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Myth: A New Age CYOA

Smashing Axe

Arcane
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2,835
Divinity: Original Sin
Okay, so, half the squadron reinforces at the gate which isn't under heavy pressure right now (Unless we don't manage to destroy the ghols) The leader of the squad along with the other half moves in to intercept and take out the soulless. We move with a small escort to ignite the ghols' payload. Regroup at the gate to enter the fortress to take down the main group of necromancers if we don't get an update from any surviving guards about why that is a bad diea. I think messing with the necromancers isn't necessary. We're going to have to take out the main group and stop whatever it is they're doing.

It sounding more like this is an escape attempt and the guards are trying to prevent the necromancers getting out.
 

Fangshi

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Jan 9, 2014
Messages
1,997
Nevill said:
How powerful Shades are, in general? And do we have anything in our books to take them out?

Depends on the Shade and how much magical energy they have. A drained shade is just a slightly stronger and faster, sentient thrall that can float. A couple warriors can hack them apart without too much trouble. If one still has magic energy left then it is a minor archmage and should be treated as such.

If you ever run into one that has enough left to cast Dispersal Dream... well don't bunch up I guess... :lol:

To give you an idea of how strong a regular archmage is, your standard archmage is as powerful as Derryth, Thaïs, Lyssa and Christine combined.
 

archaen

Cipher
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Mar 10, 2014
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633
Nevill, For the hypothetical necromancy plan if it couldn't be obscured as a "confusion" effect it would obviously be a no go.

Seems like everyone is hell bent on rushing in so I guess super charging the bowling dwarf, making the bags go boom and running into the gate is the plan.

Fangshi, how far back is the Pathfinder safe house where we were at and does anyone in the guard know where it is? I was wondering if it is close enough for them to reinforce within five minutes? It might be worth losing one soldier calling in reinforcements in case things go sideways.
 

Fangshi

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Jan 9, 2014
Messages
1,997
archaen said:
Fangshi, how far back is the Pathfinder safe house where we were at and does anyone in the guard know where it is? I was wondering if it is close enough for them to reinforce within five minutes? It might be worth losing one soldier calling in reinforcements in case things go sideways.

A round trip to the safe house would take an hour or so all things considered.

The longer the battle goes on though the more likely other Albrecht patrols will return to the palace.

The military might also show up if things go on for long enough.


When someone has a plan they would like to put forward bold it or underline it or both so that I know it is ready. I will then add it to the list of options.
 
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Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
If you ever run into one that has enough left to cast Dispersal Dream... well don't bunch up I guess... :lol:
Just a reminder for anyone who might have forgotten.
You suspect that several people can know the same dream, the Shades during the war all seemed to know the Dispersal Dream and it is one of the confirmed Dreams that Alric has.
Alric knows at least one of the Dreams and used it during the war, this was the Dispersal Dream and is a terrifying attack spell. It is like a chained explosion spell that one hit kills its target and spreads to anyone near the target and then anyone near them and so on. It can wipe out whole formations of enemy troops in an instant.
So, I have a plan, guys. Go back to the Pathfinders, grab the girls, get out of here, and write our trip to Myrgard off as the stupidest thing we've done so far. Any takers? I think I am being reasonable here.

Seriously, though, I can't think of much else that would make the guards prefer being face-to-face with a horde of zombies, and knowing the general level of the necromancers we've met, I can't imagine a bunch of them (enough to make their group as strong as both of our protagonists combined) sneaking past the walls.

So I guess the current plan would be something along the lines Zero Credibility proposed. Rush to the gates, intercept the ghols with simultaneous casting of 'Create Fire' on the sacks they are carrying, kill the rear ghol in a similar manner, punch through the thralls with the 'Warrior's Mask' (break the spell once done to free one of the mages), take potshots at the Soulless (preferrably) and ghasts along the way to thin their numbers, and we can see where we stand from there.

Use the Enegon Cubes freely, they didn't cost us anything anyway. :D

Oh, and if there is a Shade inside, take cover in a true popamole fashion and let the dwarves soak up Dispersal Dreams. :lol: The only one in our party who could probably take it head on and survive is supercharged Argus. On that note, I propose giving him our ring with a 'Heal' spell with a promise he gives it back to us right after the battle. If Derryth and Thais get wounded, they have another ring to stabilize them. If Argus, our biggest tank and the most competent commander around, falls, we are fucked. We can't heal him unless we get to his body, and good luck with getting past whatever fell that mammoth of a dwarf.

