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. Kz3r0 Arcane

    Kz3r0
    Joined:
    May 28, 2008
    Messages:
    24,389
    Kz3r0: D>E>F

    Correct, for clarification.
     
    ^ Top  
  2. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Alright the vote is closed, D wins. You will attempt to deceive and defeat the cultists.

    I will have a lot of rolling to do and then we will see if you live or die and whether any or all of your party survives.

    Ideally the update will be up within sixteen hours. I might actually make that deadline this time.
     
    • Brofist Brofist x 3
    ^ Top  
  3. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,175
    Location:
    Copenhagen, Denmark
    Codex 2012
    Dun dun dunnnn..

    Nevill, you get to either claim all the glory, or take all the blame. Hat's off to you. :salute:
     
    • Brofist Brofist x 2
    ^ Top  
  4. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,197
    This all started going south when Nevill had an urge to add an option to name names to Jan for no good reason and you guys voted for that.

    Fangshi, since Mazzarin still owes us a favor (and is presumably more favorably disposed towards our survival after we destroyed the Watcher's main army) and is probably monitoring our situation through our necklaces, is there any chance of him showing up to stop us from getting killed? Even if it's a "Well ladies, looks like you're in trouble, do you want my help [expend favor]?" type intervention.
     
    ^ Top  
  5. Baltika9 Arcane

    Baltika9
    Joined:
    Jun 27, 2012
    Messages:
    9,501
    There's an option for that:
    +M
     
    • Brofist Brofist x 1
    ^ Top  
  6. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,197
    I would've voted for that, yes.

    Right now my question is whether Mazzarin will intervene without praying.
     
    ^ Top  
  7. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    He might as he would likely get a lot of pleasure out of seeing the ladies beg for his help but he does not know you are in danger so I would not expect him to intervene unless you specifically do something to catch his attention.

    If the ladies die and their necklaces go inert he will probably come to investigate eventually (there are no known instant and 'unlimited' teleportation spells in the setting so it might take him a while to get down to the temple) but that will do the party little good I am afraid.

    All I can say is that if you had PRAYed for his aid something would have happened though I can't get into specifics.
     
    • Brofist Brofist x 3
    ^ Top  
  8. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,197
    Well, at least we should have a lot of rerolls.

    "Impressions I: Daddy's Little Girl - Thaïs' memories have started to influence you a little, you work better with her when trying to convince others. One failed persuasion test by either of you is re-rolled."

    So the charisma check gets a bonus from one impression (Whiskey Tongue) and a reroll from another (Daddy's Little Girl).

    "Impressions II: Drunk Luck - No matter what mischief Thaïs gets up to she always seems to land on her feet. Having lived through more of her memories you think you have a better understanding of how she does it. (Gives you a second chance to perform actions that require dexterity when under pressure or intoxicated.)"

    Combined with Second Set of Eyes we should have a couple of rerolls for anything immediately lethal. Plus we should have resistances from bracelets/amulet/heaven stone too. And then there are mandrake roots and stored heal.

    Here's to hoping we don't die. I hope that Berty training has given Biliku and Uttu some valuable skills for seizing opportunities when the clusterfuck goes down.

    Fangshi, can we use the Heaven Stone as an anti-magic grenade if they get their hands on the spearhead?
     
    Last edited: Oct 15, 2014
    ^ Top  
  9. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    In most scenarios where they get to the spearhead your party would be in no position to use the anti-magic grenade (you would mostly be incapacitated or dead as Derryth's group is closer to the cultists and less defended than Jan is).

    It is also something that is easier to prepare outside of direct combat. Derryth could try it in combat, as she has created them before and she does know the steps fairly well, but there would be a chance it would blow up in her face if she tried to do it while also fighting/casting.
     
    • Brofist Brofist x 1
    ^ Top  
  10. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    PRAYing in one of the oldest temples dedicated to the Spider Goddess. I wonder who would have answered. :roll:

    I don't suppose that - if we get some fallen we can't get to in time - we might be able to send our people to the Dreaming for safekeeping? Morpheus supports student exchange program provided we get him someone even more valuable, and we kinda have an agreement in place. Better than dying, I suppose. :M
     
    Last edited: Oct 16, 2014
    • Brofist Brofist x 2
    ^ Top  
  11. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    There were a few interesting things that could happen but not that. If you PRAY directly for Mazzarin some two bit deity is not going to involve herself. The Goddess knows better than to pick a fight with a mage she can not beat. :lol:

    You need a living target that is weak enough to be 'dropped' into the void with your retrieve item spell if you want to create a gate so it would be very much dependent on just how many people are incapacitated v. killed in the fight. It is within the realm of possibility that he could help but I would hold off on that till I get the update out (it might not even be necessary, one way or the other). I am half done, it should not be too long now (advantages of not sleeping I suppose).
     
    • Brofist Brofist x 3
    ^ Top  
  12. Grimgravy Augur Patron

    Grimgravy
    Joined:
    Sep 12, 2013
    Messages:
    3,264
    Codex 2016 - The Age of Grimoire
    Just because you can can vote for options not listed initially doesn't mean you should.
     
