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Myth: A New Age CYOA

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

  1. Fangshi Arcane

    Fangshi
    Joined:
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    Alright vote closed.

    By a landslide you will join the Pathfinders on the bust and you will let Trakk go.

    Update in 8-10 hrs.
     
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  2. Nevill Arcane

    Nevill
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    Shadorwun: Hong Kong
    Fangshi, what does an exile entail? Is Trakk forbidden to return to the dwarven lands? Is this declared publicly, or is this monitored unofficially by certain groups? What happens if you break the rules and trespass on the dwarwen territory?

    Can an exile be amnestied?

    I don't really want to divert resourses from the mission that is going to be incredibly dangerous and extremely important to us personally, but I'd like to know if Trakk understands that we can end his exile if we deem it necessary - and if we live long enough to meet him again, of course.
     
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  3. Fangshi Arcane

    Fangshi
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    Oh, now you ask? Well alright...

    Trakk will be taken to the edge of the kingdom under guard. They will leave before dawn to avoid drawing more attention. He will be tossed across the border and told to never return.

    It won't be declared publicly, the king wants this to play out in a very specific way to benefit the kingdom and himself. He also won't be monitored exactly...

    Death. He will be executed if found on dwarven soil by the nearest government agent with the power to do so. More likely than not this will be a Pathfinder.

    Perhaps. In theory yes though it has never actually been done.
     
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  4. Nevill Arcane

    Nevill
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    Well, most of this was self-explanatory, but it never hurts to confirm.

    What I meant, who does know of his exile if it isn't public? Pathfiners, sure. Anyone else?

    Interesting. Were there many dwarves that were sent into exile before this?

    Would it cost us anything to revoke his status? I'd like to ask the king about being granted such a right when we return. We'll see how he behaves if we cross paths with Trakk again.
     
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  5. Fangshi Arcane

    Fangshi
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    The Pathfinders will know and that is a fairly big deterrent. If they think he is likely to cause problems they also have other means of ensuring he can not simply walk back in though you do not know what they are yet. Trakk is a fairly small time threat for the kingdom all things considered so they probably won't go all out though this is Bari we are talking about. At any rate Trakk will not be able to openly return and if he does it in secret he will be looking over his shoulder every second of his life, unless he has a good reason he would be better off returning to Muirthemne.

    Five, and none of them asked for it. Most dwarves would rather die to be honest.

    It would probably burn through a favour. It would also depend on the mood he is in when you see him. If you succeed at your task/continue to help him out and become 'Derryth ó Foghladh, Hero of the Imperium Kingdom' then you could probably ask for just about anything.
     
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  6. Jester Arbiter

    Jester
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    Heh guess nice guy option lost, shame i like that dwarf. Mby we will be able to help him later.
    Wait we had secured the hammer of king preventing possible civil war when they have problems with undead, extract revenge for their vice king prince on cult of spider worshippers and ACTUAL goddess, defended Imperium Kingdom from undead incursion with less than 10 men protecting capital, risked our mind to inform them to what Watcher stone is connected, let them find out about possible betrayal in court and we still dont have "like a dwarf" sticker, summer house in good neighbourhood and drink named after us? Would say Caipias Cain and Edmund Blackadder are already proud of us.
     
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  7. Fangshi Arcane

    Fangshi
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    Ask and ye shall receive. Added 'like a dwarf' decal to inventory.
     
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  8. Fangshi Arcane

    Fangshi
    Joined:
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    Chapter 10: The Raid

    Maybe it is weakness.

    Maybe it is strength.

    Either way you just can not let him do it, "Bari stop."

    The Pathfinder pauses, his blade mere millimetres from Trakk's throat. His head snaps towards you, frustration and confusion plainly written on his face for but a second. A single word slips loose from his lips, "Why?"

    A good question.

    "I..." you pause. Why do you want to save the person that would have, should have, killed you tonight?

    The answer comes to you quickly enough.

    It is not his fault, not completely at least, you did this to Trakk. You put him here. More importantly you understand why he did it even if you can not exactly forgive him for it, "Bari I do not want you to kill him. He knows what he did was wrong, he does not deserve to die for it."

    The dwarf scoffs, "For fuck's sake Derryth! He is a Wyrd damned traitor. Traitors die, it is as simple as that!"

    Bari is convinced you are making a mistake but your mind is set. You will not watch Trakk die for this, "All the same Bari let him go."

    The Pathfinder emits a slight growl but sheathes his knife, "Alright Derryth it is your call to make but he can not walk away from this unpunished."

    "Well, what if you exile him?" you suggest after a moment of thought.

    Bari grins, "Ah, here I though you were being merciful but that... now that truly is a fate worse than death."

