Official Codex Discord Server

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Myth: A New Age CYOA

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

  1. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Excuse me, what are your sources for claiming when the battle will or will not happen? It is not enirely in our hands, nor it is entirely in the hands of our enemies. If we see an opportunity, we will strike. With their main strategist gone (the White Mage is the only one in the Watcher's army who ever tries some fancy tactics, the rest of them are as blunt as they get), we might want to do it sooner rather then later.
     
    ^ Top  
  2. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Fangshi, how heavily wounded are the Arrows? What is keeping us from carefully sending them back to the Fort on the chariots to be dealt with later? We are planning to be back in two hours.

    Does anyone else in the Fort know herbalism?
     
    ^ Top  
  3. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    Their army has shades and seems to be pretty damn huge. I don't mind harrying them, but we're still due to get huge reinforcements ourselves so an early all-out conflict doesn't exactly serve us. We do have a fortress and shitloads of archers and mortars and shit, so holding out is a viable option. I guess if you want we can run the ambush hard today and see how many enemies we can wipe out with hit & run tactics today (not a bad idea tbh), but in that case we probably shouldn't even waste time investigating and move on to ambush more and more.
     
    Last edited: Jul 23, 2014
    ^ Top  
  4. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    We aren't getting huge reinforcements. We will only get about 30 warriors from Stoneheim in about 4 days (provided they won't get killed by the enemy forces 20 times their size, which is why I want to warn them), and maybe Albrecht can come up with something in the days to follow.

    Our situation, while not hopeless, is quite bleak, actually.

    The conflict will be resolved by the time the Army comes. By calling them here we have put a time limit on a siege, but the outcome will likely be decided without them. If it won't, the enemy will probably withdraw.

    I don't think we can afford putting the investigation off. It is something that they think would give them an advantage, and there is a matter of wagons to take care of. We can't ignore it and fight them blindly.

    Actually, Fangshi, while we are investigating the structure, can our Pathfinders mine the passages the undead army will be travelling through? No sense wasting time, and they have a lot of explosives with them. This might delay their advance, or at least wipe some of them out as we retreat. All good.
     
    Last edited: Jul 23, 2014
    ^ Top  
  5. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    A siege would be manageable on our end considering the ginormous amount of ranged firepower we have on our hands. The Stoneheim crew knows special shortcuts and passages to reach Blackrock so I'm not too concerned about them reaching us. The chariot should already have informed them about our general situation and call for reinforcements so they should be able to guess what's going on with a decent scout or so. I'd rather keep that eagle for ourselves right now.

    At the same time the missive to Albrecht (Fangshi, lets ask Albrecht for more energon cubes too. If we run our cubes hard we can inflict some serious casualties now.) should ensure some solid reinforcements soon enough.

    As for putting the investigation off, all we have to do is trash this base, detonate a bomb or two, and get going, tbh (ie. whatever it was it's gone now). If you want to run the ambush hard (a plan I can get behind), then we should just bury this place quick and keep bleeding the enemy right now before the white mage returns.

    With Neel, Lyssa, and Pathfinders for instance we might be able to mortar a shade or two today before they notice what's up.
     
    ^ Top  
  6. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Yeah, the Blackrock troops will reach us alright, but how do they join us? The fort will be surrounded, and I am voting for collapsing the tunnels that lead in and out of it as I want to deny our enemies both the Watcher's stone and a way in, should someone crafty learn about their existence.

    We've sent for the reinforcements without warning them what we were facing, as the enemy didn't arrive to our door then and we didn't know it ourselves.

    The mage is not the only one that can rebuild the structure, either. He was tasked with it as punishment, meaning it is a grunt work.

    If they thought it was worth the risk of sending an advance party ahead of the army, then it might be worth our time to look into it.
     
    ^ Top  
  7. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    They know what enemies we faced and they can guess trouble with more of the same.

    Nevill, you still haven't answered this: Are you up for hitting the enemy hard right now? Because if not, I see no reason to waste roots. We'll have recovered by tomorrow anyway. If we are hitting them hard today, then lets draw some plans.
     
