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Known World - Dead Gods hear no pray (CYOA) - "frozen"

Discussion in 'Choose Your Own Adventure Land' started by Karwelas, May 9, 2015.

  1. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    What are the differences between 2a and 2b? A the people live, b the people die?
     
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  2. Karwelas Dwarf Taffer

    Karwelas
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    Yes and that it will take bigger amount of people to feed on then harmlessly. (10 or 9). Sucking them dry means that they will just die. Not that it matter for Council as they give you criminals, usually. Or people that know too much. Still, it can matter for some people, like your companions. There is something disturbing in view of people dying just becouse someone touches them, even for longer while...
     
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  3. Karwelas Dwarf Taffer

    Karwelas
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    Also, another thing - if you have any topics that you want to talk about with anyone you can meet/questions for new and old party members - feel free.
     
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  4. Nevill Arcane

    Nevill
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    Just caught up with this.

    Alexander and the leaders of the Wizard Guild are a must to visit. The first has information and spies, the latter have the means to do the things we need - or at least the expertise to say whether something is plausible or not.

    What exactly can we do in the Drunk Ward with Castor? I thought we would see him last, as a finishing touch, but does it make sense to meet up with him first to establish a better grip on what we are supposed to find?

    Ideally, consult with the wizards and assassins/thieves, and form groups to search the possible anchor locations. Wizards to find them, the assassins/thieves/spies to search them without being very noticeable/obvious.

    We should put our expertise as a Field Agent to use, we didn't choose this perk for nothing.

    I am not certain whether we should meet Castor first, to form our plan, or last, to make a report based on the information we will get.

    That's two days. Alexander, Wizards, Field work - 1 day, Castor and more field work in Drunk Ward - 2nd. Need to think of what to use the 3rd day on.
     
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  5. Nevill Arcane

    Nevill
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    Can you remind me who the leader/leaders of the Thieves Guild are, and what exactly do they do?

    Council mercs/guards are good as enforcers for when we find anything, but not much else. They are too well-known and will spook our targets. Can't think of a use for them. :|

    Whores/beggars? Don't know... if they know anything, the info will get to the Council, no? Through Katarina and their agents among the beggars. I see no reason to contact them on a lower level when we can get the information already filtered. On the other hand, if we need to start a rumor or find out spmething specific... but I don't see any leads yet.
     
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  6. Karwelas Dwarf Taffer

    Karwelas
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  7. Karwelas Dwarf Taffer

    Karwelas
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  8. Nevill Arcane

    Nevill
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    Well, the problem is that we are trying to find something that we don't know how to find, and we are trying to make a three-part plan where it is possible that we may discover a piece of information that we might need to act upon after we hear it.

    So far Castor is the only one who knows what we are looking for. Well, what's his plan? Or do we need to meet him to find out?

    Who is better at moving into places undetected - thieves or assassins? If we are looking to install some devices/bugs (the ones Wev was on the lookout about), who do we turn to?

    What's the idea? How Wev thinks she would do this as an agent if it was a task given to her by a spymaster?
     
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  9. Karwelas Dwarf Taffer

    Karwelas
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  10. Nevill Arcane

    Nevill
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    Well, this is the thing. If we are talking bugs, we are also talking stealth. If we are talking fighting demons, stealth goes to hell.

    I would expect thieves to have more experiences with traps and the like - avoiding demonic magic if there are no actual mages in sight. Otherwise we need not thieves or assassins, but city guards with a few ballistas to level the place.

    All right, that made me decide. Castor should be first. If anything, he can give us ideas what to ask of the guild leaders when we meet them.

    So my tentative plan is this.

    1) Meet Castor, hear him out, learn the potential leads. Examine the Ward we'll be working with (I suppose one of the anchors might be there, a dangerous/evacuated zone is an idea place to hide it in), find out ways to get in and out, who is stationed there and who we can count on when the invasion hits. If we are there during the attack, this information would be invaluable to survival.
    2) Meet Alexander and the leaders of the Wizard Guild. Form a certain cooperation between them that would help send out teams to look for clues. Mages should tell what to look for and if there are any oddities/fields/whatever to watch out for, assassins should do the actual scouting and try not to set off alarms for our enemies.

    Somewhere we should fit our own field work based on Castor's leads.

    Will think of what to do with an extra day. Probably searching the Wards.

    What does she think about mages as a source of information? Demons are Castor's forte, but this is still summoning magic, right?
     
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  11. Karwelas Dwarf Taffer

    Karwelas
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    Hehe, you see, not really. At least, Castor would claim so... let's say that it is responce from me, to you as players - pure gamewise and outside of plot. How magic work in Known World, let's say. I will later add it to first post.

