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Myth: A New Age CYOA

Discussion in 'Choose Your Own Adventure Land' started by Fangshi, Jan 15, 2014.

  1. Nevill Arcane

    Nevill
    Joined:
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    Shadorwun: Hong Kong
    Fangshi, drop by from time to time, will you? We still love you, update or no update. :love:

    I decided to bump this thread with the reminder of the current plots and mini-plots we have running. It is easy to forget them since the current events overshadow most of them in importance, and some of them happened about a year ago in real time. Some of these are waiting for us to act on them, and some of them might have consequences down the road.

    Economic matters:
    - We took notice of the Building Society and their cooperative system. We might want to consider reintroducing it to Fort Blackrock as we try to fit 400 of our Boys there.
    - We still have plans to introduce the banking system to the Empire, though they have been put on hold due to the war.
    - We considered opening a Gate between Myrgard and Muirthemne with the help of a powerful energy source that is currently in Dietfried's possession. It cost 200 WPs last time we asked and Melete is probably the only one who can get it to work.
    - We told Mayer to look into making Blackrock self-sufficient.
    - We still have a number of merchant contracts on our hands regulating trade between Myrgard and Stoneheim.
    - We have learned about a caravan that may have or may have not belonged to Thais' father, and which should be loaded by expensive merchandise. It is held within one of Finn's artefacts courtesy of Cropper's curse.

    Muirthemne matters:
    - We have contacted Gareth before and told him to investigate the necromancers in the city and their potential ties with the Watcher.
    - We have sent Nephila to Madb with a recomendation letter and requested her to disarm the wards on TWM's journal and translate Gullveig's correspondence, then leave the items at Madb's.
    - We have plans to ask Finn to send one of his messengers to Madb to retrieve the translations and leave her a letter for Gareth.
    - The subject of the letter is not yet finalized, though I suggested having him investigate the two remaining Watcher generals, the Weeper and the Sliver of Hatred, as well as the groups that oppose them in Gower and the Twelve Duns.

    Myrgard matters:
    - We have sent a report about the battle near the oasis to Albrecht. We have also warned him that the the Royal Guards may be compromised.
    - We have issued an order for Myora to have our Blackrock rats spy on Welf, Hesse and their champions.
    - We have made arrangements to have a large number of Hesse's guards recalled to Myrgard to free the place for the Boys. Hesse and his champion were to remain in the fort under Argus' supervision.
    - We have left the Black Arrows as the de-facto Albrecht's private guards, seeing how he doesn't have too many forces that are completely loyal to him. We authorized them to borrow our other people if necessary.
    - The other major tasks for our forces in the capital are eliminating Rand and locating the cloning facilities. Ceannard might have a few contacts in the underworld to help him with that.
    - We have instructed Timo&Mayer to make Thyra the maid into a double agent to try and track Rand and/or cloning facilities.
    - We have instructed Mayer and Albrecht to run a joined "Fata Morgana" con for energon cubes. Estimated return is 25 cubes for 50 WPs.
    - We have also instructed Timo&Mayer to pay attention to the mages that would place orders for large quantities of energon cubes, as those may bear a connection to the cloning facilities.
    - We dropped Timo a few hints how one can possibly identify Rand (by not recalling his features even though they should be able to).
    - We have made arrangements for the destruction of the Weazels, though we also warned Timo so that he could protect Wenzel from the worst of it.
    - We have learned that one of Wenzel's captains, Aki, was compromised by the Watcher and has departed to the south, with Timo's agents in pursuit.
    - We have asked Timo to investigate 'the wyrm of flame and shadow'.
    - We have asked Timo to investigate Cuulagh, whom we suspect to be a mysterious stalker archer.
    - We have the Souvereigns investigating the graffiti in the capital under Astrid's supervision.
    - We have 6 wounded or incapacitated people to take care of - Melete, Bari, Neel, Stigr, Anleifr and Brenna - that we should look into upon finishing the more pressing matters. There is also a number of people among the Boys who suffered injuries during the fire.
    - We have learned that Mayer is serving Morpheus and what happened to his wife, but we are bound by our word to the White Lady not to tell Morpheus about how we found it out.
    - We have tasked the Royal Academy with researching a magic dampening armor.
    - Jan is currently investigating the means of activating the god-killing spearhead.