    ^ Top  
  8. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,193
    Location:
    Copenhagen, Denmark
    Codex 2012
    It's probably some sort of amplifying device, for extending the reach of the Watcher fragments. Could take a whole fortress without a blow that way.
     
    ^ Top  
  9. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Right now? No, I am not. Right now I want to investigate the structure and see what hey plan on doing when they arrive. See their forces composition (if they are more than they seem to be), see what is in those wagons, see how many more mages do they have and if there are Drowned Dead among them. We'll decide how to proceed then.

    I am content with collecting the information for a while. I will not commit to plans without knowing one thing about the enemy.

    That would be nasty. I wonder if we can inconspicuously trap it to then blow it up to pieces once the construction is done.
     
    Last edited: Jul 23, 2014
    ^ Top  
  10. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Hm. I kind of realized something. The Watcher's fragment* tries to control people by making them want to possess it and do whatever it takes for that goal. If so, we have to think not only of our safety, but about the safety of the fort as well, which has about 60 well-armed members in close proximity to each other. It helps that most of our people are professionals, but nevertheless, we should probably cover it so that our forces don't massacre each other over it - it should be harder to become obsessed with something you've never seen and have no idea about how it works. I wonder if we aren't wasting time by trying to coat it in metal - once it will be buried under the mountain, our soldiers should be safe from its effects, because even if somebody would want to obtain it, they would have no way of doing so. Though it might still come in handy if we suspect that it has other properties that can be activated by our enemies with proper spells - the fragment didn't affect us half as strongly until the Creature started casting.

    We should probably warn Myora ahead of time - she knows her people best and she should assign the right ones to the task to minimize the risks.

    On an unrelated note, Fangshi, is our second mortar done for, or can it be repaired given due time?

    *It's the Watcher's Dong. A rod half a meter long that drives all three of our ladies crazy and fills them with uncontrollable urges - what else could it be? And they think it's because they are mages, ha!

    There is only one way to resist its temptation, and we all know it.
     
    Last edited: Jul 23, 2014
    • Brofist Brofist x 1
    ^ Top  
  11. archaen Arbiter Patron

    archaen
    Joined:
    Mar 10, 2014
    Messages:
    622
    All amend my vote to 6. Ai Aii. That leaves us with a single eagle for reconnaissance and warns everyone about what is waiting for us. I am not going to speculate too much on what we should do until we get the reports back from the mice and see what is going on in the pavilion.
     
    ^ Top  
  12. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Sure, they are just mice. If you want to break them and brainwash them it would not be too difficult. Lyssa won't appreciate it though.

    Well two of them are seriously injured and will likely die if not given some sort of care. The rest might get infections and the like if they are not looked after rather promptly as well.

    What is stopping you from just loading them into the chariots is that Derryth believes they will not make it and based on your previous decisions she refuses to let people under her 'command' die if she can do anything about it. If you want to take the risk I will need an excuse/explanation for how she is going to rationalize it.

    Not really.

    Jawbone knew some but he is dead. Rand knows all about poisons (so he might know about medicine as well) but he has fled. A few of the dwarven warriors also had herbalism when I generated their skill set but they are all dead or missing. Some of Neel's scouts also knew but, well, chain lightning... ah, Neel himself could probably do a little but Derryth is far more knowledgeable than he is. (Neel is not really the 'ranger' type, he is more of a manhunter.)

    Sure.

    If there is a consensus then I will simply have them do it, if anyone objects then it will have to be put to a vote.

    Well it was struck by lightning so it has been severely damaged. Astrid is quite good at fixing things but it may be beyond even her, she will see what she can do but I would not get your hopes up.

    Energon Cubes are readily available so that should not be a problem, sure.