If anyone has corrections, feel free to suggest them. Otherwise, let's put it to a vote.
 
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Smashing Axe

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Divinity: Original Sin
I agree with everything but giving him the ring. Can he even activate without magic ability? Even if he can, I don't want to give it to him. He's probably going to die heroically to some powerful magic and there'll be no ring left to recover.
 

Nevill

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Shadorwun: Hong Kong
The ring can be activated by anyone even without the magical ability:
It stores the spell. Even someone with no magical talent could use it.
And I want to give it to him to prevent him heroically dying, because he is the only one who stands between that powerful magic and us. Better him than us, I say.

Besides, the crown paid for the ring, and if we save their asses here, they'll pay for another just as easily.

Let's make it two separate votes, then. Your reluctance to part with the artefacts even temporarily is well-known.
 
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Fangshi

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Nevill said:
So I guess the current plan would be something along the lines Zero Credibility proposed. Rush to the gates, intercept the ghols with simultaneous casting of 'Create Fire' on the sacks they are carrying, kill the rear ghol in a similar manner, punch through the thralls with the 'Warrior's Mask' (break the spell once done to free one of the mages), take potshots at the Soulless (preferrably) and ghasts along the way to thin their numbers, and we can see where we stand from there.

Use the Enegon Cubes freely, they didn't cost us anything anyway. :D

Oh, and if there is a Shade inside, take cover in a true popamole fashion and let the dwarves soak up Dispersal Dreams. :lol: The only one in our party who could probably take it head on and survive is supercharged Argus. On that note, I propose giving him our ring with a 'Heal' spell with a promise he gives it back to us right after the battle. If Derryth and Thais get wounded, they have another ring to stabilise them. If Argus, our biggest tank and the most competent commander around, falls, we are fucked. We can't heal him unless we get to his body, and good luck with getting past whatever fell that mammoth of a dwarf.

So I take it this is a Plan?

If so I will put it and the no ring variant up for a vote.

Edit2:
Jester said:
Thais and Derryth and 5 spear dorfs as backup tasked with exploding ghols cargo. If they try to split they can use mind magic to stun carriers to make them easy targets, or retrieve item them. If ghols try to charge us we got meat shields.
Argus and 8 of sword dorfs into building closer to thrals to deal with Necromancers.
3-4 Granadiers with 2 sword dorfs sneak to 3rd building to nuke it with charges. (tell them to link up with us after)
1-2 Granadier throw coctail or two into windows of 1 building.


After Thais, Derryth and Argus tasks are cleared (and Granadier send necromancers gifts) link up and punch through thralls to gate and proceed there. Best possibility we will dispose of all people who can order those undeads, preventing them from retreat or think making them easy pickings for royal patrols. If only 2 and 3 are disposed still good, with possibility of 1 building mages distracted by fire making it easier for us to clear gate.

Edit:

So the Current Choices are as follows:

A) Single target:

i. Kill all Necromancers! You will start with the closest group and work your way up the battlefield.

B) Multiple targets:

i. Three prong assault (see above, Jester's post)

C) Freeform:

i. Gate Rush? Plan (see above, Nevill's post)

ii. Gate Rush? Plan sans Ring


Current Tally:

Nevill: Ci
Smashing Axe: Cii
Kipeci: A
Kz3r0: Ci
Jester: B
archaen: Ci
Grimgravy Ci
Zero Credibility Cii>Ci


A) Attack a target as a group: 1 vote
i. 1 vote

B) Attack multiple targets: 1 vote
i. 1 vote

C) Freeform: 6 votes
i. 5 votes
ii. 1 vote
 
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Nevill

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Shadorwun: Hong Kong
I figured someone might want to add something, so I didn't bold it yet.

But I guess it's ok.
 

Jester

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Hmm so we got charges huh.

