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Myth: A New Age CYOA

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

  1. Nevill Arcane

    Nevill
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    Fangshi, how is our force organized?

    I can't help but notice the lack of officers now that Ceannard has left the party. There are only Berty, Hamundr, and maybe the Old Wise Man can also be counted towards them.

    I think our efficiency in the field would benefit if we split our forces into more manageable teams, or squads, and assign a sergeant to each of them, someone with a degree of autonomy that his squad would follow in a heat of battle when we aren't giving them direct orders.

    We have Hamundr commanding 20 chariots and the Old Wise Man commanding 20 battle mages. Following this pattern, we might want to choose a leader for our 20 legionaries, and two leaders for two squads of 20 grenadiers each. These lieutenants will report either directly to us or to Berty.

    Maybe Berty and Hamundr can run a few checks on our soldiers to determine people best suited for such a task.

    It would be handy to establish a proper chain of command when we are in charge of ~130 people, since we decided to get involved.

    Oh, and I almost forgot.

    Can we ask Nanshe what this 'unforgotten, unforgiven' business in Myrgard is about? Sounds like ghols are involved, though I doubt it was on her orders. What is the purpose of it and who is behind it?
     
    Last edited: Jan 14, 2015
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  2. Fangshi Arcane

    Fangshi
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    At the moment your force is split in four.

    Hamundr commands the chariots and has his own force organization, he deals with all matters pertaining to the organization of his dwarves but his twenty chariots are split into groups of five (so teams of ten) which each have a captain.

    The Old Man also looks after the organization of his people. He does not have any designated captains beyond his second and third but everyone within his group seems to know their place relative to everyone else. It seems to be organized largely on the basis of age/experience and skill/power.

    The mortars and their operators report directly to you.

    The Hounds are organized into teams around their elephants and the chief handler acts as their captain though each team seems to have a fair amount of autonomy.

    Your remaining mercenaries have begun to organize themselves under Berty but they have not yet gelled as a cohesive whole.

    Certainly, if you want to firm up the command structure of your mercenaries then you can appoint captains to lead the men.

    She has no idea what that phrase could mean. If her people are involved then perhaps it is meant as a reminder that they have not forgotten that the dwarves stole their land and enslaved them for centuries. But that is only a guess.
     
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  3. Nevill Arcane

    Nevill
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    Yup. That would be good.

    Did Lys manage to finish her work on the bracelets from animal hair? We might want to have a talk with the elephants once this is over.
     
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  4. Fangshi Arcane

    Fangshi
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    Yeah, they are done. She wove three of them in the carriage while you were going to and from Nanshe's army. She simply has not given them out yet as she would like to test them first.
     
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  5. Nevill Arcane

    Nevill
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    Say, if we are learning vocals first, is there a spell that lets you amplify and project your voice over an area?

    I mean, what is the point of singing if you can't be heard over explosions and screams of rage, right?

    That might actually end up useful even without a musical magic.
     
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  6. Fangshi Arcane

    Fangshi
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    Probably something in one of the physical school traditions that could do that. You don't know for sure though.
     
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  7. Fangshi Arcane

    Fangshi
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    My apologies for the rather substantial delay, I have not had the time needed to actually focus on finishing the update yet.

    I should have most of tomorrow free though, (even if I have to chase everyone away ;)), so the update will be up within twenty four hours (probably closer to the end of the twenty four hour estimate though).

    Given the choices for this update I am only going to run the voting for forty eight hours total, that should allow for additional updates this week.
     
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  8. Fangshi Arcane

    Fangshi
    Joined:
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    1,997
    Chapter 65: The Hunter

    It is not an easy question to answer, 'what to do'?

    A great many possibilities spring to your mind all at once and with a but a few moments to decide on a course of action you can hardly gather insight from your officers. No matter, you will find a way, you simply need clarity and you seize upon the first thing that promises to grant you just a little.

    You cast your gaze up to the heavens and for a moment your mind drifts up and away. It drifts into the peace and serenity to be found among the shifting clouds, motes of cotton occasionally obscuring the great, luminescent sphere that is the sun. It cuts a path through the sky, turning the sea of blues into reds and violets, the last drops of day, bleeding out into night. Such peace up there in the eternal sky, it fosters clarity, precision of thought, and with it you set your mind to working.