    Stoneheim matters:
    - There is a demon there masquerading as a lawyer that has ties with the upper classes of the city society.
    - The city is home to Birgir and his wife, who are among the most influental bankers in the Kingdom and are also known supporters of the Spider Goddess.
    - We have about 20 mercenaries and 2 officers from Blackrock Securities stationed there, to our knowledge.
    - There supposed to be a small cult of the White Lady operating somewhere in the city.

    Ghol matters:
    - We have an agreement with Nanshe to discuss the de-escalation of the ghol/dwarven conflict after the situation in the south stabilizes.
    - We have contacted Nanshe and suggested she took over the southern clans, particularly the Tusks, who now have their warriors slain. Our interest is locating and securing Lilli, whom Nanshe can trade us later.
    - We still have the possibility of restoring High Priest Enki's arm in exchange for Lilli's life open.

    Miscellaneous matters:
    - We have learned about a table where Finn dumps the ones who crossed him. Might want to keep that in mind if we want someone to disappear... or found.
    - We have Hallr dumped into the Dreaming with full access to whatever knowledge he might have.
    - Dietfrieds might be able to construct an enchanted item that would mask one's appearance. The cost is estimated to be about 100 WPs for entities that are close to a human build.
    - We have an open invitation from Finn to visit his palace extended to our friends, including Nine.
    - We have our first Dreaming session scheduled somewhere around this week.
    - We have a written will - that Morpheus is supposed to send to Gareth after our death, - that nominates Mazzarin as the defender of the Dwarven Realm. We might want to destroy it if we think it became unnecessary.
     
    Last edited: Oct 8, 2015
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  2. Fangshi Arcane

    Fangshi
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    I should be able to manage that.

    I still do not have anything approaching reliable wifi access and the computer with the CYOA on it is being temperamental at the moment but I might be able to come up with some sort of workaround.

    I think I will link your post to the front page, it may be useful for people that want to check information. If there is anything else anyone wants clarified or added than feel free to ask.
     
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  3. Jester Arbiter

    Jester
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  4. Nevill Arcane

    Nevill
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    Alright. I am a graphomaniac. So what? Being hospitalized with nothing better to do does that to people. :M

    Jester would probably like that one:

    Show Spoiler
    The Rodent Commonwealth Air Force Initiative Report.

    Since the formation of the Rodent Commonwealth Air Force (or RCAF for short) two months ago, our metalworkers from the Three Families have finally presented the first working prototype of an air combat ready vessel, signaling a new era for the mousefolk, an era of air dominion. That which once was forbidden and was a source of fear and hatred is now ready to submit to our will. This document aims to discuss how to best utilize this historical breakthrough in the interests of the Commonwealth to ensure its continued survival and prosperity.

    As the construction of these vehicles does not come cheap, and the materials required are not always native to the Fort, the RCAF Initiative Committee was tasked with finding a way to turn this development into an income source for the Commonwealth, rather than a resource drain. The Committee believes that they have found a solution to this dilemma, by inviting several clans to join the Initiative and offer the services of their chosen members to the interested parties, with the Lost acting as an intermediary between them.

    The document is divided in three parts, which deal, respectively, with the capabilities of the air vessel, its crew, and the services they provide.

    The Aircraft:

    The principles that went into the aircraft's design are borrowed from our long-time enemies. It is propelled into the air by a pair of fast-moving wings that are able to unfurl and support its gliding on the air currents once a desired altitude is reached. The hull of the machine is two and a half Cheeses* long and about half a Cheese wide. Its wingspan reaches five Cheeses while fully spread, and we have managed to keep its weight - without considering the weight of the crew - under one Cheese, due to the careful selection of materials that went into its construction.

    It is fueled by Energon dust that also doubles as an ammunition for the spell cannon installed on the craft's underside. The spells are cast into the cannon by a qualified member of the crew and are channeled through the barrel while a dedicated gunner aims the weapon. The aircraft also has a compartment that can fit half a Cheese's weight worth of cargo and can be emptied at command, though the increased load may negatively affect the vessel's maneuverability and fuel consumption.