Ok proposition for B:

Thais and Derryth and 5 spear dorfs as backup tasked with exploding ghols cargo. If they try to split they can use mind magic to stun carriers to make them easy targets, or retrieve item them. If ghols try to charge us we got meat shields.
Argus and 8 of sword dorfs into building closer to thrals to deal with Necromancers.
3-4 Granadiers with 2 sword dorfs sneak to 3rd building to nuke it with charges. (tell them to link up with us after)
1-2 Granadier throw coctail or two into windows of 1 building.


After Thais, Derryth and Argus tasks are cleared (and Granadier send necromancers gifts) link up and punch through thralls to gate and proceed there. Best possibility we will dispose of all people who can order those undeads, preventing them from retreat or think making them easy pickings for royal patrols. If only 2 and 3 are disposed still good, with possibility of 1 building mages distracted by fire making it easier for us to clear gate.

(Taking into consideration we got 5 coctails we dont need all 5 granadiers with us. Eliminating people equal to Thais is good investment of personnel lacking supplies.)
 

Nevill

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Shadorwun: Hong Kong
Fangshi said:
Each of the grenadiers has a couple satchel charges.
Something just occured to me. If the guards at the gates fall to ghasts and ghols - which they most likely will - we can detonate their satchel charges to blow up the enemy with them. Might be worthwhile.
 
Joined
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Messages
2,951
I'll go with Cii > Ci.

It may not be much of a plan, but with everything we don't know about this situation I don't know what else we can do. Helping at the gate is also what our dwarf warrior wants to do and he is a soldier in command here, so let him lead the charge while we take out the bag boys and provide support.
 

Nevill

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Shadorwun: Hong Kong
Well, after thinking about it for a while, a Shade in a broad daylight sounds like a bit of an overkill. If we wanted to, we could recall another pair of powerful mages that are unaccounted for:
Ori caves, it is clear he wants Bari's advice, "Alright, alright Bari. So two weeks ago one of our patrols caught a mage, we think she might be a necromancer but as we have no proof we can not just kill her."

"I would," Bari grunts, "Better one dead innocent than one living necromancer."

Ori rolls his eyes, "Alright, I can not just kill her. I am taking her back to the capital for investigation. I think the necromancers that attacked us were her allies but she will not own up to it."
As you slip into a nearby alley though, you swear you see a burning man step out of the ruins of the workshop, part of you worries that the Warlock may have survived as impossible as that might seem.
The most probable explanation is that the prisoner have escaped, empowered by her feminist ideals the Watcher's Stone. Well, that gives us a better chance of survival, but it is still bad.
 
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Fangshi

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Jan 9, 2014
Messages
1,997
I will give things another 12hrs and then close the vote. The update will be out twelve to sixteen hours after that.

So the Current Choices are as follows:

A) Single target:

i. Kill all Necromancers! You will start with the closest group and work your way up the battlefield.

B) Multiple targets:

i. Three prong assault (see above, Jester's post)

C) Freeform:

i. Gate Rush? Plan (see above, Nevill's post)

ii. Gate Rush? Plan sans Ring

iii. Split up the mages:

asxetos said:
Split up Derryth and Thais (with one hand weapon and shield dwarf each) to take out the 2 lesser necromancers and disrrupt whatever ritual they are preparing.
Send 5 hand weapons and shields dwarves from Albrecht's guard to the surviving gate guards and ask their grenadiers to target the sack carriers.
Send the rest Albrecht's guard to intercept the Soulless. Argus goes with them.


Current Tally:

Nevill: Ci
Smashing Axe: Cii
Kipeci: A
Kz3r0: Ci
Jester: B
archaen: Ci
Grimgravy Ci
Zero Credibility Cii>Ci
asxetos Ciii>Ci


A) Attack a target as a group: 1 vote
i. 1 vote

B) Attack multiple targets: 1 vote
i. 1 vote

C) Freeform: 7 votes
i. 6 votes
ii. 1 vote
 
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asxetos

Augur
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Feb 11, 2009
Messages
820
Location
Greece
I am a bit late to the party but here is my proposition:

Split up Derryth and Thais (with one hand weapon and shield dwarf each) to take out the 2 lesser necromancers and disrrupt whatever ritual they are preparing.
Send 5 hand weapons and shields dwarves from Albrecht's guard to the surviving gate guards and ask their grenadiers to target the sack carriers.
Send the rest Albrecht's guard to intercept the Soulless. Argus goes with them.