    He turns to Trakk and assumes a formal tone and stance, "Trakk, son of Dvalinn, son of Rugga. You are hereby banished from the lands of your people. You are unwanted. You are outcast. You are exiled. Until the very end of your days and beyond. You will be escorted to the edge of the kingdom and cast out into the world, alone and unloved," a solemn stillness settles in as Trakk absorbs this information. Bari for his part leans in close to the prisoner, "If I ever see you on dwarven soil again Trakk I will kill you, understand?"

    Trakk does not make a sound, does not move a muscle, he rests broken in silence on his knees.

    Then he springs to life.

    He reaches for his blade, draws it and is mere moments from driving it home... into his own throat.

    Bari wrestles him to the ground, the Pathfinder lets out a harsh cackle, "Oh no Trakk. You get to live my friend! You have to live and live a long time too!"

    Two of Bari's people restrain Trakk as he sobs uncontrollably and screams into the night. You wonder if perhaps it would have been kinder to let him die. You also feel the need to say something to the dwarf. You drop to a knee and stare the dwarf in the eyes, "Go back to Muirthemne. We will see what we can do about your family-"

    At the sound of your voice something in him snaps. The dwarf goes rabid, he attempts to lunge at you before being pulled back down to the ground, "They are dead Derryth! They are all dead! Bari is right! They are dead! I have lost them forever and it is your fault! Now! Now I won't even be able to die in my homeland! With my people! You have taken everything! Everything! Save your damned promises for someone that believes them! Your poison Derryth! Wyrd damned poison-"

    You have a feeling he could continue in that vein for some time but Bari gives him a few good kicks to the side of the head and drives a rag into his mouth, "Well that was certainly interesting. You know if his family really is dead we should probably just kill him and be done with it."

    You stare at the floor. This would be easier if his accusations did not hold a seed of truth, "All the same Bari... I don't want him killed for this. If he tries something later well I will deal with it then..."

    Maybe it is weakness.

    Maybe it is strength.

    But you will not kill someone for trying to protect their family.

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

    "Derryth? Your head in this? We will be leaving soon." Bari drops down in a chair beside you to your left.

    "Umm... yes, yes... just thinking I suppose," you turn in your chair to face him.

    "Thinking eh?" he gives you a wink, "Thinking will get you nowhere. Sometimes you just have to 'do' and not worry about the consequences."

    "You mean like you?" Thaïs comes up to join the two of you. She takes the chair on your right.

    The Pathfinder grins at the woman, "Exactly. When was the last time you saw me think about something?"

    You give him a half hearted smile, "Some people would say that, that is part of the problem Bari."

    "Bah, you worry too much, you know that? Far, far too much," he waves his hand in the air as if he can physically drive off the notion. Then the smile slips from his face, "Look, about what Trakk said."

    You try to interrupt him, "I am fine Bari-"

    He nods, "I am sure you are Derryth. But I need you to know that what he said is not true. You are a good friend and Trakk does not know what the hell he is talking about. If not for you I would be dead twice over."

    Thaïs chimes in, "He is right Derryth. You do far more to help than to harm. Take comfort in that."

    You are not so certain about that at the moment, "He lost a lot though, he said he lost everything... I-"

    "Oh cry me a fucking river!" he throws his hands up, "You have both lost people right?" you both nod, "And I have lost people..." he stops for a second, gives his head a shake, then pushes on towards his point, "Sometimes... no, most of the time, things don't turn out like we hope. Well you can't worry about that! And you sure as hell can't spend all your time blaming others or yourself. You just have to take responsibility for your actions and do the best you can. Move on and do better next time!"

    "Sure Bari," he can tell you don't believe him but he presses on just the same.

    "Yeah, life dealt Trakk a terrible hand here but he still had options. He chose to betray you just like you chose not to take vengeance on him. Though I admit, I still don't get why really. Though..." he gets a bit quiet, and far more thoughtful than you usually see him, "Though it reminds me of what Ari would have done," he shrugs, and the cloud that rests lazily over his eyes dissipates, he give you a mischievous grin, "Must be a woman thing. You are all a little soft."

    "Soft, hmmm..." just for that you plant a suggestion in Bari's mind. That his slacks are filled with venomous spiders...

    In the entire time you have known Bari, you do not think you have ever heard him squeal like that.

    Or squeal at all really.

    It is quite satisfying.

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

    The uniform does not quite fit. The gloves are a bit big, the tunic is baggy, the slacks threaten to fall down if not for the thin belt cinching them in place. Also the boots pinch a little. As a result it is a rather uncomfortable walk over to the Eberhardt compound on the north side of the city.