    ^ Top  
  13. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    Until you realize that those options are guidelines, not solutions, and most of them come with their own pitfalls.

    Considering what we know about singing beasts now, we can assume with a high degree of certainity that there were no winning options in that update and a conventional fight would have wiped us all.

    Similarly how negotiating with Ullr and/or declaring war on the Arrows would have landed us in far greater trouble than a freeform choice of incapacitating the compound leader.

    You have to actually think about what would work best, whether it is listed or not.
     
    • Brofist Brofist x 1
    ^ Top  
  14. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Update is done, just going to edit it quickly then post it.
     
    • Brofist Brofist x 3
    ^ Top  
  15. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Chapter 56: Silver Tongue, Bronze Fist

    The dirt and the dust of the place clings to your clothing, it clings to your skin, it hangs in the air as you consider the man and the dwarf. If either of them makes even the slightest mistake there is a very good chance that this temple will be your tomb. That you will die down here with everyone you love, that you will fail to help the Kingdom, fail to realize your potential, fail to see the Empire again, hell, you will even fail to give Thaïs the answer that she deserves.

    Yes, there is a very good chance that you will all die down here but then that is hardly new.

    It seems that every couple of days you find yourself in these sorts of situations: the dwarven fort; Meletē's workshop; Nine's mind; many, many times in Nine's mind; the Dreaming; Blackrock, Blackrock definitely counts at least twice and the realization of how often you stand next to death should be terrifying, crippling and nauseating but it simply isn't.

    You push it down, filter it out, this is just another trap, another puzzle, another problem that can, no, will yield to your mind. It is all simply a matter of figuring out how to win.

    So, what have to got?

    Two kids and a kidnapped friend. You can't win with this.

    Not against superior numbers at any rate, not out in the open, not without some sort of edge, not with your friend a hostage- ah, that does not ring true anymore. She is not simply a friend. She is your counterpart, your better half in so many ways and losing her would be actually be like losing half of yourself. Just as the girls are not merely children, they are your children and if you lost her now, lost them now, you are not sure what you would do.

    The panic begins to rise again, you beat it down.

    It won't help.

    They can not be children now, they are an archer and a warrior, one with a flare stored and the other with a concealed blade just as she is not your better half, she is, she is... a negotiator, a diplomat and a liar.

    The grin creeps across your face though you fight it as best as you can.

    You can not win this but she can.

    As quietly as you can you whisper, "Caoilainn?"

    "Derryth?" she whispers back, forgetting for a moment that only you and Thaïs can hear her.

    "Time to practice a little teamwork," you gaze shifts from the cultists to Jan's hiding spot and back, "I need you to forward a plan to Thaïs. She needs to get the cultists to agree to an exchange, get Biliku close to Jan and give me an excuse to cast. I will shield her and then we will both hit them with the best offensive spells we have. The last point is most important, I need a reason to cast, understand?"

    Her reply comes quickly, "Yeah, yeah, I can do that."

    Dutifully she repeats everything you have said, or at least the salient points, Thaïs' glance meets your own as the cultists eye your group wearily and hurl insults and threats Jan's way.

    It is almost comical, the hostage will secure not just her own freedom but your safety and her captors' destruction as well. It is a lot to ask for and a lot to ask of her, complete trust, but it has gotten you this far and it never ceases to amaze you that mages so often overlook this single, simple virtue.

    The plan is quite simple really. Thaïs will pretend to mediate between your parties, ideally she will even find some way to get Biliku over to Jan to strengthen his position and keep the cultists from the spearhead but the entire negotiation will be a ploy. It will merely be an excuse to allow you to cast a single spell, the Warrior's Mask, once your counterpart is encased in bronze you will hit the cultists with the greater energy bolt stored in your ring. The two spells will activate within seconds of one another and hopefully the Warrior's Mask will shield Thaïs enough to keep her alive. Complete trust, you put your trust in her to set them up and she puts her trust in you to knock them down.

    Wyrd, you hope this works.

    She is whispering something to the Rand clone, he laughs and mutters something back, his blade tightening against her throat.

    Caoilainn keeps you well informed, her words beating out a steady rhythm in your mind as she swings between hope and fear, "He says he does not need her. She says the dwarf is clearly terrified. He says that he hopes so. She says he will never get what he wants if the dwarf panics. He says, he says," he relief is palpable, "He says she may be right. He is going to let her speak."

    His blade lowers slightly, pressed now against her collar, you do not doubt for a second that he could still separate head from shoulders in a matter of moments.

    "Jan!" she calls out, "Jan can you hear me?"

    "Y-yes!" the terrified dwarf shouts back, "What do you want?"

    She laughs delicately, almost casually, and the very sound of her voice sets your nerves at ease, "Well, I should like to live," the cultists laugh in unison at her words and after a brief pause she pushes on, "I should like for my friends to live and I should like to see you live as well Jan. The only way that will happen is if you come out of hiding and give the spearhead to these gentlemen."