As a backup, i am also voting for Nevill's plan Ci
 

Nevill

Arcane
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Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Fangshi, I have a question that is not entirely related to the latest plot development.

Since this CYOA seems to be more dependent on mechanics than the others I've seen here, being based on GURPS and all, I'd like to know just how much of a one-hit wonder are we? Do we have some sort of hit points system in place? Or do you use additional factors to determine how lethal certain actions are, sort of "I don't care how much damage it does by the rules, no one would survive that".

It seems there is a lot of things that can kill a character instantly. The spider that bit Ari, the thrall's axe that almost killed Thais, the spell the Oneiroi used on us to get to Melete. Our own side doesn't shy from employing some devastating spells either, slinging firebolts that tear limbs apart and make people go pop. It is not something you see in the games - for example, one hit from an axe could never end anyone by itself, - but again, game mechanics never translates well into a serious CYOA.

So, the question is, does the concept of HP exist in this CYOA and they are just another one of the hidden parameters, or do some other rules determine whether the character lives or dies?

I had my doubts about this since I first saw Heaven Stones identified. By its description, it only adds +10% magic protection, yet it made all the difference in our fight with Miosguinn where he gave us all he has got - some of these spells we use now to explode people and one-shot thralls - and we only ended up with several broken ribs. Judging by the spells he used previously in a fight, normally this should have killed us twice over.
 
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Fangshi

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Jan 9, 2014
Messages
1,997
Nevill said:
Since this CYOA seems to be more dependent on mechanics than the others I've seen here, being based on GURPS and all, I'd like to know just how much of a one-hit wonder are we? Do we have some sort of hit points system in place? Or do you use additional factors to determine how lethal certain actions are, sort of "I don't care how much damage it does by the rules, no one would survive that".

I take into account the lethality of what is thrown at you and any defenses you may have to determine whether or not the character will be unharmed, wounded, severely wounded or killed. This usually involves a number of checks (or in a very bad situation a single check).

As a mechanical abstraction hitpoints work fine but they have always been something that has bothered me. I do not like how they can often allow a character to survive things that are truly ridiculous. A knife to the throat for example, mechanically the won't do that much damage most of the time (there are exceptions) but in reality it should kill the character the majority of the time. So in all the games I run I take these sorts of additional factors into consideration. It makes it more lethal for the players but I rarely get complaints as the same system applies to the NPCs and villains. I find that as long as both sides are bound by the same rules, and everything is fair, most people are fine with a little extra realism.

So yes, there are situations where a character will simply die if things get bad enough though I almost always allow a single roll for luck if nothing else, sometimes people make it through things that no one should...



It seems there is a lot of things that can kill a character instantly. The spider that bit Ari, the thrall's axe that almost killed Thais, the spell the Oneiroi used on us to get to Melete. Our own side doesn't shy from employing some devastating spells either, slinging firebolts that tear limbs apart and make people go pop. It is not something you see in the games - for example, one hit from an axe could never end anyone by itself, - but again, game mechanics never translates well into a serious CYOA.

That is also a function of getting into extraordinarily lethal situations. If you decide to fight an army with twenty people or so then some of them are very likely to die even if you succeed. The spider that bit Ari is an example of that. It was a randomized roll to determine who would get attacked and then a second roll by the victim to see if they could avoid getting bitten. She 'won' the targeting roll and failed her DEX check so she went down. It is worth noting though that if you still had mandrake roots Serpent probably could have saved her so it was only a death sentence in that particular situation.

With Thaïs, that instant death situation was largely the result of attacking a force fifty times your size. By all rights your group should have been wiped out, simple as that, so the checks there were quite high. To my amazement your group rolled well to perfectly throughout the battle so you came out ahead there but it was a very dangerous route to take. It is also worth noting that a character like Uttu would have recieved a check since she has a nine DEX and is quick enough to dodge the axe, of course if she failed it she would die. Finally a character like Argus who has a very high CON, a very high DEX and very nice armour probably could have taken that hit without suffering much more than broken bones at worst.