    These things do not seem 'natural', for want of a better term, and while you can not be sure they were conjured by Mazzarin you are fairly certain that they were. If they are, then perhaps you can convince them to leave your people alone, hell, maybe you can convince them to aid the Royal Army and remove one threat to the Kingdom immediately.

    That being said you hardly wish to risk your own life or the lives of your friends and allies in testing your theory. Perhaps a middle path is best, perhaps you can take all the necessary precautions to protect yourself without exposing yourself to harm. If you fortify your position and stay behind your impromptu barricade that should at least provide you a little cover from which to negotiate.

    Yes, that might work, you just hope you are not being greedy...

    You give Berty the orders, telling him to fortify your position as quickly as he can and to be mindful of your flanks and rear.

    He nods along and begins barking orders to your men, a bounce in his step as he makes the rounds.

    As he does so you run through every bit of information you have managed to gather on possible demons operating in the south. You remember that Morpheus had mentioned demons that have the ability to bewitch mortals with their voices.

    With that in mind you pull off a pair of dwarves from the defensive line, “I want you two to stuff up your ears with rags and watch my every movement. If I start to behave oddly you are signal me.”

    They too nod along. You do not share your fears with them. Your fears that such beings might be able to control more than one person, more than a handful of people, and that even if you do get the signal it may well do you no good, you may well be unable to resist the commands of these things.

    You push those thoughts down. If these demons are that powerful then you have no real chance anyway.

    The horns sound out again, the creatures have made great progress. You can see them clearly now, at first glance they could almost pass for men. Taller certainly, and with finer features but beyond that they compare favorably with most of the demons you have met. They have no tendrils with which to burrow into you, they have no feeding stalks, no distended frames, no wings, no claws, nothing to set them apart from men with one exception. Each has a pair of animal ears, some take the form of a horse, others the ears of hares, they poke up from between the strands of their fine, fair hair.

    Each is dressed in a tunic and trousers of the brightest crimson with a mantle as green as the deep pines on top. Their mantle is further decorated by gold embroidery, it takes the form of leaves and hinds, hares and great flowering trees, each bears a single symbol on their left shoulder as well. A silver badge in the shape of an oak leaf. The final piece of their kit to draw your eye is the weapon each carries. A long, broad headed club, notched up and down its length with symbols you do not recognize.

    One of these... Hunters, you suppose, breaks off from their fellows and advances toward your captured scout. The demon stops well short of your dwarf and hitches up his trousers, dropping into a squat, his equine ears twitching slightly. First he turns his head to the left, then he turns his head to the right, then he takes his cudgel from under his arm and he pokes at your soldier.

    The soldier tries to grab the stick and is rewarded with a series of swift blows around the head and shoulders as the demon leaps to his feet and brays at the poor dwarf.

    Thaïs shakes her head, “What are these things?”

    “Damned if I know,” you answer with a concerned sigh.

    “Best not to let them get too close,” the Old Man shouts as he moves from his part of the battle line to your own, when he closes he leans in and whispers, “If we attack them with everything we have as soon as they begin to close we should be able to wipe them all out before they reach us.”

    You answer back with your orders matching his discrete tone, “We don't attack unless I give the order, understood?”

    The Old Man grunts and opens his mouth to protest but stops in mid motion. He bobs his head, “Sure,” he forces a smile, “Absolutely...”

    He turns on his heel and wanders back to his people.

    “Think he is going to be a problem?” your better half enquirers, watching him go.

    “Probably,” you answer, turning your attention back to the advancing demons.

    They come to a stop at the line of waiting hounds, one, with the ears of a great gray hare, reaches over and scratches the largest hound behind the ear, it giggles at the affection. Another, with ears of silver fur, begins practicing with its club, swinging it back and forth in wide circles, it accidentally clips one of the hounds and sends it crashing into its pack mates. These things are certainly strong when they want to be.

    To a man, er, demon, they seem distinctly unimpressed with your company and the number of weapons ready against them. They seem incredibly relaxed and confident, a fact that does little for your own sense of comfort.

    The four are soon joined by the fifth and the remaining hounds, the hunter drags the broken and bloody body of your scout behind him, one large, white hand wrapped firmly around the dwarf's ankle. Your soldier has certainly received a beating but he does seem to be alive from what you can tell.