    Current Tally:

    Show Spoiler
    Azira:
    1.B, 2.A, 3.A, 4.B, 5.B, 6.x

    Kz3r0:
    1.D, 2.A, 3.A, 4.B, 5.A, 6.Ai,Aii

    archaen:
    1.D, 2.A, 3.A, 4.B, 5.C, 6.Ai,Aii

    Nevill:
    1.D, 2.A, 3.A, 4.B, 5.C, 6.Ai,Aii

    Absinthe:
    1.D, 2.C, 3C, 4.B, 5.C, 6.x

    Jester:
    1.D, 2.A, 3.A, 4.B, 5.C, 6.Ai

    Grimgravy:
    1.D>C>B, 2.A, 3.A, 4.B>C, 5.B>C, 6.Ai

    1.
    A)
    B) 1 vote
    C)
    D) 6 votes

    2.
    A) 6 votes
    B)
    C) 1 vote

    3.
    A) 6 votes
    B)
    C) 1 vote

    4.
    A)
    B) 7 votes
    C)

    5.
    A) 1 vote
    B) 2 votes
    C) 4 votes

    6.
    A) 5 votes:
    i. 5/5 votes
    ii. 3/5 votes
    B)

    Post Flop:
    1.
    A)
    B) 1 vote
    C)
    D) 6 votes

    2.
    A) 6 votes
    B)
    C) 1 vote

    3.
    A) 6 votes
    B)
    C) 1 vote

    4.
    A)
    B) 7 votes
    C)

    5.
    A) 1 vote
    B) 1 vote
    C) 5 votes

    6.
    A) 5 votes:
    i. 5/5 votes
    ii. 3/5 votes

    B)


    And on the matter of the Interlude:

    Show Spoiler
    Nevill - C
    archaen - C
    asxetos - D>B
    Kz3r0 - D>C
    Azira - B>C
    Sunnmøring - B
    GreyViper - B
    Grimgravy - B
    Absinthe - C

    A)
    B) 5 votes
    C) 4 votes
    D)

    With five votes to four Amena and Ithapi win out. When I get a moment this week I will dig out their interlude and type it up.
     
    Last edited: Jul 23, 2014
    • Brofist Brofist x 2
    ^ Top  
  13. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    How do Energon Cubes translate into mandrake roots for the purposes of casting the Heal spell? We know it could either be cast with a root, or by exhausting yourself for the day. So how much Energon Cubes it would take to produce the same effect?
     
    ^ Top  
  14. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    They don't, energon cubes can not fuel healing spells.

    There is something different about mandrake roots that lets them fuel healing spells but no one is really sure what it is. If you want I can tell you the most popular theories, most of them have to do with affinities, 'spirits' and the like and they are as much philosophical and spiritual in nature as they are 'magical' but at the end of the day no one can agree on which is true.
     
    ^ Top  
  15. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    Azira, Kz3r0, archaen, Jester, Grimgravy, I really think we should save some roots. We only have 6.
     
    ^ Top  
  16. archaen Arbiter Patron

    archaen
    Joined:
    Mar 10, 2014
    Messages:
    622
    With my vote we still have two roots left over after taking care of the grievously wounded. We can be greedy with those two from a role-playing perspective in the future as now they are limited but I don't see us leaving people to die on the field if we can save them. Investigating the pavilion is too important to take time using herbalism until the enemy is upon us. I also want to save our casting strength for the day in case the mice report something that we have to act on immediately. We are the force multiplier and if the invading army immediately throws their full force against us we will be in trouble if we are tapped out to save a consumable.
     
    • Brofist Brofist x 1
    ^ Top  
  17. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    Archaen, you are misreading the situation. We would still be left at one third power, each. That leaves all of our mages able to nail the enemy with weaker spells (and Derryth has done a lot with just Zap in the past). Additionally, we have arrows and pathfinders, so we still possess overwhelming firepower on our side. We will also need these roots in the future, so I strongly recommend against wasting them right now. The decision you make right now to have the mages in a better condition will likely result in a scenario down the road where we can no longer save those we want with the few roots we have left. Stop being greedy for having everything right now and start looking at the price you pay down the road.

    All we need to do is investigate, mine, and gtfo. Next day our mages are back in top shape and we still have roots to spare.
     
