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Myth: A New Age CYOA

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

  1. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    The Grey Arrows worry me because I want to partner with the Black Arrows and I can't help but imagine the Greys are going to make a mess of things by asserting themselves in really stupid ways. Also Fangshi, why does Berty not like the Lady Grey? Considering he saw through the Pathfinders' lies, I'm inclined to say he's a very good judge of character.

    Also, are those mercenary rates monthly or one-time fees like buying out the groups? I was under the impression they were 1-time recruitment fees, not monthly fees.

    Aside from that, I believe you mentioned we'd have the options to obtain some regular equipment to replace our damaged gear from the cultist fight in this update.
     
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  2. archaen Arbiter Patron

    archaen
    Joined:
    Mar 10, 2014
    Messages:
    622
    1. Aii - He already hates his father and is an embarrassment to the kingdom. He wants to act like a punk thug, then we treat him like one.
    2. C > Aii - Strong faith but not evangelical, a good mercenary and not incredibly expensive if we bring her in as a partner. We should ask Morpheus if he has heard of this god before we sign them on and do some background digging into their faith.
    3. B - Our battle plans are always too complicated to have these idiots "Leroy JENSSSOOONNNNNN"ing them into ruin
    4. C - Ask Berty if he wants to take on the Cock for control of the company. It would be his to lead if he succeeds The girls can provide whatever magical assistance they can before the fight if he wishes.
    5. B - Too expensive. I think the animals would work almost as good on open ground if we think we are going to go that route.
    6. B - I think this would be a good group to coop when we have more time. I would want to replace the animal handlers with Lyssa trained animal mages. We would take over their experienced war trained animals but add a ton more control and flexibility
    7. A - We need the money and we can troll Ceannard. Their employment is contingent on the lesser partnership and taking on outside trainers.
    8. A - Hear me out. We hire them but don't take them with us. We can't let a force this size fall into someone elses hands and 5wp a month to keep 400 future mercenaries out of the hands of our rivals seems cheap. We have our Blackrock personnel staying in the city start training and if the pathfinders are willing, have them comb the force for spies in the interim.

    9.
    A) 40
    B) 40


    10. D - If he can get more information on the conspirators I say let him get the names of as many as possible before we unleash the pathfinder interrogators.
    11. D > C - Spellbooks


    Fangshi
    12. Derryth and Thais are sick of being hamstrung by their finances. They will convince the academy to help them open a portal to their base in Muirthemne at a site outside the city so they can retrieve 700WP(if available) to pay down their debts to the Goldsmiths(In conjunction with Mayers gold this pays off the Goldsmiths completely while still leaving The Lost an ok WP stock). This may take an extra day but it is worth it to have a free hand in hiring mercenaries they will need to keep their investments sound and reassure their Dwarven partner that they are indeed solvent. Plus, it would be nice to check up on our interests there and leave a will in case the campaign goes sour.

    A. Yes, they will attempt to open a gate back to Muirthemne (I vote A)
    B. No, we don't wish to share our gate spell with outsiders and time is of the essence.
     
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  3. GreyViper Erudite

    GreyViper
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    Location:
    Estonia
    Fangshi Add my vote to this to, since I agree on all these points.
     
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  4. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    And if he knows nothing (about the treason, anyway), what do we tell Timo and the others about why we turned Wenzel into a vegetable?
    If Wenzel is not a traitor, then someone else is. This gives them an ace to use against us.

    I don't think we take anyone with us into battle. There supposedly is an army out there that we can at least partly control, and I don't think I want to have the rookies like the Greys thrown right into the battlefield. Those options are less about the coming battle and more about our long-term plans for the Kingdom.

    We don't take the Blackrock mercs with us, either, from what I've gathered.

    Do you mean the names of cultists?
     
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  5. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Yes, same as always.

    From what you can gather many of the younger children have no strong feelings about Wenzel at all. They would merely be a bit uncomfortable that you have the authority to scramble the mind of a royal prince since that means you could easily do it to them.

    Albrecht would not like it, at the end of the day Jan is still his child and nothing will change that. However he knew what he was asking you to do at the safe-house, he will support you if you think it is necessary to save the Kingdom. You will just have to explain to him why it is necessary.

    Jan would not care in the slightest. He has no time for Wenzel as is and does not care what happens to him.