    Not quite what you wanted but your confidante catches your gaze. Quickly her eyes dart from you to Jan and back. It takes you a moment to realize what she wants you to do but you share enough of her to eventually get the message. She wants you to advocate for Jan, pick a hard line and let her play the moderate. Well, you are no diplomat but for her you can play to ass.

    "Ah, well, if- if you-" you do let him finish.

    You might not be able to convince him of anything but it is a simple enough thing to fan his paranoia.

    You shout the dwarf down, "Don't move one damned muscle Jan, if you come out they will kill you, take the spear and slaughter the rest of us!"

    "Yeah, what is to stop you from killing me!" he squeaks in agreement from behind the altar.

    "Derryth," the Rand clone hisses, "Are you trying to get your friend killed?"

    "I am trying to save her from herself!" you declare, it rings hollow in your ears but thankfully Thaïs seizes on your words and lends them credibility.

    She begins to lay into you, "Save me from myself? Why of all the patronizing, arrogant-"

    And now you see how she wants to play this. You have been fortunate, your Circle is supportive, largely because none of you were proper mages however most Circles, most mage partnerships, are subject to a lot of infighting, backbiting and general nastiness. She wants to stage just such an arguement and though you are not entirely sure why you will trust her and play along.

    "Arrogant! Patronizing!" you feed off her performance, it is always so much easier to work with her than by yourself, "Without my brain you would be nothing but a pretty face! Seems damn obvious to me that you have no idea what you are doing!"

    "Ladies-" the clone attempts to intervene.

    "Oh really! Do you make such rapid progress without me then? How did your negotiations go with Jan before we arrived? How badly did you fail?" she adds the slightest hint of cruelty to her questions and though you know it is all fake it cuts a little all the same.

    "At least I have not tried to get poor Jan murdered!" you insist as the scholar lets out a slight whine.

    "Do not be such a child!" the clone's hold loosens on her slightly and she takes a single small step toward you. He holds her back and she puts up a slight struggle, "Why can you not bear to let someone help you! I am trying to save you, you imbecile!"

    "Imbecile?" you do your best to feign indignation, all things considered you are fairly convincing, "I should have left you on the street where I found!"

    "Grave robber!" she spits back.

    "Sycophant!" you shout.

    She gives you a wink and goes for the throat, "You, you, peasant!" you wince a little as memories of Christine assail you.

    "Whore!" you reply, matching her tone the best you can, "Keep her Rand, or whatever you call yourself! I don't want her back! Deal's off!"

    "Damn right it is!" your partner echoes your sentiments, "Do whatever you want with this ingrate, I do not care a whit!"

    "Why you!" you shout together, red in the face.

    "Derryth! Thaïs!" the girls cry together, a few tears and a quiver in their voices. You wonder what Berty has been teaching them as they are quite believable.

    "Ladies, enough!" the clone screams.

    In many respects the little act the two of you just put on would not stand up to scrutiny. Against an opponent that knows you and your past this little charade would never work. Such a falling out would simply be unimaginable but you have left few enemies alive and these cultists know you only by reputation. For them, mages used to working with mages, such explosions are only natural. Your 'falling out' has them riveted and the Rand clone completely off balance.

    His knife is no longer on her, instead he is doing his best to restrain her and calm her down while the girls pretend to do the same to you. You are careful not to cast though, you want the cultists confused not directly hostile.

    The clone and Thaïs are muttering to one another. He points at you, she shakes her head, he points again, and you whisper to Caoilainn, "What are they saying."

    She laughs in your ear, "He just told her that she should give you another chance. That you can work things out. That the working relationship you developed serving the Kingdom should remain in place and that as the 'reasonable one' she will have to be the bigger person and apologize first."

    It takes every ounce of your self restraint not to grin from ear to ear. He really said all that? Either this clone is a fool or your little production was even more successful than you thought. You hold back your smirk as your officer continues, "She just told him that if he is not going to kill you then she will," that might be taking it a bit far you must admit, "But he is doing his best to 'win her over' and she is slowly letting him 'win'."

    After a few minutes of tense back a forth between captive and captor your better half speaks, "I- I may have overreacted, I am sorry," she provides you with the perfect template to imitate, embarrassment, a little self-righteousness and just a hint of mutual disdain.

    You drop your gaze, cough and do your best to hide your face. Partly to sell your embarrassment and partly to hide the thin smile that keeps trying to break free, "I may have overstepped as well, I am- I am sorry."

    "There," the clone declares with a sigh of relief, "Now, the trade is back on right?"

    "What is going on out there!" the dwarf calls from his makeshift bunker.

    "We are negotiating terms!" you yell back.

    "Oh, ah, okay!" the dwarf answers.

    You and your counterpart answer together with a nod and a embarrassed smile, "The deal is back on."

    "And our odds have improved slightly," Caoilainn notes, "The 'not Rand' has not bothered to secure Thaïs again, the bloody incompetent."

    In an ideal world Thaïs would have managed to keep a hand on the clone to prevent him from getting loose when you spring your trap but this is an acceptable outcome as well. With that blade away from her throat your confidante's odds have improved dramatically. It has also served to ingratiate Thaïs with her captor a little, either this clone is playing a very deep game or he simply is not as clever as the 'real' Rand.