    When any human/elf/whatever excluding dwarf borns, his soul is created/appears/come from pool of existence/yadda dadda - religions and theories on that are divided on this. He already have some part of his magic inside of him, both with connections to some forces of it. While there ARE something like 'schools' of magic from standard fantasy things, it is more like this:

    Magic user borns. His soul is strong with some of sources of primal magic... let's say that he is very connected to fire magic, but with this, he have much weaker connection with other sources. Of course, there are people that have strong connection with two or even more sources, but it is rare. There also are magic users that don't have any stronger connection and they can use every kind of spells, but their power never will be as big as someone with strong connection. Known sources (at least in Known World) or as Fangshi calls those - fields are:

    - elemental's (fire, water, earth, air - some people say that there is fifth element, either other then those that connect them and create life that for most of people is actually other, separated source or some conbination of those, but nobody ever gave a proof for that theory),

    - mind - anything connected to manipulating creatures minds (execpt ilussions), psionic or telepathy... anything. It have many subtypes, too many to count those.

    - life/death - based on manipulating live force, both in harming or healing way (Know that PROPER healing magic is combination between this and body source) Most important subtypes of it are: necromancy (standard giving live force to make dead bodies or leftovers of souls to create creatures without their own will and soul to serve) and Aeromancy - almost same as necromancy, but it is actually combination of life and soul sources. It make soul of creature that inhabited body before it's death stay in it and live as undead(what is important, it work only when soul WANT it. This is why aeromancy is often described as 'good' kind of necromancy. As good as creating undead monsters with free will can be)

    - body - every spell manipulating with any creature body is from this source. While it includes also transforming, it isn't only it - regeneration of wounds or broken bones also is part of it. While life source can fill your body, it is hard to keep it inside body that bleeds our or have chips of bones inside internal organs.

    - shadow and light - it is one of those that is problematic for any magic wizard as they both exist as sources, but on other hand... it is hard to count them as one. People connected to them often can't even cast simple spells from other sources and actual number of those people is so damn low that many things that they are either some kind of damaged or retarded in some way. Well, not 'retarded' in normal way, but rather magicaly... cripled. Their talents are broken. In other words, they are useless... mostly. It is really hard to find either powerful light or shadow wizard, but when those appear, many people want to be in other place. They manipulate energy from either light or shadow (natural only) and can materialize those in some ways, use them as weapons or catalizators to powerful spells and do other things like that (some people even say that shadow wizards can actually move between real form of shadows in some kind of parallel plane that connect those and summon creature from there. Nothing like that can be said about light wizards).

    - Soul (sometimes called Energy) - most powerful of sources and hardest to control. While manipulating life force is amazing feat, Soul magic is other level of that - it is manipulating pure form of energy that is both part of world and creatures souls. Some people (smarter then you) says that maybe this element is actually base of every other source, not only on Zinoth but whole universe outside of Void. Everything that have some matter inside of it, is fused with Soul force. Let me use Mazzarin from Myth as example there - he would use exactly same sort of magic in his most powerful spells. There aren't many people who can use this kind of magic, but most of people agree on one thing - this is area of archmages and it may be secret behind their power. Manipulating reality? Mass destruction of Gods? Shattering Voal and opening hole to Void? Soul magic. Also, as Souless, you have some kind of resistance to type of those spells that work directly on Soul. Word of Command - Die may not kill you, but turning your body into ash will work.

    And here we get to those magic that work OUTSIDE of Zinoth - you don't get those too many times and this is unique thing. Summoning creatures from other planes is kind of 'epic' activity on Zinoth, becouse of Voal that prevents from that kind of manipulations... but on other planes, diferrent magic may work. Demons are people outside of Zinoth and their magic may be very diferrent then you know... but you can fight back.

    There are also 'subgroups' of spells that are often hard to be closed in definiton any of sources above as those are often mixed spells using energy from many of those. I will try to write some here, but those will reflect your own character knowledge form that point. I will add more of those as soon as your character will learn about them:

    - illusions - subgroup of spells that concentrate on fooling people in many ways. Creating false walls, changing apperance without using true disguise, making fake sounds or smells... list is damn long.

    - tricks - not exacly spell subgroup, but I decided to place it there. When someone don't have enough magical force to cast real spells, but he have some connection to some kind of source, with enough determination and training, he can learn how to do something that may not exacly be possible for everyone else. Creating fire on his finger to light his cigar, making flashing lights, creating some wind to extinguish torch nearby... all of those are called tricks. Even if this IS use of magic, most of wizards would be offended to call anyone able to do only trick an magic user.


    Spellcasting in Known World - you don't cast exactly spells there, instead you use force combined with your focus and will. Some people just use certain incantations or rituals becouse it helps them keep focus.

    While forming energy to cast a spell, you use your own energy, doesn't matter if cast it from some sort of source around you or only from your own energy. You can't just cast spell forever. Even archmages can't, but they of course have more of power inside of them.
     
    Last edited: Dec 11, 2015
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  12. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    Can we send each named character somewhere on their own or do the function as "our group?"
     
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  13. Karwelas Dwarf Taffer

    Karwelas
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    Yes, but their own ways of doing goals may have have different results. Like, sending Regreh to do some silent job with taste... It may end rather not so good.
     