    The fifth demon, the one that so badly savaged your scout, falls to conversation with the others. They gesture at your group, they bray and whine and one takes another great swing with his club. The hounds laugh heartily, then the largest of them rises and circles the hunters once. He slinks in next to the largest of the hunters, a great mountain of a demon with the ears of a goat, died a vibrant ruby red, and from what you can see the hound begins to mutter something.

    The hunters turn back to your group en masse and the largest of them points directly at you, he gestures for you to come forward, over your barricade.

    Naturally you refuse, waving your hand over your head and directing them to come closer.

    He swings his cudgel twice over his head and repeats his instructions.

    Once more you make your reluctance to comply quite clear.

    He begins to hop and holler, baying at you, till one of his companions quiets him and steps forward. It is the gray hare, the one that had so readily shown its affection for the hounds. Seems he intends to negotiate as he begins to stride toward your position.

    “Everyone get ready,” you whisper to your allies, “And remember, no one attacks until I give the order.”

    The Hare Hunter whistles as he walks toward your line. He maintains a brisk pace, exudes confidence, as he closes he locks eyes with you and does not drop his gaze.

    “Hello! Cousin Derry, hello!” he calls to you, tucking his club under his arm and raising his hands, “I be wishing to talk, nothing more!”

    “That's close enough,” you caution him. Thaïs raises her crossbow to drive home your point.

    He chuckles, “Ah, cousin Taide, that is a mighty fine bow you have there but you may as well lower it. I would not favour your odds of hitting me with it and if you go and fire that thing then I will have to excuse myself from these proceedings,” he gestures over his shoulder with his thumb, “Brother Beater and Brother Bounder back there would like nothing better than a reason to test your line, I would like to avoid giving them that reason.”

    “So you want peace?” Lyssa calls out from your side.

    He nods, “Oh, very much so cousin Lys, very much so. At least for the time being that is.”

    “Well, we might just be able to make that work,” you answer, your words send up a hiss from the Seekers' part of the line, “Why are you chasing my people.”

    “Your people?” the hare slaps his knee, “That is a good one Cousin!” he turns conspiratorially to his left and shouts into thin air, “'Her people' she says! Can you believe that, a mighty fine joker dear Cousin is!”

    He snaps his head back toward you and gives you a sly grin.

    “Derryth!” Berty shouts from the right flank, “The hounds are circling!”

    Sure enough they have begun to spread out and creep around the edges of your battle line. Well, you can't have that.

    You round on the Hare Hunter, “I thought you wanted peace, er, Cousin...”

    “Cropper,” he answers with a wink, “Call me Cropper, Cousin. I do want peace, I can assure you of that.”

    “Then call off the hounds,” you press him.

    “Ah,” he scratches the back of his neck, “Alright Cousin, fair enough, fair enough!”

    He lets out two high pitched whistles and the hounds begin to draw back toward the main body of the hunting party, they look thoroughly disappointed but Cropper merely grins at you, “That better Cousin?”

    “Immensely,” Thaïs replies and spares him a smile, “Thank you.”

    He beams, “Ah Cousin, a smile like that, it could light a world, it could. It makes me want to be a better man than I am!”

    He does seem to be friendly enough but you are not certain that he is entirely in control of his faction or his faculties. It would be best to end this as quickly as you can, “So, Cousin Cropper, why were you chasing my people?”

    He shakes his finger at you, “Cousin Derry, that is what I was getting at. They are not your people. They are necromancer's spies, servants of the Dark, our common foe so to speak.”

    “Have any proof?” Lys chimes in.

    “I should think you would know,” Cropper answers, his grin turning sharp, “I should think you would know...” he laughs, “I mean with all of your combined experience fighting the Dark, I mean. All that time battling servants of the Watcher, surely, you must have, at some point, maybe, come up with a way to detect those spies, those cowards, those traitors that make themselves the enemy of life everywhere? Right?”

    Well there might be a few ways to tell that you can think of but none that you care to share with a half mad demon scout, “Possibly,” you reply carefully.

    “Beautiful,” he clasps his hands together, “So as I was saying, and as you can confirm if you have half the mind to do so, those dwarves we are chasing serve the Watcher and it is our job to purge the Dark from the Kingdom.”

    “A demon fighting the Dark,” the Old Man shouts as he leaves his place in the line and moves toward you, “What sort of foolishness is this?”