    The vessel is equipped with gliding cloaks in case of an emergency evacuation or if there is a need to drop an agent without making a landing.

    The aircraft can pursue a variety of missions:
    - scouting, be it the mapping of enemy forces or unknown areas, or merely a patrol duty.
    - message or goods transportation, transmitted either in person or via a cargo hold.
    - limited fire support, including igniting flammable substances, assassinations (though casting a spell that powerful would rapidly consume the fuel), and bombing runs.

    * 1 Cheese (Cs) is a measure of both weight and space, depending on the topic. This measure used to differ from clan to clan as they all have different preferences, however, the Commonwealth have succeeded in establishing a universal system by using Mazzarilla cheese as a standard. 1 head of Mazzarilla cheese is roughly equivalent to 30 centimeters in diameter and 1.5 kilograms in weight. The standard was kept in the Commonwealth Bureau of Weights and Measures located in the Fort cellar, until its unfortunate destruction (or rather, consumption) during the Blackrock Siege. A replacement was supposed to arrive as a part of the fulfilled contract between the Lost and the Commonwealth.

    The Crew:

    The crew of the aircraft will be recruited from the best of the best, and will require filling these roles, at the absolute minimum: a Pilot, who also doubles as a Captain, an Air Mechanic, a Navigator, an Air Gunner and a Spell Caster.

    The Committee believes that the role of the Pilot, as the one that is pivotal one to the survival of a unit as a whole, would be better served by members of the Ratguard, in recognition of their valor, ability and determination in the battles that forged the Commonwealth. They will be granted authority to speak on behalf of the whole crew, and will represent the Commonwealth to the parties that require their services. They will be provided with a Mouse-Human-Decryptor (or MHD for short) to facilitate the communication.

    The role of an Air Mechanic is to maintain the engine and look after the aircraft. Given the highly complex nature of the machinery that went into its creation, not to mention the magical components, the Committee decided that the highly studious Grey Seers would make the best fit. They will also double as dedicated spellcasters to power the craft's weapons and their advanced knowledge of Dwarven language should come in handy in case of MHD loss. As someone with the best understanding of humanoid psychology due to the changes they have undergone, the Seers are well-positioned to aid the Captain in the negotiations between the parties.

    The Grey Seers will receive mandatory training in 3 spells: Fry, Shock and Blow*. They will be responsible for guiding the crew to safety in case of the aircraft loss.

    A dedicated Navigator is necessary for the craft and its crew to return back to the airbase. They need to have a keen eye for details, a good memory to note the landmarks that would help them trace the way back home, and a penchant for stargazing. Observers would be a natural choice. They can also be tasked with mapping duties during the recon missions.

    Finally, there needs to be a spare crew member with no particular specialization to aid with cannon targeting and repairs, or to switch with the pilot in case of a long journey. Anyone possessing sufficient physical qualifications would be able to handle this task.

    Thus, the standard crew will look as follows:

    1 Ratguard to serve as a Pilot and a Captain,
    1 Grey Seer to serve as an Air Mechanic, a Spell Caster and a Negotiator.
    1 Observer to serve as a Navigator and a Spotter.
    1 volunteer from warrior clans to serve as an Air Gunner and a Bombardier, or as a Relief Crew in times of need.

    * Firebolt, Energy Bolt and Light Breeze in Bruig.

    Terms of Service and Payment:

    The unit will offer its services for 5 WPs a month, for a maximum period of 1 year, excluding the costs of maintaining and fueling the aircraft, which will be covered by the employing parties. The Committee agrees that the services should only be rendered to the parties that are approved by The Lost or the representatives of thereof. As of this date the jobs on offer are restricted to providing scouting information and fire support for the divisions of the Royal Army, but the list will be expanded if need be. Considering that the crew members will be spending the better half of their lives in mercenary service, they have a right to be rewarded accordingly. However, since the Initiative's common goal is the prosperity of the Commonwealth as a whole, the payment distribution should reflect that as well. Furthermore, the clans that offer their best and brightest should also be provided with a suitable compensation as a reminder of the importance and prestige that their participation in the Initiative entails.