    From what Albrecht has told you, you think Reinhard and Timo would resent you for it. They have always tried to protect their younger brother (and have even spoiled him to a degree since they often step in to fix his mistakes) and if they find out you destroyed him they would almost certainly hold it against you privately if not publicly.

    Added, and I will add your C variants to the other questions as well.

    Sure, if you want I can do that.

    Well for starters Derryth did a horrible job explaining why they should even trust you so that did not help.

    Additionally the Sovereigns had made arrangements that would make it easier to get in and out of the compound but everything was set up for last night. Now that the opportunity has past they have little choice but to support your plan since they have no chance of raising the money in two days.

    So they told you to 'fuck off' for the reasons stated in the update. They do/did not trust you, they already had a plan of attack they were committed to, and Derryth did a horrible job convincing them (in fact she actually antagonized them).

    Her disproportionate response when dealing with Skite. Grey seemed to get a degree of satisfaction out of it though Lyssa can not be sure.

    Mayer says that it is nonsense, that Grey is merely determined and strong willed and he can respect that in a potential partner.

    Skite definitely agrees that she is cruel and once more suggests you do not hire her.

    Berty stops drinking long enough to suggest that she might have merely have been nervious. You are 'Heros' after all, so she was meeting with the agents of some of the most famous people in the Kingdom. People that are personal friends to her idol. It could be that she felt a bit inferior and so overcompensated by stressing her own strengths... of she might just be cruel as Skite suggests....

    Sure, Morpheus makes use of a rather complex rating system taking into account any information you can supply him. He factors in profession, magical talent, disposition, skills, unique experiences, and the USH score of the person. He also tends to add further bonuses if you can bring him a 'full set'.

    Now TWM would actually be closer to the 1500IP-2000IP range and the others would look like this:

    Show Spoiler
    1. Hallr:
    +50IP - base worth, dwarf (common)
    +100IP - mage
    +100IP - spider cultist
    +20IP - scholar

    -75IP - not a 'real' spider cultist (does not believe the Goddess is real)
    -50IP - a four on the USH

    Total: 145IP

    2. Jan:
    +50IP - base worth, dwarf (common)
    +100IP - mage
    +50IP - renowned, well traveled scholar
    +100IP - royal prince

    +0IP - a five on the USH

    Total: 300IP

    3. Wenzel:
    +50IP - base worth, dwarf (common)
    +100IP - royal prince
    +10IP - mercenary captain
    +100IP - a seven on the USH

    -50IP - 'damaged goods'

    Total: 210IP

    4. The maid:
    +50IP - base worth, dwarf (common)
    +5IP - maid to the King
    +30IP - possibly a spy

    +0IP - a five on the USH

    Total: 85IP

    5. Lyssa:
    +10IP - base worth, human (very common)
    +100IP - mage
    +10IP - good with animals
    +20IP - provisional member of the Lost
    +200IP - freed Morpheus
    +50IP - knew enough to extract an oath from Morpheus
    +50IP - necromancer
    +100IP - ?????
    +100IP - 'Practically family' blood pact with Nephilia
    +50IP - former apprentice of Mazzarin
    +150IP - an eight on the USH

    Total: 840IP

    6. Derryth:
    +10IP - base worth, human (very common)
    +100IP - mage
    +50IP - founding member of the Lost
    +200IP - freed Morpheus
    +100IP - 'Practically family' blood pact with Nephilia
    +80IP - seasoned adventurer
    +60IP - Hero of the Kingdom
    +100IP - storyteller
    +200IP - a nine on the USH

    Total: 900IP

    7. Thaïs:
    +10IP - base worth, human (very common)
    +100IP - mage
    +50IP - founding member of the Lost
    +200IP - freed Morpheus
    +100IP - 'Practically family' blood pact with Nephilia
    +50IP - skilled courtesan
    +100IP - gifted liar
    +60IP - Hero of the Kingdom
    +200IP - a nine on the USH

    Total: 870IP

    8. Derryth and Thaïs
    +10IP - base worth, human (very common)
    +100IP - mage
    +50IP - founding member of the Lost
    +200IP - freed Morpheus
    +100IP - 'Practically family' blood pact with Nephilia
    +80IP - seasoned adventurer
    +60IP - Hero of the Kingdom
    +100IP - storyteller
    +200IP - a nine on the USH
    +10IP - base worth, human (very common)
    +100IP - mage
    +50IP - founding member of the Lost
    +200IP - freed Morpheus
    +100IP - 'Practically family' blood pact with Nephilia
    +50IP - skilled courtesan
    +100IP - gifted liar
    +60IP - Hero of the Kingdom
    +200IP - a nine on the USH
    +500IP - 'One hell of a Pair'
    +500IP - 'A tale of two mages'