    Cropper narrows his eyes, “One, Slaver, I am no demon. Two, the Dark and the Dark Gods are not one and the same. Three, it is not polite to be interrupting a private conversation between family.”

    “Family?” the Old Man glares at the hare and then at the three of you, “What is he talking about?”

    “I have not the faintest idea,” you reply in unison.

    The Old Man begins to tense, “I am sure.”

    “Now hold on,” you raise a hand, “No need to jump to conclusions!”

    You gesture to Cropper with a single hand, “Why don't we ask him what he means?”

    The Old Man grunts and nods, “Alright, why not?”

    Cropper pulls himself up to his full height, “That is easy, I was told about the three of you and I was told to keep an eye out for your coming,” he shuffles, the tips of his ears beginning to colour, “Well you see, its well, he, meaning the Master, made us memorize our orders so we would not make a mistake, or get distracted, or run off with all the pretty lads and lasses,” Cropper grins, “So, well, so I set my orders to a little rhyme,” he coughs, clearing his throat, “One o fire, one o night, one o beasts and ya got it right! Hunt the pale man, hunt the beast, hunt their servants, from greatest ta the least!”

    The Hare Hunter looks equal parts proud and embarrassed at his little rhyme, “So when I saw the three of you, all mages right, all together like that, I figured, well, I figured what were the odds right? I mean three humans, three women, three mages, one with the red hair and the other with the black and then all those animals on the third, and above, and around, and well, I figured that you were my dear cousins, allies in my Master's hunt, and so that is what I told the others. I told them you must be Derry, and Taide and Lys and that you are our friends or at least not enemies, not yet anyhow.”

    “And who is this 'master',” the Old Man presses, “Which Dark God do you serve fiend!”

    “Why,” the Hare Hunter shrugs, “Not a one, I serve my Lord and he serves his Lord and we are all swore to the service of the Greatest Mage to ever walk this world. We serve the Mazzarin.”

    The Old Man laughs at this, “Mazzarin has been dead for centuries, don't lie to me beast.”

    “Beast!” Cropper leaps two meters closer to your line, club in hand, “Beast! Cousins, if you can not control this fiend, this slaver, this merchant of souls then by the hills and the rocks and the trees I will cave his thick head in this moment!”

    The Old Man begins to channel, you grab him by the shoulder and hiss in his ear, “What are you doing!”

    “Killing a few demons,” he answers coldly.

    “Not without my orders,” you insist.

    “Then give the order,” he replies, his voice sharp as a razor. He breaks free from you and in a blink speeds his way back to his section of the line. With or without your help it seems that the Seekers are set on fighting this battle. Perhaps you should have expected that given their known attitude toward the 'unnatural'.

    “A shame, dear cousins,” Cropper calls to you, swinging his club back a forth, “It would be an absolute shame if your dog bites, then we might have to put him down!”

    The other hunters cheer and the hounds laugh mightily.

    “Five of you and a handful of hounds,” the Old Man answers, “Can't say I like your odds monster!”

    “Oh,” Cropper laughs, “We have got far more than that!”

    You don't see anything.

    You do however hear something.

    It is quite quiet, a mere whisper on the breeze but slowly it begins to build.

    It is a threat and a promise of violence though you are not yet sure who it is directed at.

    It is the sound of voices and of horses and you can not say how long you have before this whisper breaks into a shout and a panic that will drive your sense from you.

    It occurs to you that perhaps Cropper is not the hunter, perhaps his lord is, and you stare up at the sinking sun and wonder what will come when it falls beyond the horizon, what will come with the night?

    Cropper watches you, watching the sun, he grins warmly, “Clever Cousin, but don't you worry none. Little more, a little more and my lord will be here, then we can all talk properly, without snapping dogs at our heels.”


    1. Well, seems things are about to come to head. How do you want to handle this situation?

    A) You do nothing. The Seekers will likely attack the huntsmen and they have an immediate advantage but if their Lord is coming then who knows what will happen. You will simply wait with your forces and make a decision once one side has won. Hopefully both sides will refrain from attacking you but that might be a bit much to ask for.

    B) You throw your lot in with the Seekers. That should demonstrate to the Old Man that you are not actively consorting with demons (even though you do technically consort with demons fairly often). It is likely that the Seekers will be suspicious of you going forward but there is nothing you can do about that now, you will just have to win them over later. At least you know where they stand. Unfortunately you will also have to attack an enemy with unknown abilities and numbers, and one which may be about to receive an unknown amount of reinforcements.