    She even takes the bold step of 'negotiating' for the clone's side, she begins, "The sooner these gentlemen get their spearhead the sooner we can all go free and the sooner we can talk."

    "We can not expect Jan to just step out into the open though," you counter, "He would be a fool to trust to any of us since none of us have his safety as our primary goal."

    Thaïs raises a hand, "One moment please," she turns to the clone, adopting a conspiratorial posture, her every movement serving to show her sympathy for the cultists, she is brilliant.

    When she turns back to you she takes one last, hesitant glance to the clone, he nods to encourage her, "We have a possible solution. We will send someone to Jan to pick up the spearhead. A single cultist-"

    "It should be one of my people," you insist, "It would simplify the trade."

    The clone laughs, "I am not letting you touch that spearhead Derryth."

    "How about one from each of our groups then," Thaïs suggests as a 'compromise', "We send them over unarmed. One cultist and one person of Derryth's choosing."

    "But not Derryth," the clone is quick to repeat.

    "And not you either," you add with a laugh.

    "Is that acceptable?" Thaïs asks Jan.

    He shouts his answer, "I don't know, I don't really want you sending a bunch of people over here either. Can I not just leave it for you?"

    "Perfect," Caoilainn mutters her approval.

    "No!" the clone bellows in answer, "There would be nothing stopping you from pocketing it."

    "What about some sort of shroud?" you suggest, "Can you cast a darkness spell Jan? It would let you hide as long as you left the spearhead at the edge of the spell."

    The clone once more objects, "I am not letting that dwarf cast anything while he holds that spearhead! If I even so much as suspect he is working on a spell back there-"

    Thaïs lays a hand on his shoulder and he actually does quiet, she speaks calmly but clearly, "Please sir, no need to threaten violence. What if Derryth casts it instead? She knows a darkness spell and could easily mask Jan with the added benefit that she could immediately drop the spell if we suspect the dwarf is up to anything."

    He answers her without even a hint of violence in his voice, "I do not like your friend," she shifts uncomfortably at the word friend, another subtle reminder to him of your earlier 'argument' and his role in patching up the situation, "I don't like her casting spells."

    "The spell will not be directed toward our group though," she reassures him, "It will be directed specifically at Jan's location, we simply need to have Derryth agree to turn completely away from our group. The risk will be almost nonexistent."

    "That could work," the clone mutters repeating the words, "That could work, yes. Derryth," he calls out to you, smug satisfaction writ across his brutal features, "What do you say. I will send one of my dwarves, you send one of your," he stifles a snicker, "One of your children, each unarmed, and you will provide a single darkness spell for our hesitant dwarf. Once I have the spearhead you will get your friend back and we can all go our separate ways."

    You do not believe that last promise for a moment. As soon as he has the spearhead you are sure you are all dead. It will never get to that point if your plan works and so you agree, "Sounds good to me."

    He singles out a dwarf who quickly relinquishes his blade and pack while you give Biliku her orders, "You are just there to act as an escort and a witness, kid. Stay out of the way and be careful," you lean in to muss her hair and whisper her true orders, "Cut down the cultist as soon as I launch my attack on their main body. Then make your way to Jan and keep both him and the spearhead safe, understood."

    She snaps you one of her salutes, "You will do fine kid," she beams at you as you send her on her way.

    With all eyes on your volunteers you whisper one final instruction to Uttu, "Kid, I want you to try and take out their leader when I launch my attack. He might be like Isolde so expect him to be fast."

    "I'll, do my best," she answers with a determined nod.

    It is all you can ask for.

    You begin to focus, in a minute, two at the most, it will be over and that knowledge lends you a certain sense of serenity. There is no doubt here, there is no fear, there is only the plan and you will, will it into being.

    You calm your mind, slow your breathing and as always with the Warrior's Mask you surrender to impulse. Reason and its formulae give way to instinct as you trace out the forms of the spells.

    You trace the form of the warrior, long before soldiers and cities he tracks, he fights, he kills and it fills you with purpose.

    Behind you, you think you hear an objection, you think you hear someone claim that the spell you weave is not of the school of Light. Well that much is true.

    You trace the form of the conqueror, strength unbound, unbroken, and it fills you with rage.

    Thaïs assures them that your spell is harmless, an unorthodox application of magic to achieve an identical effect but you are not sure they believe her.

    You trace the form of the defender, eternal resolve and unquenchable courage and it fills you with determination.

    It sounds like the clone is about to act, best not to give him any chance at all.

    Caoilainn guides you to your goal, "A half turn to your left Derryth she is to the centre left of the pack," your officer coughs and exhales, "I just want to say, whatever happens, it has been a pleasure."

    "Same here," you mutter, spinning on your heel.

    As soon as you see Thaïs, you cast.

    -----------------------------------------------

    It was perhaps too much to hope for perfection.

    To desire victory without sacrifice.

    To earn glory without misery.

    To learn without cost.

    Sometimes the price of such knowledge is simply too high.

    It is a friend.

    It is a lover.

    It is a child.

    It is a family.