    Bari and the dwarves are in great spirits, they make casual conversation as you slip through the side streets of Myrgard. The fact that you are all about to risk your lives does not bother them in the slightest and their confidence is contagious.

    The Eberhardt compound is massive; easily covering several city blocks. The entire compound is surrounded by a high stone curtain wall. In truth the compound resembles a fort more than a family estate. Bari informs you that most of the major families have similar compounds throughout the city. Dwarves value their privacy and the Eberhardts place a premium on secrecy. Probably related to their many efforts to undermine the Royal House of Albrecht.

    For a moment you consider the best way to gain entry but Bari and Ori simply walk right up to the front gate and pound on the massive, iron front doors.

    Part of the door slides smoothly back and to the side. A pair of eyes stare out into the night, "What do you want?"

    Bari points at your group with his thumb, "Transfer in from Muirthemne."

    "One second," the panel slides back into place. You can hear a pair of voices discussing something though you can not make out what. Finally the panel slides in again, "We received no word of new personnel coming in from across the border-"

    Bari chuckles and leans against the door, "Just figures. We march all the way down here from that fucking human backwater, fighting ghôls, undead and Wyrd knows what else and those damn paper pushers forgot to send word ahead. You know those boys are always fucking up, why last month they only gave me half my pay. I got half a mind to take this message for the boss and toss it in the damn desert."

    The voice on the other side of the door hesitates, "You have a message for the boss?"

    Bari feigns irritation, "Well that is what I said right? I was ordered by Mats over in Muirthemne to round up some of the lads and bring a message over. Supposed to be important too..." the Pathfinder assumes a worried expression, "And now because of some idiot up there or down here it is my ass that will get chewed out."

    Well he has the guard's sympathy, "Damn brother, I would like to help but I can not just let you in without some sort of proof you are who you say you are. Who's the message from? Maybe you can just give it to me and I can take it to the boss for you."

    Bari nods a few times, "Well it is good to see there are still decent folks out there but I was given strict instructions. This message goes straight to the boss and no one else."

    "Well I guess that is it then, goodnight," the panel begins to close.

    At the last possible moment Bari shouts out, "Wait! I have it. Is Dacey there? I know her from way back, she can vouch for me."

    You wonder who the hell this Dacey could be. Then you remember Bari's 'chair' and it all makes sense. He probably had a few hours to extract information from her and he was planning on hitting the compound himself anyway. He would have needed a way to convince the guards...

    Once again the guard hesitates, "You're a friend of Dacey's?"

    Bari warming to his ruse nods enthusiastically, "Oh yeah, the two of us go way back. Tough bitch that one but a good friend once you get to know her. I served under her years ago in Stoneheim. For a human she shows an admirable concern for those under her command too. That girl... that girl will do almost anything for them, especially if they are in danger," something tells you Bari is not making that up. You shudder when you imagine how he got her to talk, "Hell if she likes you she will give the very shirt from her back. Hey, do you know if she is still seeing that young lad from Tyr... the tanner I think he was?"

    The voice gains a bit of confidence at this revelation, "So you do know her! Yeah she is still seeing Roger worthless piece of shit that he is. She is out on assignment right now, taking care of some work for the boss. If you are willing to wait out there-"

    Bari applies a bit more pressure, "Ah come on, don't make me stand out here in the dark. Let me wait inside at least, I think it is going to rain..."

    "I..." the guard wants to help Bari out but he knows he shouldn't, "I can't let you all in."

    Bari looks back at your group, then smiles at the guard, "Alright, alright. Fair enough, how about you just let me in then? One dwarf is not a threat to the entire compound right? Let me in and we can wait until Dacey comes back."

    "Ah... yeah, alright. But the rest of your group has to clear off before I open this door," part of you feels a bit bad for this guard. If Bari does not kill him, his employers certainly will but such is the price of incompetence.

    Bari shoos the rest of you off, "You lot go have a drink. I will meet you later... lets say in oh, five or so."

    Ori plays along, "Five hours chief?"

    Bari rolls his eyes, "No you idiot in five minutes... of course five hours. These things take time."

    Ori, suitably 'chastised', leads you out of sight away from the compound as the door slowly opens.

    Around the corner from the compound Ori begins counting, you turn to the nearest Pathfinder, "What is he doing?"

    The Pathfinder shrugs, "Five minutes and Bari will have the door open for us."

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

    Five minutes on the dot and the front doors creak open.

    As you enter you are met with an impressive sight. Ten dwarfs quietly sleeping... and one with his neck broken. You give Bari a questioning glance, he waves an empty vial in the air, "Very potent, very fast acting, but it costs a damned fortune to get," he gestures at the dead dwarf, "Shame he wasn't a drinker."