    C) You throw your lot in with the huntsmen. They claim to be something other than demonic and they do seem to know a lot of what is going on. It is possible they have been given information by Mazzarin that could help you in the south and by helping them deal with the Seekers you might be able to secure them as an ally to the Kingdom. Of course, you don't know how the dwarven leadership will react to such a turn of events, you don't know if you should or even can trust these things and if you declare your support for the huntsmen then you will have to deal with twenty battle mages at fairly close range along with their guardians.

    D)Withdraw. As soon as the Seekers attack the huntsmen you will order as much of your forces to withdraw. Hopefully you will be able to put enough distance between you and the battlefield to prevent excessive casualties. At the very least you can try to protect your command group by fleeing in the carriage. It is likely that you will lose some people and it will kill morale but it may be the most reasonable course to pursue.

    E) Negotiate. Maybe you can prevent a conflict if you hand over the scouts the huntsmen are chasing. Bit of a long shot though as the Seekers do seem fairly committed to starting something here.

    F) freeform – And for anything else, more complex, more clever, you have the ever popular freeform option.
     
    Last edited: Jan 20, 2015
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  9. Fangshi Arcane

    Fangshi
    Joined:
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    Party/Organizational Changes:

    Party Changes:

    Show Spoiler
    Derryth:

    Item Lost:

    1. One vial of the Green Mage's fluid. - Sent with Ceannard to the Academy for testing.

    Skills Gained:

    Musical Magic:
    Vocal Training: Beginner
    Natural Talent: Vocals

    Thaïs:

    Skills Gained:

    Musical Magic:
    Vocal Training: Beginner
    Natural Talent: Vocals

    Lyssa:

    Skills Gained:

    Musical Magic:
    Vocal Training: Beginner

    Ceannard has also left the party obviously.


    Organizational Changes:

    Show Spoiler
    None that you are aware of.


    Rolls:

    Show Spoiler
    As the entirety of the update is about positioning and dialogue the majority of the rolls also have to do with positioning and dialogue.

    On your side everyone that spoke had at least one roll. You had a few leadership checks as well to see if the Old Man would submit to orders that he definitely disagrees with. You should be able to figure out how well you did based on the update but I can't provide additional clarity at the moment I am afraid.

    Berty and the soldiers had a few rolls to set up and they did quite well there.

    The hunting party had some rolls for people on their side and your scout also had a roll to try and snatch the club from the huntsman. It would not have done him much good and even if he did get it, that would not have likely changed what happened to him in a significant way but little details like that are often fun to leave to chance.

    There were also a number of rolls around the Kingdom and beyond. For example, Mazzarin had a few rolls which may or may not have been related to certain urges on his part to murder half the bureaucrats he has recently met... :lol:

    Other than that, I can not really get into details.
     
    Last edited: Jan 20, 2015
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  10. Kz3r0 Arcane

    Kz3r0
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    Tentative plan:
    Tell the Old Man that we know with absolute certainty that Mazzarin is alive, so Cropper is not lying.
    That if the Seekers attack they are on their own.
    And to at least gave us the opportunity to check the scouts with our mental spells to see if they are really spies of the Watcher.
     
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  11. Nevill Arcane

    Nevill
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    I like Kz3r0's plan, though I think I have a few ideas on how to expand on it.

    I will throw in together a mish-mash of points and/or ideas and will bake them into a cohesive plan later.

    First, about Mazzarin. I find his existence not that hard to believe. Here is what Albrecht told us about the storm in the desert:
    Every powerful mage - and the Old Wise Man is one - had felt it. They just didn't know what it was.

    With about a hundred souls under his care, it should not be a trivial question to the Old Man whether he wants to cross an archmage - hell, THE archmage who is regarded as a Hero of the Light, - because of a misconception. If you want to do something that stupid bold, you want to at least to be sure you are fighting for the right cause and not just throwing your life (and likely the lives of your charges) away because you are too stubborn to consider that there might be something you do not know. If the 'Wise' part of his name isn't just for show, he might want to think about it very carefully.

    All I am saying is that we might convince him to withhold judgement until we verify if the scout/scouts is/are guilty or innocent.