    Thusly, the annual earnings, 60 WPs in total, will be divided as follows:
    20 WPs worth of coins will go to the crew, to be distributed equally among them, so that they may live the rest of their days in luxury. Should a crew member meet their untimely end while on duty, their share will go to their closest living relative - or to their clan, should there be none left, - unless the crew member in question made a prior arrangement.
    20 WPs worth of coins will go to the Rodent Commonwealth. 10 WPs are to be distributed among the clans that supplied the personnel, while the remaining 10 WPs will go to the Commonwealth Treasury.
    20 WPs worth of coins will go to The Lost, for providing the necessary technology and contacts to make the Initiative possible.

    The aircraft is expected to be returned to Fort Blackrock upon the completion of the service. Should the aircraft be lost in action, its cost is to be recompensed by the employing party separately.

    Since the coins will be kept in the fort treasury anyway, the Commonwealth and each clan participating in the Initiative will have to open an account with the Lost. Two accountants to keep track of the money flow, one from each side, will be appointed by the commandant of the Blackrock Fort and the Commonwealth representatives. Clan representatives will be able to make use of their deposits by making their requests known to their accountant, who will relay their needs to his humanoid counterpart, and thus to the Fort commandant. These requests are supposed to be granted within a reasonable timeframe, provided that they do not threaten the overall integrity and safety of the Fort.

    The deeds of the heroes and their tales of lands beyond the Fort are to be recorded in history annals upon their return, courtesy of the Blind Brothers. May their bravery and dedication serve as an example to us all and be commemorated for the generations to come.

    Signed,
    mice-president of the Rodent Commonwealth Air Force Initiative Committee,
    Benjy of the Soft Paws.

    RCAF Insignia:
    [​IMG]

    TL: DR
    - Make rat-sized ornithopters based on Melete's mechanical bird design that we've seen. Kinda like this, except crewed and magically powered:
    Show Spoiler
    [​IMG]

    - Reduce fuel consumption by making it able to glide.
    - Equip it with basic offensive capabilities to fend off occasional birds and ignite things.
    - Offer it to the detachments of the Royal Army as aerial scouts, and split the income. Those who don't have the luxury of air balloons (which is mostly everyone) would appreciate its capabilities as a spotter and a messenger, if nothing else. It is also nice that it can ignite satchel charges from a distance and dispose of a single target with a well-placed Firebolt shot. At 5 WPs per month the service seems to be well-priced considering the benefits they offer during the times of need.
    - The ornithopter lacks the elegance, speed and maneuverability of real eagle scouts, but the mercenary unit as a whole has more versatility and is more capable of independent thought, which might lead to a higher success rate. The very existence of Commonwealth also offers the mercenaries a motivation that no bird has.
    - If we can lease 10 units per year, that is 200 WPs of annual income right there. And I expect that the demand might be higher.
    - The Rodent Commonwealth gets fully recognized as an independent civilization - as long as they respect the rights of the Lost and their charges in turn - and is offered a degree of autonomy to develop as they see fit, going as far as maintaining a bank account that they can draw from. The God-Emperor of Mousekind will happen! :obviously:

    Show Spoiler
    P.S.
    Advanced prototypes for specialized use could be developed, too. For example, one can build a highly expensive heavy-hitter that utilizes illegal Energon Crystals as a power source (a bit on the heavy side, but they would produce enough power for the vessel to maintain flight), and uses two Elite Grey Seers instread of one. The two Elites are to be taught the Greater versions of spells. The spellmice would not be able to cast these by themselves, but it will be possible for them to create a one-time Greater Heat Bolt with the Crystal's power. Essentially, this is a fantasy version of a C&C Ion Cannon which can hit anywhere and melt anything (last time we used the bolt against TWM, it blew a several meters deep hole in a solid granite). Add a few tricks (like adaptive color scheme to make the plane unnoticeable in the sky) - and you get a perfect assassination tool. Death from the skies, indeed.

    Naturally, the consequences of this weapon falling into the wrong hands are too numerous to list, which is why their use should be strictly limited to Pathfinders, and only with our explicit approval.
     