    Last edited: Jul 24, 2014
    ^ Top  
  18. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    But we can cast them with our own power, without the roots. And Energon Cubes are just that - additional power. I figured if you had enough to double your casting reserves, you would be able to Heal twice. The cost would be outrageous and it would far less efficient that just using a root, but it would still be doable.

    Why does it work one way, but not the other?
     
    Last edited: Jul 24, 2014
    ^ Top  
  19. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    There are a lot of theories as to why it does not work.

    Some claim that there is a connection between mandrake roots and the Dream of Life that most healing spells are derived from. If that is true then the spells may simply be designed to only work with the roots or the life force of the caster.

    Others claim that mandrake roots have their own 'vital spirits' that can be used to power a healing spell in much the same way as a sentient being fuels a healing spell. In that case you are consuming the root's 'soul' for a lack of a better word to power the spell. Many necromancers quite like this theory as it paints healers in a very poor light.

    Another, related, explanation claims that the mandrake roots are the reincarnated souls of blasphemers and apostates, (some of the temples quite like this theory). Not many mages believe such things, but then most mages tend to be hostile or indifferent to gods and religion in general. But if it were true then you are burning through souls to fuel healing spells much as you would do if you tried to cast too many healing spells on your own.

    There is also a theory that states that the 'inanimate'/'artificial' energies released by the energon cube simply do not play nicely with the 'organic' base that forms the foundation of all healing spells. In contrast, the 'organic' nature of the mandrake root seems to work well with healing spells (but only healing spells). A great number of scholars reject this theory as there are whole other 'schools' of 'organic' magic that can be powered by energon cubes.

    There are about fifteen other minor theories and many variations on the large theories but those are the ones Derryth is vaguely aware of.

    So it does not work, no one can agree on why it does not work but there are many competing theories and most mages are not too terribly concerned about it really.

    As for who might actually know. Well, only the Heron Guards really specialize in healing spells (much like the Warlocks are the only real specialists in fire magic) and if they know they are not telling.

    The more time you spend around mages the more you are going to notice this sort of behaviour. Mages are, as a general rule, more interested in killing/humiliating each other than uncovering the ageless secrets of their arts. Most of them simply know that something does or does not work and they are fine with stopping at that.
     
    • Brofist Brofist x 2
    ^ Top  
  20. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Another question. Do enchanted items and artefacts emit a signal of their own that can be traced? For example, if we put a ring on a person with no magical capability, can a third party recognize that? If yes, is the signal of the same kind mages usually emit while casting?

    If we pile enough enchantments in one place/on one person, can they be mistaken for a mage?
     
    Last edited: Jul 24, 2014
    ^ Top  
  21. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Plotting another way to kill the Thin White Mage? ;)

    Alright, then:

    Yes they do technically give off a signal when the enchantments are persistent (so your necklace gives off a signal and your bracelet gives off a signal but your gold ring does not except when the spell in it triggers) but most of the signals are very, very faint.

    To pick up the signature a specific enchantment/spell is often required to purposely magnify the signal's strength so it is readable from a distance. Alternatively certain spells/enchantments may also be able focus in on specific signals planted in advance (this is the way Derryth thinks the Watcher's amulets work).

    There is no real difference in the way a spell cast from an artefact and a spell cast by a mage will 'feel'. For the purpose of identification a spell is a spell.

    Now the signal will often have specific qualities based on who is casting it, every mage really is unique in that regard, but the differences are quite subtle and most people will only be able to identify mages they have some experience with. For example when the Thin White Mage casts a spell Derryth and Thaïs (brilliant mages that they are) can usually tell it is him because he has a certain 'feel' to him. Another example would be that Derryth and Thaïs can each usually tell not just when but what the other intends to cast. This is a result of all the time they spend casting together and the fact that they both specialize in the same field of magic.