    Cropper raises a good point. Do we really know that the Royal Army soldiers we welcomed in our ranks are indeed Royal Army soldiers or that they are loyal? All we know of them is that they were running away from the hounds. We just assumed they were our people because they run into our scouts and were traveling with them. Allies by association, so to speak.

    As for the demons (not-demons?), they were the ones who offered us that opportunity in the first place. We should tell them to free the scout and have him head to our position to be examined. No further mutilation is allowed until then. Should he be found guilty, well, they know it would not bode well for him, as we don't have our reputation of fighting the Dark for nothing.

    If he is innocent, we will have freed a hostage. Heal him and get him back in line.

    We should probably invite the Old Man to interrogate the scouts together with us in case there is some sort of trickery and to let him see with his own eyes instead of accepting our word for it. I still trust the mage more than this Cropper.

    And I think we might have to make a call to Mazzarin right away. Not because we are out of ideas and he is our last hope of salvation, but because he is a force that can make these guys pass each other without jumping at another's throat. I think Cropper and his master are outstepping their boundaries and acting beyond the given orders if they engage with the Seekers and try to cripple our army that is heading to fight the Watcher. The Great Mage would not be pleased to learn that demons or whatever they are think themselves smarter than him and murder people behind his back when this is not what he brought them for. It would be good to let them know we have the mage's ear and can report their transgressions. As for the Seekers, it would further prove our words about Mazzarin's existence and make them think twice before committing to a course of action that runs contrary to his goals. A mere passing of the archmage left the mages of the Kingdom terrified. Fighting or even questioning him is not very advisable.

    I don't think Mazzarin will come himself - there are no teleportation spells, after all. But I think he can give them both a sign that he is watching (isn't that what the necklaces are for?), and children are far less prone to infighting if they know they are observed by someone strict and with a short temper.

    It's the same ploy Gullveig used to make two other Shades work together even though they hated each other guts. If the survivor of the fight will have to explain themselves to Mazzarin and will be held accountable for what happened, there can be no winners. And if there are no winners, then the fight is pointless.

    I feel that if that Cropper fellow is telling us the truth, then a fight between us is extremely stupid, and I am willing to play the Mazzarin card (not the favor, mind you, I just want to point out that what is happening will not go unnoticed and that both sides should better behave) to prevent that. Until the Watcher is gone, we have a common goal to work towards. The Seekers and the Hunters are both called to do a job, and they can settle their differences in their spare time when it is over. No slacking off until then.

    And if Cropper is lying, I think the Great Mage would be interested in that, too. Thankfully, determining that should not be too hard.

    Oh, and if they want peace, as he said, we can each go out separate ways starting now. We have our respective missions to accomplish. There is no need for us to speak with their Lord, and there is no need for them to continue sieging our line. They brought the Watcher's agents to us, and we will take it from there. Their work here is done.

    Continuing to intimidate our soldiers and trying to provoke our mercenaries would be proving otherwise. And if they want to harm our mission, they employer might ask them - or better yet, their Lord - a question or two. We should use Mazzarin's name to compel them to leave. It would be best for everyone.
     
    Last edited: Jan 20, 2015
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  12. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    I'm down for Kz3r0/Nevill's plan.
     
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  13. Nevill Arcane

    Nevill
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    Alright. So, the Plan (TM).

    Our immediate goal is to stop the escalation of hostilities, and by the looks of it, it is the Seekers who want to start throwing fireballs. We should direct our efforts there first before switching attention back to the Hunters.