    Last edited: Oct 8, 2015
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  5. Jester Arbiter

    Jester
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    Hmmm if i may.

    We are planing to make communication spells, so adding some kind of targeting system to plane might be good alternative layout (or mby some kind of spy-plane). There are mortars in setting limited to sight range probably. (range of 1950s real world equivalent is 4,500 meters to 5,650 meters) With Mel such range should be doable and taking into consideration how centralised formations are, ranged combat should be very effective. Finding out position of artillery you don't see is hard. Even harder without skirmishers, cavalry, or communication. Researching that and even basic camouflage to make it harder to find with spells will make our tactician giggly. Us to, taking into consideration first thing warning about our hidden asset are shells raining on enemy formations.

    Edit. Oh and thank you for rats.
     
    Last edited: Jul 13, 2015
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  6. Nevill Arcane

    Nevill
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    I am bored again. Let's continue the 'planning for the future' sessions.

    How to kill Faceless:

    Faceless has proven to be notoriously hard to kill or imprison, to the point where the most powerful being in the Universe has trouble reining him in. Yet his continued existence is a threat to us and our organization, since he made a promise to make us a part of his plans. It wouldn't be so bad if the people who were a part of his plans before ended up better than they did.

    So, what could a pair of mages who are not yet 30 do to one of the oldest living beings in existence?

    A whole lot, actually.

    First things first, he is vastly superior to us in terms of ability and experience. That means that he is, rightfully, very dismissive of our capability to hurt him in any meaningful way, and he is not in the least afraid to show himself before us. That negates two of his biggest advantages - his paranoid preparedness for anything as well as his stealthy and secretive nature. We are not worth of being considered a threat, nor are we significant enough to hide away from, as opposed to his archmage colleagues like Alric, Deceiver or Mazzarin. He is much more likely to turn his back to us - as he did in the Dreaming - knowing that there is not a tool in our arsenal to harm him. We can never best him in physical combat, and whatever spells we may have pale in comparison to the simpliest of his cantript.

    Yet such a tool exists. It's the god-killing spearhead, the very same tool he might have used to kill the Swimmer.

    We can't deliver it to his heart ourselves, of course. It is a stupid delusion to think we would ever be able to best him in spear combat, and he would be much more aware around the beings that might. But what if it is delivered via a method he does not anticipate?

    So, this is the outline of the plan:
    - Wake up Melete. We'll need her for this.
    - Have her work on an arquebus that would be able to shoot an... unusual projectile. Do not tell her at any point what is the actual purpose of the project, just the technical parameters.
    - Have a leaden compartment inside the arquebus where the bullet will be kept. The lead should block any signals radiating from the spearhead, making the whole device appear mundane and making it impossible to tell what it is loaded with.
    - Mask the arquebus as a magic staff with the trigger on a handle. Make is so that the weapon maintains itself and is capable of firing even after decades. It should not be too difficult - all we need is one shot.
    - Make some kind of indicator that the weapon is primed and ready to fire. This is important.
    - After Melete finishes the project and we test it (with something else than an artefact spearhead), erase all the traces in her memory of ever working on it. No one should know that such a weapon exists.
    - Consult with Mazzarin about any modifications to the spearhead enchantments to make it a certain - and preferably, instantaneous - death.
    - Have Thais - or other trusted mage which is a subject I would touch upon later - put a trigger inside our mind (Delayed Reaction I think this is called) that would make us fire at Faceless when his back is turned, when we are sure he is not an illusion, and when we are sure the weapon will fire. No willsaves or anything - pure reflex and full conviction that this is the way it is supposed to be. Put as many conditions and contingencies as you can to make it succeed - we will only have one shot at this, so we have to make it count.
    - Erase any memory of Thais ever putting such a trigger inside our mind.
    - Have a trusted mage erase any details in our mind that pertain to this plot. Now, no one but this one mage would even know that such a plot ever existed.
    - Wait for the Faceless to contact us, which will inevitably happen.
    - ???
    - PROFIT! or DEAD END! or both - but them's the risks when you go against archmages. :salute:

    A 'trusted mage' is someone who we can trust not to mess with our head beyond what is required by the plan, and it might be important that it would someone who can never be pried for information by the Faceless so the plot always remains hidden. For now, I can only think of two such mages - Emrys and Mazzarin himself, if we can get his word on this matter. As the triggering spell might be highly complex, I think Maz is the better bet, should we manage to convince him not to act on any other information that is inside our head. :lol: But we are his only hope of ever catching upo with his elusive adversary in a reasonable timeframe - he certainly couldn't succeed at it for centuries and there is no guarantee he would be able to now.