    Total: 2770IP

    9. Biliku:
    +10IP - base worth, human (very common)
    +100IP - spider cultist
    +50IP - former spider cultist (now aware of what the Goddess really is)
    +10IP - energetic mind
    +20IP - d'awww
    +200IP - a nine on the USH

    Total: 390IP

    10.Uttu:

    +10IP - base worth, human (very common)
    +100IP - spider cultist
    +50IP - former spider cultist (now aware of what the Goddess really is)
    +10IP - energetic mind
    +20IP - d'awww
    +250IP - a ten on the USH

    Total: 440IP

    11. Both girls:

    +10IP - base worth, human (very common)
    +100IP - spider cultist
    +50IP - former spider cultist (now aware of what the Goddess really is)
    +10IP - energetic mind
    +20IP - d'awww
    +200IP - a nine on the USH
    +10IP - base worth, human (very common)
    +100IP - spider cultist
    +50IP - former spider cultist (now aware of what the Goddess really is)
    +10IP - energetic mind
    +20IP - d'awww
    +250IP - a ten on the USH
    +10IP - family
    +40IP - double d'awww

    Total: 880IP

    12.Caoilainn:

    +10IP - base worth, human (very common)
    +20IP - some mage training
    +250IP - Imprisoned Morpheus (turnabout and all that...)
    +20IP - provisional member of the Lost
    +100IP - disembodied (it must be a very unique experience)
    +100IP - a seven on the USH

    -50IP - 'Intellectually impatient'

    Total: 450IP

    13. Average Oneiroi mage:
    +10IP - base worth, human (very common)
    +100IP - mage
    +80IP - demon cultist
    +250IP - Imprisoned Morpheus (turnabout and all that...)

    0IP to +50IP - fives or sixes on the USH

    Total: 440IP to 490IP


    Hopefully that gives you an idea of how he rates pieces people for his collection. He is drawn to the unique, the interesting and the aesthetically pleasing.

    Being a necromancer tends to add fifty points to the total on top of the base one hundred points one receives for being a mage.

    A cute necromancer would be one that is a seven or higher on the USH so that would add one hundred for being a mage, fifty for being a necromancer and another one hundred plus for the USH score.

    A Shade adds four hundred points for being an archmage and another one hundred points for being an experienced necromancer and a further one hundred points for being undead (a rare 'base worth'). So plus six hundred but then you have to subtract their low USH score from the total as well. Most shades are ugly so you are looking at a loss of one hundred to two hundred points due to the USH.

    It has to be a one on one fight but beyond that there are no rules, you just have to win.

    She is the type of commander that gets people killed unnecessarily through her own ignorance, he has seen it before and that is why he does not like her. Ignorance is not so bad on its own but when combined with arrogance and a reluctance to take direction it can be fatal. That is why he maintains that a lot will depend on how how exactly you interact with her and what you have her do, she either needs to be kept away from where she can do harm or she will need to be integrated into the group and educated on how to properly be a mercenary captain.

    For the unaffiliated mercenaries?

    They are monthly costs. The prices represent how much it will run you to add these people to your standing forces so the crossbowmen will cost you 4WPs each every month, they will just get rolled into your general payroll. Some of them are better deals than others and it has a lot to do with the regional makeup of the mercenary pool in Myrgard as well as the sorts of specialties that are encouraged or legal in the city.

    As for the mercenary groups there are two sets of costs. The flat costs found in the description of each group represent what it will cost you to maintain those soldiers while the prices in the options simply refer to what it will cost you to buy out their management.

    That is correct and you have already restocked your arrows and bolts. So those have been taken care of and Albrecht covered the costs.

    The servants were not able to find any mandrake roots for you, if you visit the Brothers Dietfried in person they may be able to find something for you but there are very few roots remaining in the entire city at this point.

    The same goes from energon cubes. Every mage in the city has been hording them lately, it is as if they all expect things to get dangerous soon and they all want as many as they can find. Again you might be able to get something from the Brothers should you visit them. Lyssa also still has ten and your three mages are fairly free with sharing each other's cubes so if you want some of hers you just have to put it to a vote.