    - Tell the Old Man that Cropper is not lying about Mazzarin and that we have met the mage personally. Tell him that it was Mazzarin's presence that the mages felt back in September. Tell him that if Cropper is telling the truth about who sent him, and if he is indeed acting on Mazzarin's orders, then attacking him would be tantamount to going directly against the Great Mage and the Hero of the Light, with all the consequences that it entails.
    - Remind him that he has signed for the job of protecting the Kingdom from the Dark. If Cropper does not seek the destruction of the Kingdom, but the Watcher, and is not serving the Dark, but Mazzarin instead, then the efforts of the Seekers should be best directed to the ones that we know for a fact do seek harm to the country and its denizens, or the ones that want to turn it into a puppet state for the Dark Gods.
    - Explain to him that as he has a duty to watch over his people, so do we over ours. We are not authorizing the attack until our scout is retrieved, be it to save him or to execute him if he is a spy, and we will not endanger the rest of our soldiers for nothing.
    - Tell him that Copper's claims about hunting the Watcher's agents are easily verified. We are mentalists, and the Old Man himself has experience with interrogating techniques, even though we've only seen him using it on demons. We might be able to determine where the Hunters' allegiances lie and act from there, rather than act on impulse.
    - We serve King Albrecht and we oppose the Watcher and the Dark. We will take no part in attacking the mercenaries the King chose to hire for the protection of the Kingdom, and we will not interfere with Mazzarin's plans if that is indeed what the Hunters are carrying out. Make this known, this has nothing to do with 'conspiring with the demons' or some such nonsense.
    - Tell them both that we are marked and observed by Mazzarin. Should there be a fight between the forces that are both opposed to the Watcher, it will be regarded as a sabotage of our common mission, and the survivors will be held accountable for it and will have to answer to the Great Mage himself. There will be no winners in this one. They both have an option to ignore their grievances - the Hunters can simply withdraw, and the Seekers can choose not to attack without due justification (as in, actual evidence that the Hunters support the Dark) - so if it comes to battle despite that, it will be considered a premeditated defiance of the Great Mage's will, regardless of who started it.
    - If they are impressed by our reasoning or implied threats (not from us, of course, we aren't threatening anybody, we are just stating the facts :cool:) enough to hold off the immediate hostilities, take the Hunters on their offer and ask them to release our scout. Tell the dwarf to head back to our positions and politely, but decisively disarm and detain the pursued soldiers for the purposes of examination. Be careful around them and take precautions as they might really be the Watcher's agents, but be respectful, as they might be innocent or only a few of them might be spies. If we find our wounded scout innocent, heal him.
    - That said, if Cropper is really serious about us not being enemies and serving Mazzarin, we ask that they leave us in peace. They have their mission, and we have ours. They have delivered the agents of the Watcher to us, and we have a reputation for not leaving any of the servants of the Dark live. Their work is done here. Thank them for their assistance and ask them not to intimidate our soldiers and not to provoke the Seekers further with their presence. It does our respective forces no good, and it endangers the task that is set before us. Surely they do not wish that to happen and besmirch the reputation of their Master? Should they want to lend us aid when we are fighting the legions of the Watcher, have them tell us how we may contact them in the future. So, would they please go away and take their Lord with them? It might end badly for everyone involved, though we imagine Mazzarin will be less forgiving to the ones who are directly in his service as their actions reflect on him to a degree.
    - Tell the Cropper that if the soldiers the Hunters pursued are guilty, they are as good as dead. If they are found to be innocent, however, we will have to report this to the Great Mage. We understand that accidents can happen, but we will leave it to Mazzarin to determine their responsibility if an unfortunate mistake have occured. Imply that if they have mistaken, they do not want to compound their mistake even further and invoke the mage's wrath to the point of no return. Basically, leave them an out even if it turns out they are lying should they just pack their things and go away, don't scare them with visions of torture and punishment to the extent they would want to get rid of the witnesses and hope no one will know.
    - If we find the scouts guilty, cross-check them again after the demons leave to ensure it is not some magical influence, extract all useful information from them, and give them to Hamundr (as he is the closest thing we have to a military commander) to determine their fate. Or if he does not want to be held responsible, execute them yourself.

    - Thais should handle the more tricky part of the negotiations, while Derryth should largely have a supportive role and follow her lead. We are equals in everything we do, and this situation calls for a persuasive leader. I see no problems with interchanging our protagonists to get better results depending on what their goals are.
    - While Derry and Taide are busy talking out of their sexy asses, Lys should concentrate on calling out to Mazzarin through our necklaces. We have absolutely no idea what it will do, if anything, but knowing the creator of these things I hold out hope that it is our Awesome Button. I don't care what it does as long as it is sufficiently Awesome. It serves two major purposes - first, it proves our point that Kane Mazzarin lives, which might be important to the Seekers, and second, it shows that Mazzarin pays some degree of attention to what is happening around us, so it might make the present parties wary of involuntarily stepping on his toes, and less sure of the fact that they can do whatever they want instead of what the Great Mage wants. I don't think Maz would miss a chance to demonstrate that he is the top dog here.
    - And tell Berty to keep an eye on the scouts at all times. If there really are Watcher's spies, the reveal of our affiliation with Mazzarin (I don't know how many of the Watcher's servants actually know this, aside from TWM who was driven to insanity and thus was not a very reliable agent) will paint yet another big shiny cross on our backs. We don't want everyone distracted by the Awesome.