    Interestingly, if you cast a spell on an item then when that spell is activate/activated it will 'feel' like the mage that originally cast it. So when you put a greater firebolt and a greater energy bolt on those rings they still carried Thaïs and Derryth's 'signatures'. To all the mages nearby it would have felt the same as if the ladies had cast the spells themselves.

    If you loaded a non-caster down with magical items that carried persistent enchantments then they might come across as a mage. If you had them cast a bunch of spells from stored items then, again, they might register as a mage. If the spells were all from the same caster they might even be able to masquerade as the original mage. If the spells were from different casters then a careful mind might begin to notice how muddied the signal is but since mages tend to horde artefacts (often made by other people) a muddied signal is not all that uncommon either. A very keen mind though might just be able to figure out that there is no 'heart' to the signal, merely the trappings of power without anything to support it but it is not the first idea that would occur to most, the target would either have to be very careful, very paranoid, or very lucky as long as care is taken in 'constructing the lie'.
     
    • Brofist Brofist x 2
    ^ Top  
  22. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Interesting. So, we can potentially mislead another caster into following our doubles if we take care to mask the necklaces and won't cast anything in the meantime. Am I correct?

    How would our enchantments interact with our pets? If we used the 'Path of Clarity', would they be able to discern illusions and, being animals with keen senses, 'see' through, say, invisibility? Would casting the 'Path of Intellect' and/or 'Path of Memory' affect the complexity of instructions we will be able to give them and/or improve their chances of carrying them out?

    (Or would any intelligent pet go 'screw it, I'm not paid enough for this' and run away from us? I wouldn't blame them, honestly :lol:)

    Do our eagles understand, or have a potential to understand, human speech? We've seen they are pretty smart and we think we caught one grinning when we praised it. Can they be trained in learning it through the 'Path of Tongues' enchantment? It would help us if our mages weren't be the only ones who could interact with them.

    It's not just the eagles I am concerned about, it's the crows, too. Can they spy on what we are saying and relay it to others?
     
    Last edited: Jul 24, 2014
    ^ Top  
  23. Grimgravy Augur Patron

    Grimgravy
    Joined:
    Sep 12, 2013
    Messages:
    3,290
    Codex 2016 - The Age of Grimoire
    I'm all for saving some roots too. I believe my vote would use 4/6. Seems reasonable to keep our people alive and potentially fighting. We will want the pathfinder and our manhunter when next we come to blows with the enemy.
     
    ^ Top  
  24. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    It is possible yes. You can in theory make a non-caster appear to be a mage. You could also create a 'double' if you are careful and smart about it. Of course only targets that know how you 'feel' in the first place are likely to fall for it, mages that are not familiar with you would not be able to tell that the fake signal is 'you', they would only know it is a mage.

    They would work. Would they be able to 'see' through an invisibility spell? It would depend on how the spell works. If it is only an illusion (and complete invisibility is a difficult illusion to create) then it might help them recognize any discrepancies in what they are experiencing. They are still animals though so they would still be easier to trick than an attentive person. If the spell is brought about by light manipulation then the spell may help or it may not, it would depend.

    Yes, on both counts, Path of Memory and Path of Intellect would make them smarter and better able to retain instructions. This would allow them to complete more difficult assignments but it would also make them harder to trick into doing something. They are, at the end of the day, willing allies and not slaves. The animal based spells can not force them to do anything, they can merely influence them. As already mentioned your mental spells can force them to do things though there may naturally be consequences to that.

    They can already understand quite a bit of Dwarven as that is what they spend most of their time listening to. They have had substantial training (unlike the mice and rats, your new recruits) so they are capable of doing quite a bit on their own. A couple of the eagles also know a bit of Bruig.

    You don't know for sure but it seems quite likely.
     
    • Brofist Brofist x 2
    ^ Top  
  25. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    If we go with 2C and 3C we would only use 2/6 roots and still have cast all those heals.

    However, odds are looking very slim when it comes to obtaining additional mandrake roots from reinforcements, so we should make our supplies last for the long run. Burning two-thirds of our roots on day 1 of the siege is a really bad way to get started.
     
    ^ Top  

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.