    Today though it was merely a lot of pain and you had mandrake roots to cure that.

    "Quit complaining!" Jan laughs as he picks through the dead.

    "Oh, I'm sorry, did you get set on fire?" you answer with indignation, nursing your still tender legs.

    "Or electrocuted?" Thaïs chimes in next to you still smoking slightly and cradling her newly mended arms.

    "Or petrified!" Uttu hurls the piece of stone that was her pack at Jan but the dwarf deftly dodges the misshapen projectile.

    "Did you hit him?" Biliku enquires from her perch, "Please tell me you hit the coward!"

    "I missed him," the younger girl mutters, "How are your eyes?"

    "Still can't see," the older sister grumbles, "When is it going to wear off again?"

    "Dear ladies you fail to see-" he comes up short as the four of you shoot withering glances in the general direction of his voice, "Fail to comprehend, the victory we have scored here today against a most sinister foe. Why, together we bested eleven cultist mages without a single loss-"

    "What about my eyesight!" the older sister cuts the researcher off, and continues to mutter to herself, "Or my shield... I really liked that shield..."

    "A scrap of metal is not worth worrying about," Jan dismisses the shield, "As for your eyesight I am certain that your blindness is merely the result of the rather standard spell of the same name and your vision will return in time, a few hours at the very most."

    As insufferable as Jan is being he is largely right. That was a fight that could have gone far worse than it did. The initial attack was a thing of brilliance, the Warrior's Mask to protect Thaïs paired with two greater energy bolts in quick succession. All five of the dwarven cultists fell in that first attack and the clone fell with them.

    'Not-Rand' did not go quietly though, the clone had a pair of metal plates embedded under its skin, each of which was enchanted in a manner similar to your rings. He managed to activate both as he was cooked by your lightning. You and Thaïs suffered the brunt of those attacks, a flame that flowed like water assaulted your legs while thunder that clung like mud seared her arms when the Warrior's Mask failed with your broken concentration.

    Ultimately Uttu saved the day by finishing off the clone with her arrows. Even charred and filled with over a dozen arrows he managed to stagger forward a few steps and howl at Thaïs before collapsing in on himself. Thankfully when he died so too did his enchantments.

    Near the altar Biliku managed to dispatch her opponent quickly and secured both Jan and the spearhead. Ideally it would have ended there but the noise you made managed to attract the remaining cultists in the area. Four more mages that lashed out with light and earth spells. The girls fought bravely buying you time to heal your wounds and launch another offensive which finished off the mages. They received their fair share of broken bones, cuts and damaged equipment for their trouble.

    Jan for his part bravely protected the spearhead by fleeing back behind the altar, it is no wonder that the girls are a little annoyed with him, in truth you are a little annoyed as well.

    "Now what Jan?" you manage to muster the question with the bare minimum of annoyance.

    The researcher momentarily stops looting the corpses, "Well, now I must take the spearhead to father, it might prove instrumental to our long term defence of the Kingdom."

    Thaïs asks the next question and by her tone it is clear that she is no more impressed with the dwarf than you are, "Care to explain what exactly the spearhead is meant to do?"

    He squints at the pair of you, "It does what all spearheads do. It kills, however if the legends are true then it can kill anything, even a god. Surely you can see the immediate applications for such an artefact when confronted with opponents that refuse to die by normal means."

    Well at least you went through all this for something useful, "So we take the spearhead, drive it into the Watcher fragments and no more Watcher?"

    "Ah," Jan coughs, "No, I can not seem to get it to work. For the moment it is just a normal spearhead."

    The researcher finishes picking over the bodies and piling the loot, he begins to scoop it all into a satchel bag one of the cultists was carrying.

    You cock an eyebrow at his actions as you and Thaïs speak together, "What are you doing with all that?"

    Jan coughs again, "Ah, well these are all cultist artefacts so I am taking them all for study."

    You eye the pile: gold, spellbooks, the odd knife or blade, and that pair of plates that were embedded in the Rand clone. A decent haul all things considered.

    You try to be diplomatic, "Put the bag down or I will kill you."

    "What!" the researcher damn near chokes on his tongue.

    Thaïs and the girls laugh, your partner speaks, "She does not mean it, ah, I think."

    You give the worried dwarf a tired grin, "Of course I don't mean it but we did all the fighting, tradition mandates that we get first crack at the loot."

    "Oh," the dwarf drops his gaze, "Ah, sorry, I have never really done this sort of thing before."

    "I can see again!" Biliku shouts and hops down from her perch.

    "Can we go now," Uttu whines, "Please."

    Probably a good idea but first you have to divide up the loot.


    1. The Loot: What do you want to take? (Vote for as many as you like, anything that gets a majority of the vote you will take. Anything that does not you will leave for Jan):

    A) A pair of engraved metal plates taken from the clone's body.

    B) Three black blades that bear the symbol of a spider.

    C) A half dozen black knives that bear the symbol of a spider.