    The plan would also require a certain mental conditioning - for example, for us to take care of the staff at all times (could be done if wee attach a certain sentimental value to it, maybe something related to Henry), or for us to conclude the meeting with Faceless alone and away from civilians or our other members. Or the reason to seek out Faceless in the first place. But it can be done during the 'put the trigger' phase. It is likely that Thais might need to undertake the same process so that her memory does not differ from ours.

    The strong point of the plan is that there is absolutely no way to predict it coming. The personal firearms are a relatively new invention and are not widely known, so 10 thousands years of experience won't help Faceless there. And how do you anticipate an attack when even your would-be assassins don't expect it until it actually happens? Once the mind alterationis done, there is nothing magical left that would differentiate it from your normal, unaffected brain, so there will be no signs that anything is wrong. It will probably come as a bigger shock to us than to the actual victim. It does not take any preparation or time to pull a trigger as opposed to casting a spell, so there will be no warning either. And even though we have a certain connection with Mazzarin, Faceless would never suspect that the Great Mage could come up with such a scheme or impose it on his 'saviors' (largely because it's the truth), and it would never occur to him that insects like us might be the ones to plot against him.

    In other words, it is a perfect crime.

    I think if we are going to pack this adventure at any point, and write an epilogue, this is what I would like to try, even if it would be the last thing we'll do. Just to say 'fuck you' to the asshole who thought his age and power give him the right to control mortals. Well, not on our watch! :cool: This is a new age, get on with the times, geezers!

    Nine's alright , though, since she has a mind of a five year old and is thus eternally young. :roll:
     
    Last edited: Jul 15, 2015
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  7. Jester Arbiter

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    Hmm not sure i wish to kill him. I am more concerned with light/dark stuf, but ...
    We can use trigger condition to make ourselves believe in same lie as Thais skipping 3rd party involvement.
     
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  8. Nevill Arcane

    Nevill
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    If he leaves us be, sure, I don't want to get killed either. But I doubt he would. I just want to have a method that would let us 'even' the playing field, if the need arises.

    Can't skip it, I'm afraid. Someone needs to erase our memory of the plot, or the Faceless would simply read it from our head. And to erase the memory of the plot you need to be aware of the plot, else you can't find that memory.
     
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  9. Jester Arbiter

    Jester
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    I mean get a hidden trigger program into Derryth to change Thais mind to not "record" changes she is doing. Something like making separate partition and erasing it after.
     
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  10. Azira Arcane Patron

    Azira
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    Codex 2012
    Is this LP officially abandoned by now?
     
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  11. Nevill Arcane

    Nevill
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    Shhh. It's sleeping.
    Show Spoiler
    [​IMG]
     
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  12. archaen Arbiter Patron

    archaen
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    Well at least we got Melete in Treave's LP.
     
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  13. Fangshi Arcane

    Fangshi
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    Sleeping would be a good way to put it.

    My laptop died weeks ago and I am still abroad so my desktop is not of much use. I dont really want to write updates on my phone either, so all that leaves the CYOA in a tight spot. I am still here though and I still intend to continue with it as long as there is interest but it may be on hiatus for some time yet.

    Afraid I cant really give hard estimates at the moment.
     
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  14. Baltika9 Arcane

    Baltika9
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    Just finish the update and PM it to me. I'll format, spellcheck and post it here. Would really help to motivate me in regards to that summary I'm writing up. Ehum.
     
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  15. Nevill Arcane

    Nevill
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    Don't listen to him! He'll demand money for it!

    And we will pay, too. :negative:
     
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  16. Baltika9 Arcane

    Baltika9
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    In titties and beer.
     
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