    And that should cover everything but your armour which will take time to replace. The dwarves do not keep human armour lying around and you will both have to be properly fitted to get suits that are comfortable to wear and offer the best protection. There are a few options available to you actually.

    The first is that you could go to the Brothers and see what they have. You could likely find something magical though you do not know exactly what. It would then take a day or so for the necessary alterations to be made and you would likely receive the armour before you leave for the south.

    Your second option is to approach the King about the issue, he will not let his 'Heroes' wander around without suitable armour and he will likely set the Academy to work creating something for the two of you should you wish. Again, if they begin now they should have it ready by the time you leave.

    Finally you could see what is available at the local armourers in the human quarter. They might have something available that would nearly fit and you could get something to wear without much of a wait. (Though it might be a bit uncomfortable.)

    I was going to deal with this in the next update but if you want I can add the question now.

    Added.

    Also added.

    Sure, will do.

    Current Tally:

    Show Spoiler
    Nevill:
    1. Aiv
    2. C
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Ai
    9. A(20) B(40) D(2) H(20)
    10. F
    11. x
    12. x

    Kz3r0:
    1. Aii
    2. Ai
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Aii
    9. A(40) D(5) G(20)
    10. E
    11. C (Spare spellbooks)
    12. x

    Grimgravy:
    1. B
    2. B
    3. Aii
    4. B
    5. B
    6. B
    7. B
    8. A
    9. A(10) B(20) C(10) F(15) G(10) H(20) I(2)
    10. E
    11. E
    12. x

    Azira:
    1. Aii
    2. Ai
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Ai
    9. none
    10. F
    11. C>D>E
    12. x

    archaen:
    1. Aii
    2. C>Aii
    3. B
    4. C
    5. B
    6. B
    7. A
    8. A
    9. A(40) B(40)
    10. D
    11. D>C (spellbooks)
    12. A

    GreyViper:
    1. Aii
    2. Aii
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Aii
    9. A(40) D(5) G(20) H(20)
    10. E
    11. C (Spare spellbooks)
    12. x

    Absinthe:
    1. x
    2. x
    3. x
    4. C
    5. x
    6. x
    7. x
    8. x
    9. x
    10. x
    11. x
    12. B

    Jester:
    1. Aii
    2. x
    3. x
    4. x
    5. x
    6. C
    7. x
    8. A
    9. D (2-4)
    10. x
    11. C (Halcyon Stone)
    12. B

    1. Interrogation
    6 votes Aii
    1 vote Aiv
    1 vote B
    1 vote undeclared

    2. The Doves
    2 votes Ai
    2 votes C
    1 vote Aii
    1 vote B
    2 votes undeclared

    3. The Bastards
    5 votes B
    1 vote Aii
    2 votes undeclared

    4. The Cocks
    5 votes B
    2 votes C
    1 vote undeclared

    5. The Knights
    6 votes B
    2 votes undeclared

    6. The Hounds
    6 votes B
    1 vote C
    1 vote undeclared

    7. The Greys
    5 votes A
    1 vote B
    2 votes undeclared

    8. The Boys
    2 votes Ai
    2 votes Aii
    3 votes Ax
    1 vote undeclared

    9. Unaffiliated Mercenaries
    Dwarfs:
    A)Grenadiers - 5/7 votes: 3 votes for forty, 1 vote for twenty, 1 vote for ten
    B)Warriors - 3/7 votes: 2 votes for forty, 1 vote for twenty
    C)Crossbowmen - 1/7 votes: 1 vote for ten
    D)Mortars - 4/7 votes: 2 votes for five, 1 vote for two, 1 vote for any number between two and four
    E)Enchanters - 0/7 votes

    Humans:
    F)Sellswords - 1/7 votes: 1 vote for fifteen
    G)Archers - 3/7 votes: 2 votes for twenty, 1 vote for ten
    H)Legionaries - 3/7 votes: 3 votes for twenty

    Mauls:
    I)Warriors - 1/7 votes: 1 vote for two

    1 vote undeclared

    10. the maid
    3 votes E
    2 votes F
    1 vote D
    2 votes undeclared

    11. the loan
    4 votes C (one general, two for spellbooks and one for the Halcyon Stone)
    1 vote D
    1 vote E
    2 votes undeclared

    12. the gate
    1 vote for A
    2 votes for B
    5 votes undeclared.
     