    D) Five spellbooks written in the tongue of the Spider Goddess

    E) Collected Gold (5 WPs)

    F) Climb up the statue of the Spider Goddess and pry out the ruby eyes, though Jan would prefer you not loot a historic site. (150 WPs)

    G) Climb up the statue of the Spider Goddess and pry out the ivory tusks, though Jan would prefer you not loot a historic site. (40 WPs)


    2. What to do next? You have not actually lost that much time dealing with Jan and the spearhead. You could return to the Palace or you could do something else with the remainder of your day.

    A) Check in with your recruitment team to see how they are doing.

    B) Return to the Palace and see if you can help the mice spy somehow, this might be difficult give your lack of Animal spells but you might still be able to come up with something.

    C) One of Albrecht's bastards, by the name of Letta, runs a very selective mercenary company. You want to investigate her and perhaps hire her. You will do so now.

    D) You will visit some of the bars throughout the city in an attempt to gather information and contacts or maybe hire the odd mercenary that is not inclined to wait in line or apply to Lyssa's group. Who knows who or what you may find.

    E) You will go to visit the Seekers. If you are going to lead these mages and trust them with your life then you want to get to know them before you leave the city.

    F) Shopping - You go immediately to visit the Brothers Dietfried, you have a lot of equipment that needs to be replaced.

    G)freeform - do something else


    3. The Cloaks: Janine was going to oversee the production of cloaks for you at the Academy. Sadly she is now dead. Do you still want to give the Spinner to the fellows and have them weave you cloaks?

    A) Yes

    B) No

    C) Yes, you will convince Jan to oversee the project in his spare time though it will likely take him away from researching the spearhead.

    D) Yes, you will let that little dwarf, the loud one, take a shot at leading the project. He seems very enthusiastic about his work.

    E) freeform


    4. Do you leave your petrified equipment with Jan to see if he can fix it (or find someone else on staff at the Academy that can fix it)?

    A) You leave the equipment with Jan at the Academy. Perhaps they can figure something out.

    B) You take the equipment with you. Perhaps you will figure out a way to fix it yourself or encounter someone in your travels who can.

    Note: If you have any additional questions for Jan feel free to ask them. He will probably answer now that it is clear to him that you are not his enemies.
     
    Last edited: Oct 17, 2014
    • Brofist Brofist x 6
    ^ Top  
  16. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Party/Organizational Changes:

    Party Changes:

    Show Spoiler
    Note: while I am not going to manually empty out your spell rings every time they are used I will add a note next to them on the character sheet when they are spent. Both Heal rings and the Greater Energy Bolt ring are empty until you have time to rest and reload them.

    Derryth:

    Lost Item:
    - Leather Armour - reduced to scrap during the fight (mostly by magic)
    - 2 Mandrake Roots
    - 6 Energon Cubes

    Gained Items:
    - Petrified Quiver
    - Petrified Shield

    Thaïs:
    Lost Items:
    - Modified Leather Armour - reduced to scrap during the fight (mostly by magic)
    - 1 Magazine 20 bolts
    - 6 Energon Cubes

    Biliku:
    Lost Item:
    - Small, Round, Strange Metal Shield - turned into a chunk of stone

    Uttu:
    Lost Items:
    - 3 Quivers of 24 Arrows (Standard) - turned into a chuck of stone with the rest of Uttu's pack (more or less everything on her back was clipped and had to be dumped)
    - Snowflake Quiver - turned into a chunk of stone with the rest of Uttu's pack


    Organizational Changes:

    Show Spoiler
    None that you are currently aware of.


    Rolls:

    Show Spoiler
    A lot of rolls that could be broken down into essentially three sets.

    The first set is what amounted to a social encounter where your team kicked the cultists' collective asses. It was a massacre really.

    I was expecting Thaïs to do quite well going in but she exceeded even my expectations. She essentially won every rolls she had to make by a such a wide margin that she could have told them damn near anything and they would have nodded along and believed it. Maybe the Spider Goddess is going to have to make the next batch of clones she cooks up more charismatic to handle situations like this...

    Aside from Thaïs, Derryth also had a number of social rolls to help and she did about what I expected her to. Most of her rolls were average with one or two poor ones and a few good ones.

    Rand's clone had a number of rolls to make as well, he was essentially the main opponent as far as your negotiations went. He rolled well but nowhere near as good as Thaïs.

    The girls even had a single pair of checks which they did fine on.

    There were also a number of checks to see if the cultists would pick up on the way you were communicating but they failed all those.

    The cumulative result of all these rolls was a solid victory by your group largely won through Thaïs' direction.

    The second set of rolls had to do with the fight against the dwarves and the clone. There was not a lot to see here to be honest. You massacred them on the first turn and the only one that even go to hit back was the dwarf that fought Biliku.

    The clone was the exception here. He was built to be a significant challenge since you were not really supposed to run into him like this. So he had Isolde's strength and speed with greater constitution and built in spell triggers rather than actual spellcasting ability.

    Your opening volley essentially crippled him so he had to rely solely on his magic. He rolled quite well with his spells and managed to do substantial damage to both D&T. Their heal rings and mandrake roots negated almost all of that damage though. Uttu put out constant damage against the clone and it was only a question of time before she would put him down. If she had rolled horribly though there was a decent chance that both D&T would have died here.