    If Lys alone doesn't cut it, we should try it all together. That might catch Maz' interest.

    We'll see what happens. The goal is to provide both sides with an incentive to be on their own way. We might miss on some information from the Totally-Not-Demon-Lord, but I think getting out of here in one piece and with the Seekers intact is more important.

    I will call it F: Operation: Boogeyman. :salute::lol:
     
    Last edited: Jan 21, 2015
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  14. Azira Arcane Patron

    Azira
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    Yeah, I can get behind that. F
     
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  15. Jester Arbiter

    Jester
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    Kz3r0 plan + tell wise one that if he try to ignore direct orders like that again his contract might be terminated without being paid after situation is resolved.

    Kingdom is concentrating at war with Watcher here. If he wish to chase some random demons fine, but NOT while he is being paid from Kingdoms coffers. Either he will behave like professional or we might say bye bye. Opinions and advices are welcomed, but there is clear chain of command here and it WILL be respected.
     
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  16. Nevill Arcane

    Nevill
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    He does not care too deeply about money. He is a man of ideology/faith. The Seekers behave more like a sect than a mercenary outfit.

    Even though we pay our dwarven mercenaries, we would not take them to Nanshe, as the racial hatred is something that goes beyond money.

    Gareth may be a professional, but he would still have killed us if we picked up the Necromancy spellbook and started practicing.

    What can work is trying to convince them that these are not the droids they are looking for, and that these creatures serve Mazzarin and thus the Light, or that at least they do not serve the Dark. Only when they are sure they aren't betraying their principles can their professionalism and/or rational thinking kick in.

    Our command over these people is tenuous at best.
     
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  17. Karwelas Dwarf Taffer

    Karwelas
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    F: Operation: Boogeyman is best way to deal with it. (I hope Seekers have enough brain in their heads and don't attack the demons after they will find out that they Mazz servants. If they are.)
     
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  18. Nevill Arcane

    Nevill
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    There is no question about whether or not they are Maz' 'servants'. They brought it up before we did.

    The question is, do they kill the Watcher's agents, or do they just skin the dwarves for fun? And if they do the latter, do we still want to fight them, or do we want to leave them for Maz to deal with?
     
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  19. archaen Arbiter Patron

    archaen
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  20. Fangshi Arcane

    Fangshi
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    Just a reminder, I will close the voting in twelve hours or so.

    At the moment the current leading option is F.
     
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  21. Absinthe Prophet

    Absinthe
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    Nevill, why not outright inform the Seekers that we revived Mazzarin and point to that lightshow as "That was Mazzarin enjoying his return to power in style"? I don't see why we should hide this detail. If anything that rather reinforces the narrative that we are not servants of the Dark.

    Also, Fangshi, can we ask if the Seekers have anyone who can detect cultist, preferably their leader himself could do it. Given their tendencies, I would assume they have some methods of their own to detect who is a secret follower of the dark. Because if so, then we can have the Seekers verify whether or not the scout in question really is a follower of the Watcher instead of needlessly coming to blows.
     
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  22. Nevill Arcane

    Nevill
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    Mazzarin is a big unknown. I'd rather not flaunt the fact we are involved in his revival for everyone to see, lest someone like Alric learns about it.

    The resurrection of the archmage is not necessarily viewed as a universally good thing.

    Besides, we are not a very credible source of informations, seeing how the 'demons' call us family and their Master - a Dark God as far as the Seekers are concerned - knew about our arrival and considers us his allies. The less we make it about ourselves, the better.

    I would like to have a talk about great many things with the Seekers, but that will have to wait until the next update so that we know there are some Seekers left to speak of and they are still under our command.

    That is a part of the plan.
     
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  23. Fangshi Arcane

    Fangshi
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    Yes, they do have methods of interrogation open to them, Derryth is certain of that as she witnessed the Old Man interrogating demons. She is not exactly sure how their methods work though and she does not know if there is any risk involved for the subject of the interrogation or the interrogator.
     
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