So the character's stats do come into play when determining how lethal a situation is for them. A warrior type character can walk out of situations that would kill your average unprotected mage or social character.

The Oneiroi spell is much like the thrall example. If it had hit you, you would have had to roll to dispel it (a very difficult check considering you know nothing about it), if you failed then Thaïs would have tried, if she failed then Meletē could have tried, if everyone failed then you would likely have suffocated. It was dangerous but the bracelets made avoiding it fairly easy for the two of you and you were in a very dangerous situation so it seemed warranted.

So, the question is, does the concept of HP exist in this CYOA and they are just another one of the hidden parameters, or do some other rules determine whether the character lives or dies?

I had my doubts about this since I first saw Heaven Stones identified. By its description, it only adds +10% magic protection, yet it made all the difference in our fight with Miosguinn where he gave us all he has got - some of these spells we use now to explode people and one-shot thralls - and we only ended up with several broken ribs. Judging by the spells he used previously in a fight, normally this should have killed us twice over.

With the Miosguinn fight there were a few things working in your favour. Those two stones shielded you from twenty percent of the spell that hit you, that probably kept your organs from rupturing. Miosguinn also was not using the sort of spell that shaves off limbs and the like. He was using something the Spider Goddess taught him to squeeze the life out of you and you were resisting with your very high WIS. Additionally, Christine did not let you suffer for a second longer than necessary. As soon as she had her opening she attacked and it was over. You were probably under direct assault for less than half a minute.

If you had been without the stones or if you had an average WIS or you were alone. Well things probably would have gone differently. He was channeling quite a bit of power. As it was though you had the skills, allies and resources to pull through. It was a risk but not an unreasonable one and it won you a lot of respect from your group.

Anyway to answer the question, there are no hitpoints but there are rules (or at least guidelines) I follow.

The process begins when a character does something stupid/heroic/unlucky enough to get themselves killed.

I then run through a number of steps:

1. Does the character have the stats/skills/spells neccesary to survive this?

If yes, then determine what, set the difficulty of the checks and roll for them.

If they fail or if no then see 2

2. Does the character have a renewable item that can allow them to survive this alone or in combination with their stats/skills/spells? (Naturally with all steps after one the time wasted by the character, if any, is taken into account and the checks tend to get more difficult with each attempt.)

If yes then roll the checks.

If no or in case of failure then see 3

3. Does the character have a non-renewable item that if used will allow them to survive this alone or in combination with their stats/skills/spells?

If yes then roll the checks.

If no or in case of failure then see 4.

4. Does an ally have the stats/skills/spells/items necessary to save this character and are they willing and able to make the effort?

If yes then roll the checks.

If no or in case of failure then see 5.

5. Roll for luck if the character has not rolled up to this point, (everyone should get at least one chance to save themselves).

If yes then roll.

If no or in case of failure then see 6.

6. Does the enemy have any reason to keep this person alive? Note: this applies to both you/your allies and the people you fight. Those options to save Biliku, Uttu, and Caoilainn were this principle but applied to them so you got to choose.

If yes then determine what rolls (if any) are needed and roll for them.

If no or in case of failure then the character dies.

If the character in question is Derryth at this point I would probably present you with the situation, the cause of your death and the like, and ask if any of you have ideas on how to avoid it. In case I missed something. If you can come up with a way to save her I will roll for it and see if she makes it. If not, she dies and we would have to figure out what to do from there.

So I do not kill characters lightly, they are all given a chance to save themselves but the more lethal the situation the lower their odds will be.



Alright, I am going to close the voting now. Ci takes it. The update will be out in twelve to fourteen hours probably.
 
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Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Fangshi said:
So I do not kill characters lightly, they are all given a chance to save themselves but the more lethal the situation the lower their odds will be.
Never said you did, just wanted to confirm my suspicions. :)

And I guess it might be time for us to invest in some light chainmail and a helmet, seeing how we find ourselves in these situations every single damned time. Just so that Caoilainn could take a break.
 

Fangshi

Arcane
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Jan 9, 2014
Messages
1,997
Nevill said:
And I guess it might be time for us to invest in some light chainmail and a helmet

Go big, or go home. ;)
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