    The surviving cultists that were acting as guards had a number of rolls to see if they would hear what you were doing. When you started throwing around greater energy bolts they began rolling to see if they would notice the battle. They succeeded at about the same time that you managed to drop the clone which triggered a third fight.

    Biliku and Uttu largely carried this fight and it cost them a bit of equipment as the earth mages started throwing around limited pertification spells. This was a long fight but not an interesting one. Everyone (your entire team and the four mages) had trouble hitting anything and it dragged on as your groups slowly ground one another down.

    I probably could have stretched the update out to twenty pages or more by detailing the back and forth of those two fights but since nothing much happened and most of the action was against a couple generic cultist mages I did not see much point.

    If your enemy had rolled better or you had rolled worse then it would have become quite likely that you would lose part or all of your group. Thaïs was the most likely to die, followed by Derryth, Biliku and finally Uttu.


    Outside of the temple your other teams continued to roll as did most of the leaders of most of the factions in the Kingdom. Mazzarin had an interesting roll in this one as did Nephila.
     
    Last edited: Oct 16, 2014
    • Brofist Brofist x 3
    ^ Top  
  17. asxetos Augur

    asxetos
    Joined:
    Feb 11, 2009
    Messages:
    807
    Location:
    Greece
    That went better than expected :D
    GJ Nevill!

    1 A, D, E
    2 E > F
    3 A
    4 B
     
    Last edited: Oct 17, 2014
    ^ Top  
  18. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,175
    Location:
    Copenhagen, Denmark
    Codex 2012
    No deaths? Amazing.. We probably need to stock up on mandrake roots ASAP though, knowing our penchant for getting into trouble.
     
    ^ Top  
  19. archaen Arbiter Patron

    archaen
    Joined:
    Mar 10, 2014
    Messages:
    621
    1. A D E F G "We told that bitch we were going to destroy her. "

    2. E < C

    3. A
     
    ^ Top  
  20. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    As promised, I claim all the glory! :obviously: :P

    If you guys wait a bit before plundering and desecrating the place, I might come up with another of my kunningly suicidal plans on how to build a working relationship with the Spider Goddess. Much lulz will be had and Caoilainn will probably want to murder us again (I hope the girl develops a philosophical mindset, her nerves won't last long with us otherwise).

    Yes, I want to invite an eldritch horror for a chat. I know, what can go wrong?

    Then again, the idea might be crazy, but it's how you go about it that counts in the end.

    But first, can I urge you guys to see Letta? The Seekers are awesome, but they will be working with us for a month while we will leave Letta behind after a few days (I want to give her a task straight away), and I would *very* much like to have some bodyguards with us who I can fully trust (and who are not in their early teens) for the next few days.

    Besides, if we barge in as we are now, shirtarmorless, smoking hot and with bits of petrified equipment hanging from our backpacks alongside trophy artefacts of the Dark, I am sure we will have full attention of the Ten Sovereigns. Let's not miss our chance to make the right first impression on the guys we want working for us on a permanent basis eventually.
     
    Last edited: Oct 16, 2014
    • Brofist Brofist x 1
    ^ Top  
  21. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    The idea is rather simple, actually, though a more detailed plan will be put forth after a thourough talk with Jan and Hallr (we should not forget our dear professor here, I have a few questions for him as well).

    It is inspired largely by this post, and especially this part:
    Currently we have managed to become one of the mortal enemies of the Spider Goddess, and we are fighting a war that is proving to be increasingly difficult as she throws more and more of her minions against us. The most we can do is to respond to her threats - Rand, not-Rand, not-Eberhardt and now the army of cultists infiltrating every nook and cranny of the Dwarven Kingdom.

    I think it is time for us to go on the offensive and show her that we are not ones to be messed with. Our prior history largely supports this claim.

    And you'll probably ask what can a mortal threaten a Goddess with? Because that didn't go well last time we tried it. :lol:

    Well, that's what allies are for.

    Like it or not, we are one of the power players now. We are fairly minor and insignificant by ourselves, as mortal men tend to be, but taken together, the Lost have proven to be a major influence on the world. In this chapter alone, we have brought down political forces thought to be untouchable, awakened forces beyond our understanding, and broken down whole armies nearly by ourselves. Incidentally, we have made acquaintances among several Fallen Lords, a Demon, and one very powerful Avatara while we were at it. These contacts are nothing to scoff at.

    The greatest mage to exist have taken us under his 'protection' and owes us a favor. The same mage even Gods do not want to anger. Why would we not use his reputation to bolster ours, now that the cat is our of the bag and the Watcher and Albrecht both know that he is at large, thanks to us?

    We can contact the Goddess via one of the artefacts in Jan's possession (not by ourselves, though - I would likely have used one of the cultists to pick up the egg and then speak with the Goddess through him with necessary precautions). From there, we can offer her an ultimatum. She should know about Mazzarin by now if her spies are worth their salt. So we will tell her this.