    Last edited: Nov 7, 2014
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  6. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
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    12B for now. When we get Melete up I think we can try a 4 person portal if we boost ourselves with enchantments and a Strong Will ritual, especially if Melete can manage a power generator. I am extremely leery of teaching the Gate spell. We know what it can do in the wrong hands and even assuming we purged all the cultists from the academy, we know they're not the most responsible bunch with shiny and dangerous toys. When the fetches tried to use the spell, they accidentally summoned a monster down there in Muirthemne. Judging by the academists' fondness for experimentation, that's just going to lead to disaster.

    Actually, Fangshi, can we manage the gate spell right now just between the three of us with a Strong Will ritual, Calm Casting, Path of Intellect, Path of Memory, etc.?
     
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  7. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    You could probably do it if you had a bit more help. Given your current power levels and the rituals you know it might be possible but if something goes wrong and you fail a roll then there would be absolutely no 'cushion'. For an example of what could happen take the first gate you opened in Chapter 1, fewer people in the circle casting means fewer saves against demonic intrusions.

    It would be safer if you had another spellcaster or two and if you had over three more it would be far more secure. If you had Meletē she might also be able to come up with a way to power the spell through mechanical means, that would take a lot of the pressure off of your mages and allow them to focus on setting up the gate without having to worry about powering the spell.

    So for the time being I would say you can certainly try it with just the three of you but it would not be the safest thing you can do.
     
    Last edited: Nov 7, 2014
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  8. Jester Arbiter

    Jester
    Joined:
    Mar 24, 2013
    Messages:
    1,493
    1) Aii
    6) C send Martin to stage greate escape
    8) A they sound like people whose lifelong loyality can be earned, but sorting out who of them are military material and who isnt is important part. Pehaps we can use those who wont make it in our other assets. They do need training so they are siting this through, on other hand if we will get enough officers and keep good level of training we should get perfect main forces.

    Mortars 2-4. - firepower is correct.
    Enchanters might be good investment if we will try to manufacture big ammount of gear for our forces.

    No gates for now
    11) stone for money - add that Derryth will be severly pissed off if anything will happen to it.

    Will write more later.
     
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  9. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
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    1,997
    Alright added breaking the animals out of their cages/pens.
     
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  10. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
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    That sounds like a bad idea. I think they would try to eat Martin. I don't even see what we could gain out of the animal escape.

    Voting 4C and I want to add that the stone discs and rings will all be at Berty's disposal for this fight. I think killing the Cock is a good option.
     
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  11. archaen Arbiter Patron

    archaen
    Joined:
    Mar 10, 2014
    Messages:
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    No problem agreeing to any advantage for Berty in 4C.
     
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  12. Nevill Arcane

    Nevill
    Joined:
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    Shadorwun: Hong Kong
    Would mentally interrogating Wenzel qualify if we re-assemble him afterwards?

    Because if it does, I am thinking that the Codex is about to have yet another of its Great Retardation Moments. Let's go talk to Timo, the second most connected schemer in the Kingdom, the dwarf that is second only to Albrecht in intrigue. Let's make use of his agent network to procure us information that we will base our decisions on. Let's go serve under Reinhard to beat the overwhelming odds against the Watcher, the ghols and the rebels.

    But first, let's piss them all off and make them despise you (and perhaps want you gone) by frying the mind of their blood brother because we didn't like him. That sounds like a smart idea. :retarded:

    Um. If Berty beats the Cocks, it does not make them free to maintain. Can anyone voting for the cool options check the income balance after all of them are implemented? Because we currently have enough people voting for options that give us -150 WPs as it is.

    The currently voted options leave us between -65 WPs and -95 WPs after taking the Greys. Mostly because of the Doves and the mortars.

    I am yet to hear from anyone how we are going to pay the debt off. Math are teh hardz?

    If we can agree not to buy the Doves out here and now, we would actually be able to hire people without sinking our finances.
    Right, let's go to the place that we know for sure is infested with the cultists (even Hallr told us he does not know how deep the cultist network runs. He also mentioned that his apprentices were meeting with someone else, and there were signs that people in several administrative brached are involved), and link our minds with them.

