Estimate how much force would be needed to demolish them.

Look through the cracks.

Locate the exit.


Spoiler: Zavi (click to show/hide)
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Down at the bottom of the ocean. Beneath tons of brine which would crush you down. Not into broken and splintered flesh, but into thin soup. Into just more of the sea water. Where things live that aren't so different from you, but you will never live to touch them and they will never live to touch you.

Radio Controlled

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Re: Cabal: Wizard Open World Game
« Reply #1988 on: October 19, 2019, 08:03:00 am »

Quote
Depends on size but I'd say 20 gold for a big sturdy flask would work.

Huh, kinda pricy, but ok then! Buy a bottle like that and convert all of the biometal to thaum, except for about 15 kg worth. How much thaum?

Quote
For naturally occurring diamonds, I think the End path would probably be the most functionally useful to you.

Neato. So, what kind of difficulty roll are we looking at here? And how much gold for a compass or other tool to be enchanted?

Finally, how much gold for a bunch of supplies and digging tools and such to facilitate the mining? and how much does a manual laborer cost per day (include cost for their logistics in here).


Spoiler: Darwin Zeppeli (click to show/hide)
« Last Edit: October 22, 2019, 02:34:42 am by Radio Controlled »
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Fucking hell, you guys are worse than the demons.

Ozarck

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Re: Cabal: Wizard Open World Game
« Reply #1989 on: October 19, 2019, 08:05:08 am »

Well, this curse will make further exploration of the ruins more difficult. So for now, I'll carefully hide anything I can't carry with me in my little base, then pack up the cat, my stuff, and as much magicoal as I can reasonably carry and head back to the surface. Hmm. Little Miss seems ot prefer that Felix act on the side of 'good,' so instead of looking for a bloodsport arena or some back alley thugs to murder, I'll head over to the local law enforcement / military barrack and find out if they need any bandit raiding help. Maybe that patrolship we encountered on the Flux could use some help offing the bandits in that ruined town or something.

Contemplate what will likely happen if I continue eating magicoals.


Spoiler: Felix Testimony (click to show/hide)

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Re: Cabal: Wizard Open World Game
« Reply #1990 on: October 19, 2019, 08:53:01 am »

Climb up and stab its eye.
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Re: Cabal: Wizard Open World Game
« Reply #1991 on: October 19, 2019, 01:57:27 pm »

(Aww, thauming the nearly-unique black biometal to turn it irreversably into relatively common mana.  Although I suppose 5kg is enough for an equipment piece, even if not for an impressive non-bird organism.)

Sell all the steel save for a good sized rod of ~5kg which I'll keep in case I need some steel material to reshape into a tool or weapon or something.

Keep the Adamant weave.  How much of it do I have?  Enough for a bag, say?  An outfit?  Several outfits?

How's it compare to steel cloth?  I'm assuming it's equivalent to steel cloth for armour, except since it's non-conductive, would be resistant to electricity.

Buy a real lockable steel box to replace the salvaged one with the heat pellet in it.  Talk to a couple of smiths and merchants to source the stuff I need for the expedition.

I'm estimating I'll want a bunch of looting tools.. pickaxes, rope, twine, a drill, some shovels, paper and pencils or ink, chisel and hammer, mechanical tools for disassembling stuff, as well as some bags and canvas for carrying stuff with.  Let the word spread that I got my money from exploring something and I'm in town looking for a sponsor for an expedition.

Then head back to my room and sleep.  That was a full day, and I want to find out if I'm under a progressive illness.

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Pancaek

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Re: Cabal: Wizard Open World Game
« Reply #1992 on: October 19, 2019, 02:06:14 pm »

Keep following Darwin. Tie up the unconscious bugman we're dragging along with us, just in case it decides to wake up from its beaty sleep

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piecewise

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Re: Cabal: Wizard Open World Game
« Reply #1993 on: October 22, 2019, 02:11:23 pm »

Continue north, try to search for any activity. Is there anyone still alive? As I near the burned buildings look for anyone who could have been the burners
It looks to you like these buildings were burnt down several days ago at least, they're not anything you can really help with now unless you were of a mind to rebuild them. You ask a local and he says that about a week ago a group of men came in, robbed a building there and torched it on the way out. Several more went up before they could control the fire.

Neurotoxin works. Preferably not flammable, unless you're going to tell me permanent immunity to explosions and fire will come cheap.

Use a Knowledge spell to scry for information on whatever chemical just made me unconscious. Probably still enough of it in my system. If I can get its identity, follow up with a spell to see that substance through walls.

Check the walls. Estimate how much force would be needed to demolish them.

Look through the cracks.

Locate the exit.


Spoiler: Zavi (click to show/hide)
Lets go with a nerve gas then. Non-flammable and you can control the effects via concentrations.
[8v3] -3 mana
[3v3] -3 mana
The substance is apparently Diethyl ether and there are a few traces of it around, but there is a large bottle of it in a nearby structure. You don't see anyone walking around with an ether soaked rag or anything in their pocket, unfortunately.

You press against the wall with one hand. It seems...well its not flimsy persay but its not unbreakable either. You'd have a hard time kicking your way out, but if you had a sledge hammer or something you could probably bash the wall down.

The exit to the room is a door, albeit one with no knob or way to open it on this side.

You peak outside through the cracks. Its midday, you think, and it looks like you're on a scrapyard of sorts. You can hear people and work going on but cannot see anyone.

One of us should go back and bring a proper force to raid this place. We'll need more manpower to make sure we capture everyone and none of the kidnappers escape, and we dont know if the victims could be mind-controlled into fighting us. 3 people is not enough to surround and contain an entire encampment after all. Note that it doesnt need to be magebreakers. City guard can do this just fine.