    The mage still owes us for a service we have provided him, and we are yet to claim the last favor. So we should let her know that if she continues to harass us and seek to do us or our friends harm, we shall request her total and complete annihilation alongside with her whole cult as our final payment. He is two to three times more powerful than her, and even she does not dare attract his ire. If he wanted to, or asked to, he could slaughter her and her kin with ease (we might want to make Nephila and her aunt an exception, though). More than that, we can write a will so that our request could reach Mazzarin from beyond our graves. He gave his word to grant us our wish, and it should not matter if we are alive or not when the wish is made known.

    But we are willing to go even further. If we die, from any cause, we will make it so that the Goddess is destroyed. Rand will sneak up on us? She will pay for it. The 'Eberhardt' will get back at us? She will pay for it. The Watcher will finally corner us? She will pay for it. We will catch an exceptionally nasty cold? She will pay for it with her life as well. What, this seems unfair? Well, she probably should not have tried to murder us before, that have made us a little paranoid. At least it covers all potential foul play by her that could result in our deaths. The bitch should really take care that we don't accidentally die now.

    And the best part of it, we are not bluffing. We can really do this. As long as we leave the last favor unclaimed, that is. And I really am willing to use it to have the last laugh at the Goddess' expense if she so much as looks at us funny.

    To hell with the promises of ultimate power. This, too, is power, and it is already ours to wield. Mazzarin can be the blade that we will hold under her throat.

    At the very least, with this 'agreement' in place, we can handle the threats of the Watcher and the ghols much more easily. She would be stuck with us, and will have to work together with us. From our side, we could really benefit from her dismissing the Eberhardt rebel movement and revealing the secrets of the spearhead now that we have it and the option to take it from our cold, dead bodies is not there anymore.

    It does not even require us to spend our favor. I believe that even a threat of using it in that way would be enough to make us far less attractive targets.
     
    Last edited: Oct 16, 2014
    • Brofist Brofist x 1
    ^ Top  
  22. Baltika9 Arcane

    Baltika9
    Joined:
    Jun 27, 2012
    Messages:
    9,501

    I vote for this.
     
    • Brofist Brofist x 1
    ^ Top  
  23. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    All right. So, a standart vote until I inevitably spout some freeform heresy. :D

    1. The Loot: What do you want to take?
    Yeah, why not? Those are essentially another pair of spell rings, if I understood correctly.

    Jan can keep them on a condition that he lets us borrow them if we have need of them (to mask ourselves as cultists, for example).

    Mage currency is always nice. However, we can't read them, and our girls do not have magic training. If Jan was any different from the other mages, I would have preferred to leave it with him on a condition that he shares the knowledge. He gets toread some fascinating books in a dead tongue, and we get new spells.

    Unfortunately, Jan does not know the language either. Fangshi, is it possible for our girls to come up with a small dictionary for translation purposes in a few days we have left? Or is it too much to ask?

    I just don't want to be burdened with yet another books we never get to read. Still, there are always girls to translate for us, and there is always, ugh, Christine. I think I'll take them for now.

    Money is money. We need it more than Jan does.

    Seriously, leave the strange statues alone. When it was ever a good idea? Don't you remember how a similar trip nearly ended for Gareth and Brigit?
    We don't have a professional trapmaster with us, and our resourses are exhausted. Don't be greedy and don't defile temples, no matter who they belong to. It is never worth it.

    2. What to do next?
    C) One of Albrecht's bastards, by the name of Letta, runs a very selective mercenary company. You want to investigate her and perhaps hire her. You will do so now.

    I want to put her to investigating the 'Unforgotten, Unforgiven' case so that we may have results by the time we leave the city. That means we should put them to work now. Besides, I kind of want to meet them while we are fresh from the fighting for the crown and the kingdom. I have a feeling it would be easier to talk to Letta if we pose ourselves as a fellow protector of people, fighting the good fight with utmost dedication and without fear. Just look at us, we look like we went straight through hell - all to save our friend along with the prince and prevent a conspirasy. :salute:

    The mages will probably just snicker at morons who let themselves get ambushed. Mages are not someones who can appreciate battle scars.

    3. The Cloaks: Janine was going to oversee the production of cloaks for you at the Academy. Sadly she is now dead do you still want to give the Spinner to the fellows and have them weave you cloaks?
    C) Yes, and make Jan the head researcher.

    He is a bit of an asshole, but he is Albrecht's son and he is dependant on his father's goodwill quite a bit:
    Since we are on good terms with Albrecht, I think we will be able to work with him nicely. Besides, Jan would not destroy the Spinner out of curiosity. It is a priceless artefact of his dear Spider Goddess, after all!

    By the way, it is one of the questions he never answered:
    I'll put a list of the questions for him and Hallr tomorrow. Though I have half of a mind to just mindrape Hallr.
     
    ^ Top  
  24. Kz3r0 Arcane

    Kz3r0
    Joined:
    May 28, 2008
    Messages:
    24,389
  25. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    Is that Uttu's quiver and Biliku's shield? I don't remember us having a quiver before.

    Can they get dispelled? Potentially by other earth mages from the same Academy, even? Or is it cheaper to get new ones?

    Do we have our escort waiting for us outside the Academy?
     
    ^ Top  

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