    The investigation and purging of the cultists is going to take weeks, and there is no guarantee that they will get them all.
     
    Last edited: Apr 1, 2015
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  13. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    As long as you do a good job of putting him back together they might never know, you are not really sure what will happen as you have never tried to rebuild a mind after wrecking it.

    If you leave him as a mess then it is fairly safe to assume they will have a problem with your actions.
     
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  14. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Ok, let me try one more time.

    I am not concerned for Wenzel's well-being, and everything he is going to get, he had coming. But I object to the way of doing it that would leave our own position weaker. If we can't stitch him back together, we are going to have a much harder time with our investigation and with operating in the kingdom in general. Why do we want to serve under a military commander with a grudge against us, again?

    Wenzel is simply not worth that trouble.

    Why can't we attempt extracting information the old-fashioned way and turn to mind spells only if it fails? Hell, even putting him in the Dreaming for reeducation and extracting the information there is less retarded at this point. Looking at Wenzel's cost in IPs, it would take an Oneiroi mage to bail him out if we need it, safe, sound and harmless.

    The attempt to do it the quick way is extremely short-sighted.
     
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  15. Jester Arbiter

    Jester
    Joined:
    Mar 24, 2013
    Messages:
    1,493
    1. The Interrogation, You decide to:
    A)ii>iv.

    2. The Blooded Doves
    C) first learn abouth their god, we tend to dont have luck with gods.

    3. Ta' Blue Bastards:
    B)

    4. The Mighty Cocks
    B)

    5. The Knights of the Broken Lance:
    B)

    6. The Hounds:
    C) Adventure!

    7. The Grey Arrows:
    A) Hire.

    8. The Brickyard Boys:
    A)i - have high expectations of that guy, bevare the polite/kind ones

    9. Unaffiliated Mercenaries:
    A) Grenadiers 40
    B) 40
    C) 10
    D) Mortars 2 - artilerry is good
    E) Enchanters 5 - science and gear when not fighting.
    G) Archers 10 - should help to properly train greys (black arrows would be prefered)
    H) Former Legion Warriors: 20 - drill seargents
    I) Warriors: 10 - shock troop

    10. The maid:
    B) Bring her in for questioning. You and Thaïs will use your mentalist spells on her.

    11. A loan from Mayer:
    C) your half of the Halcyon Stone

    12.
    B)

    Long time build relying on average mercenaries in short term power gain. The main companies are either undisciplined or prone to working for highest bidder. Doves might be other good solution, still would prefere to learn about their faith before we agree to help them. Knight are to expensive in my oppinion.
     
    Last edited: Nov 7, 2014
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  16. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    Hm.

    Fangshi, did we obtain information from the King about what kind of prisoners escaped from the Pathfinder's prison? Is there a list? We know there were at least the Oneiroi and the necromancer, but were there others as well? They said some of the most dangerous criminals have escaped.

    I have a lingering suspicion that some of them ended up with the Weazels. It would not surprise me if Wenzel found the thought of hiding the enemies of his father amusing.

    Just something to check.

    I will vote 10 A, 11 C (spellbooks, NOT FOR RESALE), and 12 B to complete the set.
     
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  17. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    Voting 1Ai. I'm not sure why you guys are adverse to this. Wenzel's social skills seem to be shit, so we're probably going to slaughter him in a social encounter. Especially if Thais uses magic like Delightful Conversationalist. Also Fangshi, shouldn't we have some experience with rebuilding minds given the accidental mind-merge between Derryth & Thais and the assistance we provided Nine?

    2B
    3B
    4C is strongly recommended. That's a discount and we fix their act.
    5B
    6B
    7B
    8B
    9 5 Enchanters only
    10H
    11C Spellbooks (but not the Purple Sun scroll)
    12B

    Right now I'm a tad leery of picking up any shoddy troops or becoming a huge, unwieldy organization. I think we'd be biting off more than we can chew. We can always expand with noobs after the current mess in Stoneheim. Any novices we take with us are just going to get slaughtered in this disaster. I favor a small squad of elites.

    I also want to partner with the Black Arrows asap.
     
    Last edited: Nov 8, 2014
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  18. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,192
    Location:
    Copenhagen, Denmark
    Codex 2012
    A 10. How long until Nevill suggest we invite her into the all-female harem? Pedophilia aside? :troll:
     
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  19. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    What makes you think I didn't already? :P

    Besides, it's not like I lack patience. :rpgcodex: I will invite everyone to the all-female harem. After forcibly turning them all into hot females, of course.