Spoiler: Nina (click to show/hide)
You call for backup. It will be a good day or so for the message to arrive and for backup to get into place.

Quote
Depends on size but I'd say 20 gold for a big sturdy flask would work.

Huh, kinda pricy, but ok then! Buy a bottle like that and convert all of the biometal to thaum, except for about 15 kg worth. How much thaum?

Quote
For naturally occurring diamonds, I think the End path would probably be the most functionally useful to you.

Neato. So, what kind of difficulty roll are we looking at here? And how much gold for a compass or other tool to be enchanted?

Finally, how much gold for a bunch of supplies and digging tools and such to facilitate the mining? and how much does a manual laborer cost per day (include cost for their logistics in here).


Spoiler: Darwin Zeppeli (click to show/hide)
140 total.

Difficulty would be dependent on the radius effected. Lets say it goes up by 1 level for every hundred feet of effective area.  As per a tool, you probably want something with 3 dimensions of movement so it can point up and down too. Something like a 3 axis gimbal with a pointer in the center. For that we'll say 2 gold.

Lets see...I'd say in order to set everything up for a fully functional mining camp would be 100 or so gold, and then 5 silver every day for each worker you employ. This is of course assuming a well set up camp with the supplies needed to do just about whatever they need to. If you just wanna give some people picks and let them do their best, thats a lot cheaper.

Keep following Darwin. Tie up the unconscious bugman we're dragging along with us, just in case it decides to wake up from its beaty sleep

Spoiler:  Écalir Speedwagon (click to show/hide)
You tie the bugman. Which sounds like a euphemism but I'm pretty sure its not.

Well, this curse will make further exploration of the ruins more difficult. So for now, I'll carefully hide anything I can't carry with me in my little base, then pack up the cat, my stuff, and as much magicoal as I can reasonably carry and head back to the surface. Hmm. Little Miss seems ot prefer that Felix act on the side of 'good,' so instead of looking for a bloodsport arena or some back alley thugs to murder, I'll head over to the local law enforcement / military barrack and find out if they need any bandit raiding help. Maybe that patrolship we encountered on the Flux could use some help offing the bandits in that ruined town or something.

Contemplate what will likely happen if I continue eating magicoals.


Spoiler: Felix Testimony (click to show/hide)

You pack up your things, loading your bag with magicoal, and return to the surface. You make sure to carefully hide the left behind things and also hide the way back to the camp, closing things off as best you can so that the potential treasure trove down there remains secret.

You inquire at the local law office about [8v2] a way to volunteer your services and do your civic duty with the great magical powers given to you. They point out the bounty board and also point you to the office of the militia that runs that patrol boat. They don't even ask why you're standing there holding a knife in this distinctly non-threatening environment.

[4v4] Well, they're condensed magic. You'll probably get magic out of it. Maybe even words. Or maybe you'll catch fire and explode or something like that. Probably depends a bit on how sturdy you are.

Climb up and stab its eye.
Spoiler: Robert Grant (click to show/hide)
[1+1v4][3+1v8][2v6]
You make a go at the eye of the beast but there is a sudden shift and you find yourself in freefall for a long moment.  And then the odd toothed maw of the ray sweeps forward and slams shut on you.  The thing has no teeth as you'd think of them, just two great walls of knobby bone that slam down onto you. Surprisingly, your armor holds up against the blow, reducing the possibly fatal crush to a merely very uncomfortable and bruising experience. You tumble back into the dark wetness of the creature's mouth, rolling down its esophagus and past where your ax is stuck.

You grumble to yourself. This is starting to get tedious, but its probably gonna be worth a lot of mana if you manage not to die.

(Aww, thauming the nearly-unique black biometal to turn it irreversably into relatively common mana.  Although I suppose 5kg is enough for an equipment piece, even if not for an impressive non-bird organism.)

Sell all the steel save for a good sized rod of ~5kg which I'll keep in case I need some steel material to reshape into a tool or weapon or something.

Keep the Adamant weave.  How much of it do I have?  Enough for a bag, say?  An outfit?  Several outfits?

How's it compare to steel cloth?  I'm assuming it's equivalent to steel cloth for armour, except since it's non-conductive, would be resistant to electricity.

Buy a real lockable steel box to replace the salvaged one with the heat pellet in it.  Talk to a couple of smiths and merchants to source the stuff I need for the expedition.

I'm estimating I'll want a bunch of looting tools.. pickaxes, rope, twine, a drill, some shovels, paper and pencils or ink, chisel and hammer, mechanical tools for disassembling stuff, as well as some bags and canvas for carrying stuff with.  Let the word spread that I got my money from exploring something and I'm in town looking for a sponsor for an expedition.

Then head back to my room and sleep.  That was a full day, and I want to find out if I'm under a progressive illness.

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Alright, I think we covered the price for that on IRC.

You have enough for a large bag or a shirt or pants. Not enough for a whole outfit.

Its d8 protective against cutting and stabbing, offers no protection against blunt force though.

Alright. You remember how much you paid for it? I don't.

Alright. If you're getting all that just for yourself, then about 100 gold could probably completely outfit you with the various tools and goods you need. If you want extras or to outfit multiple people, it will cost more. You let everyone know about your desire to find a patron in no uncertain or vague terms.

You head back and sleep the night. You wake up feeling better than you did the morning before, which is good. You also have a letter downstairs with the innkeeper who says there's a man in the noble district who wants to talk to you.




Naturegirl1999

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Re: Cabal: Wizard Open World Game
« Reply #1994 on: October 22, 2019, 02:15:30 pm »

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"Do you know where they went? What did they look like? How many were there?"
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