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  14. Nevill Arcane

    Nevill
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    Why Falr and any Castor-related activity don't mesh together?
     
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  15. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    I assumed Falr had to take us to Castor, but I may be wrong.
     
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  16. Karwelas Dwarf Taffer

    Karwelas
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    Depends what you mean. Falr is now party of your party and stay with you as support from Council.

    Actually, you can go alone, If you say that Castor request your presence they will ask him bout that and let you in. In same time, Assassins and Regreh can do other things that don't require your presence.
     
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  17. Karwelas Dwarf Taffer

    Karwelas
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  18. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    1 Day 1: Weaver, Regreh: a Assassins: ?
    Day2: ?
    Day 3: ?
    2C
     
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  19. Nevill Arcane

    Nevill
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    Ok, so. The Plan.

    First day - visit Castor and discuss possible venues of research with him. Examine the Ward in detail. Ins and outs, potential hideouts, the forces located there, possible secure places to wait out the siege, possible anomalies - anything that might be of interest either to our search or to our survival when it comes to operating there. This is something we need to do personally.

    First day - a) us, Falr, Avian and Natrila. I want our contacts to be present, and I want them to relay the relevant information to their peers and possibly chime in with their comments.

    Second day - meetings with Alexander and Wizards Guild. This will take half a day. The point is to organize joint teams to send out to other wards which would operate more efficiently than separate ones, and also get information about possible strange happenings/oddities/anything unusual in the City that can be connected to the invasion. The rest of the day I want to spend in the field, working on our own with the resourses and leads given to us by Castor and the two Guilds.

    At the same time I want Falr and/or Natrila to contact the Thieves Guild and Katarina/Beggars to help us during the third day.

    Second day

    First half:
    b) Thieves (Natrila/Avian);
    c) Alexander (us, Natrila or Avian), Wizards Guild (us, Falr)

    Second half:
    b) Whores, Beggars (Falr), Dwarves (Regreh);
    e) us;

    d) added - North Ward (Natrila/Avian and their assassins + wizards and thieves if they are on board)

    Our time: Alexander, Wizards Guild, Field Work (1 day total)
    Natrila/Avian time - Alexander with us; Thieves guild (1/2 day total);
    added - form a joint thieves/assassins/mage team and search North Ward (1 day total)
    Falr time - Wizards Guild with us; contact Whores and Beggars (3/4 day total)
    Regreh time - contacting dwarves (1 day?)


    On the third day I suggest we start combing the Wards with everyone we have.

    Third day - d) Thieves, Guards, Assassins, Wizards, our group and dwarves. Normally they could check 10 wards (1/2 day each, for each group, if I am not mistaken). However, I want them organized on a complementary principle. Mixed groups to cover any possible deficiencies. Also, use whatever is more logical - don't send Guards to patrol in Thieves Ward if that's going to cause tensions or raise suspicions. Look natural.

    Our group will search the Drunk Ward itself, and I want the best agents there.

    An exception is Dwarf Ward. I want Regreh to try and find out something there. Anything that can help our cause, really. If he can't stay quiet, have him find something who can. I doubt other groups will have much success there, they are not very inconspicuous among dwarves, and the Earthkin tend to stay away from other species, from what I gathered.

    The list of wards to search:
    Drunk Ward - our group (DO NOT STAY THERE UNTIL NIGHT!)
    Thief Ward -
    Thieves and Assassins primarily?
    Magic Ward
    Citadel -
    Guards primarily? Wizards would not be unwelcome, too.
    Beggars Ward - use help from the Beggar guild in searching the place
    Trade Ward
    Circle Ward
    Lords Ward -
    Guards primarily?
    South Ward
    Central Council


    Dwarf Ward - Regreh and whoever he enlists.

    Any obvious holes in the plan, Karwelas?

    Edit: North Ward isn't covered. However, I noticed that Natrila/Avian have exactly 1/2 day free, so they can tend to it during the 2nd day.
     
    Last edited: Dec 11, 2015
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  20. Karwelas Dwarf Taffer

    Karwelas
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    Nevill - so far as I read it, everything seems to be possible to do. Nice plan, by the way, but I expected that you would create something like this. :cool:


    Will add it to vote list.
     
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  21. Nevill Arcane

    Nevill
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    Ok. Then I vote for my own plan and for 2A.
     
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  22. asxetos Augur

    asxetos
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    1. Nevill's plan
    2. C
     
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  23. Karwelas Dwarf Taffer

    Karwelas
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    Don't be suprised if some of my post may disappear or appear in other place - I'm doing some cleaning in thread, moving informations to make it easier to navigate between those and adding some informations. Will send other post as soon as I will finish it.

    Also, 4 hours left to vote.
     
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  24. Karwelas Dwarf Taffer

    Karwelas
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    Voting closed... good night, by the way! I will try to finish update before end of weekend.
     
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