    I did not request USH scores for everyone we've met out of idle curiosity!
     
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  20. Kz3r0 Arcane

    Kz3r0
    Joined:
    May 28, 2008
    Messages:
    24,637
    Amended my vote, again:

    1.D>A) ii

    Fangshi couldn't we try a mixed approach with Wenzel?
    Thais will lead the interrogation with Derryth support, while using mental spells when he is distracted, in short we will try to not destroy his mind, in case that wouldn't work we will consign him to the sovereigns, this would be D I guess.
    2.A
    3.B
    4.C

    5.B
    6.C
    7.A
    8.Aii
    9.
    A) Forty.
    G) Twenty.
    H) Twenty.

    10.E)
    11.C)Spare spellbooks.
    12.B
     
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  21. Jester Arbiter

    Jester
    Joined:
    Mar 24, 2013
    Messages:
    1,493
    Well there is posibilyty of death in handling a mighty cock.

    Oh and we can kick out some average ones after we take care of south buisness.
     
    Last edited: Nov 7, 2014
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  22. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    There were twenty three individuals held at the prison. Eight escaped. The prison holds mostly mages, violent mages that for one reason or another the state has chosen to keep alive.

    The necromancer was one.

    The Oneiroi were two and three.

    The fourth was a dwarf named Nilas, he was held on fifty two charges of murder. None of the murders were politically motivated from what the Pathfinders can tell. In fact they have had trouble finding a motive for the murders at all. At the moment they believe that Nilas kills simply because he wants to or feels he has to. He was not killed because that Pathfinders were trying to figure out how exactly he managed to pull off half of his murders. He seems to have the ability to pass through or along any flat surface in the form of a greyish brown shadow which in turn lets him bypass most of his prey's defenses. He is also something of a master at physical spells rendering traditional torture quite useless, (if he chooses to he feels no pain). He is tall for a dwarf, with black hair, grey skin and grey eyes. The Pathfinders currently have no idea as to his whereabouts.

    The fifth was a political prisoner, a human from the Empire by the name of Nevena. She is a poisoner (naturally specializing in elemental poison magic) and the Pathfinders believe she has murdered at least thirty eight people with her magic. However only one of her murders took place in the Kingdom, her last one. She managed to kill one of the Province's ambassadors to the Kingdom five years ago but the Pathfinders caught her before she could escape back to human lands. She has been held in their prison since then at the request of the ambassador's family. They wanted her to suffer for the rest of her life and the dwarves obliged. She is about average height for a human with brown hair and brown eyes. In most ways she would be completely unspectacular but the tortures of the dwarves have left their mark on her. She is badly scarred on her face and hands.

    The sixth was a maul, he had no known name and extracting any information from him had proven a challenge as he cut out his own tongue before he was captured. He did not seem to be able to write or read either. He practiced some sort of shamanistic magic from the steppes and was being held for theft and murder. He strangled the heir of a minor House to death and attempted to rob him. He was being held until his execution could be arranged. The Pathfinders have already found him and managed to end his life.

    The seventh is a dwarf, a mercenary mage that has had several run ins with the Pathfinders before. He was imprisoned for killing Pathfinder agents. He managed to kill five, seven years ago, before Bari and Ari brought him down. He was imprisoned so that his end would not be quick. He is extremely dangerous, skilled in light, enchantment and elemental magic; he is also a skilled warrior and a passable inventor. He would have been a great asset to the Kingdom if he were not so insane and generally dangerous.

    The final prisoner was a ghôl, some sort of shaman. The Pathfinders would simply have killed it but it claimed to know something about Albrecht's children. Sadly it refused to break under torture.

    The mind merge did not require you to rebuild your minds as Faceless helped you avoid having them destroyed in the first place. There also would have been no coming back from that.

    Nine is currently rebuilding her own mind by herself and it will likely take some time but D&T did not help to actually repair anything personally.

    This would be your first real attempt at taking a mind apart and putting it back together but everyone has to start somewhere I suppose.

    Sure you can try that, I will add it.


    Current Tally:

    Show Spoiler
    Nevill:
    1. Aiv
    2. C
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Ai
    9. A(20) B(40) D(2) H(20)
    10. H
    11. C (spellbooks)
    12. B

    Kz3r0:
    1. D>Aii
    2. Ai
    3. B
    4. C
    5. B
    6. C
    7. A
    8. Aii
    9. A(40) G(20) H(20)
    10. E
    11. C (Spare spellbooks)
    12. B

    Grimgravy:
    1. B
    2. B
    3. Aii
    4. B
    5. B
    6. B
    7. B
    8. A
    9. A(10) B(20) C(10) F(15) G(10) H(20) I(2)
    10. E
    11. E
    12. x

    Azira:
    1. Aii
    2. Ai
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Ai
    9. none
    10. F
    11. C>D>E
    12. x

    archaen:
    1. Aiv>Aii
    2. C>Aii
    3. B
    4. C
    5. B
    6. B
    7. A
    8. A
    9. A(40) B(40)
    10. H>E
    11. D>C (spellbooks)
    12. A

    GreyViper:
    1. Aii
    2. Aii
    3. B
    4. B
    5. B
    6. B
    7. A
    8. Aii
    9. A(40) D(5) G(20) H(20)
    10. E
    11. C (Spare spellbooks)
    12. x

    Absinthe:
    1. Ai
    2. B
    3. B
    4. C
    5. B
    6. B
    7. B
    8. B
    9. E (5)
    10. H
    11. C (spellbooks)
    12. B

    Jester:
    1. Aii>Aiv
    2. C
    3. B
    4. B
    5. B
    6. C
    7. A
    8. Ai
    9. A(40) B(40) C(10) D(2) E(5) G(10) H(20) I(10)
    10. B
    11. C (Halcyon Stone)
    12. B

    1. Interrogation
    3 votes Aii
    2 votes Aiv
    1 vote Ai
    1 vote B
    1 vote D

    2. The Doves
    2 votes Ai
    3 votes C
    2 votes B
    1 vote Aii

    3. The Bastards
    7 votes B
    1 vote Aii

    4. The Cocks
    5 votes B
    3 votes C

    5. The Knights
    8 votes B

    6. The Hounds
    6 votes B
    2 vote C

    7. The Greys
    6 votes A
    2 votes B

    8. The Boys
    3 votes Ai
    2 votes Aii
    2 votes Ax
    1 vote B

    9. Unaffiliated Mercenaries
    Dwarfs:
    A)Grenadiers - 6/8 votes: 4 votes for forty, 1 vote for twenty, 1 vote for ten
    B)Warriors - 4/8 votes: 3 votes for forty, 1 vote for twenty
    C)Crossbowmen - 2/8 votes: 2 votes for ten
    D)Mortars - 3/8 votes: 1 vote for five, 2 votes for two
    E)Enchanters - 2/8 votes: 2 votes for five

    Humans:
    F)Sellswords - 1/8 votes: 1 vote for fifteen
    G)Archers - 4/8 votes: 2 votes for twenty, 2 votes for ten
    H)Legionaries - 5/8 votes: 5 votes for twenty

    Mauls:
    I)Warriors - 2/8 votes: 1 vote for two, 1 vote for ten

    10. the maid
    3 votes H
    2 votes E
    1 vote B
    1 vote F
    1 vote D

    11. the loan
    6 votes C (one general, four for spellbooks and one for the Halcyon Stone)
    1 vote D
    1 vote E

    12. the gate
    5 votes for B
    1 vote for A
    2 votes undeclared.
     
    Last edited: Nov 8, 2014
    • Brofist Brofist x 3
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  23. Absinthe Prophet

    Absinthe
    Joined:
    Jan 6, 2012
    Messages:
    3,202
    Berty knows his stuff. And we'll give him all the magical preparation he needs (anything goes in that fight). That includes handing him 3 spell-storing rings and the 2 spell-storing discs. That's a ton of magic at his fingertips.
     
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  24. Grimgravy Augur Patron

    Grimgravy
    Joined:
    Sep 12, 2013
    Messages:
    3,290
    Codex 2016 - The Age of Grimoire
  25. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,063
    Shadorwun: Hong Kong
    There is a question of what his opponent can bring to the table.

    Why do we think we are the only 'smart' ones that can use items to boost our fighting abilities? Rand's clone should have made pretty obvious this is not the case. For all we know, the opponent might have his own 'ton of magic' for cases like this.
     
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