    The Pathfinders set to work securing the room and hiding the bodies as Bari explains the plan again to make sure everyone is on the same page, "Alright. Now the door guards are not due to be replaced for a couple hours yet so we have time but we also have a lot to accomplish..."

    He lays out the rest of the plan for you. The compound consists of six buildings. The central building serves as housing for the Eberhardts themselves and their closest supporters. Next to the central building are the financial offices of House Eberhardt. Across from them is the armoury and prison/dungeon. There is also a barracks where most of the guards will be. There should be about one hundred of them by Bari's estimation.

    Your primary target is Dacey's contact:

    Dacey gets her orders from a dwarf named Ullr, he is the one you have to find and he is probably in his quarters on the third floor of the central building. Bari will be going after him given he knows the location best and is the most skilled operator.

    There are also a number of secondary targets the Pathfinders plan to hit.

    Vandill, the captain of this team of Pathfinders, is going to hit the prison with half of his people. Hopefully they will find Trakk's family or other witnesses to the Eberhardts' subversive activities.

    Ori intends to search the financial offices with two Pathfinders. Ideally they will find more proof of Eberhardt's dealings. They will also attempt to retrieve any financial information that might aid the king or the kingdom.

    Finally you have been informed that two cloaked Pathfinders have slipped into the compound. They will set explosives in the barracks, the armoury and near the curtain wall as required. They should not be needed but if they are it will level those two buildings at least and should collapse part of the wall giving you another escape route.

    The remaining Pathfinders will remain in the guardhouse to keep your exit secure.

    Since you are on this mission in, more or less, an advisory capacity the Pathfinders are willing to let you choose which team you join.


    1. There are two of you. Do you stay together or split up?

    A) You and Thaïs stay together and join one team.

    B) You and Thaïs split up and go with separate teams.


    2. Which team do you join?

    A) Bari - you will help capture this Ullr character.

    B) Vandill - you will help search for Trakk's family

    C) Ori - you will help search the financial offices.

    D) Stay in the guardhouse with the last two Pathfinders.


    3. If you split up which team will Thaïs go with?

    A) Bari - she will help capture this Ullr character.

    B) Vandill - she will help search for Trakk's family

    C) Ori - she will help search the financial offices.

    D) Stay in the guardhouse with the last two Pathfinders.
     
    Last edited: Apr 19, 2014
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  9. Baltika9 Arcane

    Baltika9
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    AA
    I'm pretty sure we made an eternal enemy out of Trakk thanks to our "mercy."
     
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  10. Smashing Axe Arcane Patron

    Smashing Axe
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    Divinity: Original Sin
    :lol:

    Always kill traitors. Or keep them alive for suicidal missions.

    Edit:
    Okay, I've been thinking how we could make Trakk's exile useful to us. Given his hatred of us, he's probably going to fall in with, or be recruited by a crowd looking to do us harm.

    We could probably do one of two things then.

    We could ask Nine if she knows a tracer spell, a spell that would give us the general direction of a person once they've been marked by it. If not, then no biggie. It'd be useful to know who he has fallen in with if he comes close enough, we could then observe them and their activities.

    We could also mess with Trakk's memories if it's within our ability. Maybe we could try to put in a sleeper order, like the Manchurian candidate, where if he believes we're in true danger, he needs to inform us, or to try to take out the cause of the danger? It's probably not within our abilities, but we could try to improvise based on what we know. It'd be a combination of the false memory spell and suggestion/command.

    AA
     
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  11. asxetos Augur

    asxetos
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    AA.

    I know Deryth works great with Thais but i think she will need to find out what happened to Trakk's family firsthand.

    After rethinking it, nothing good can come out by Deryth going to the prison. If Trakk's family is dead then she will be too distraught and if they are alive they will want to know about Trakk and that wont have any good outcome either.

    Best tactical option seems to be to stick with Thais and go after the main plot.
     
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  12. Nevill Arcane

    Nevill
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    I am pretty sure if his family is alive and if we have a ticket for his return in our pocket, as I originally planned, he will have no choice but to work with us. Given that he will fall in with our enemies now, that is going to be even better.

    An exile is reversible, the murder is not. Killing people left and right to avoid dealing with them later is the simple answer, and we didn't get where we are now that way. We saved Biliku's and Uttu's lives despite them being our enemies, and we are here in Myrgard because we looked out for the dwarves above and beyond the call of duty. Weakness or strength, it is a part of our nature, and it served us well.

    I believe that Trakk's family is alive for now - if anything, it serves to control Trakk better if things don't go smoothly, you do not dispose of the hostages until the deed is done, - and their chances to live through this depend on our presence there. As are all missions, really.

    They will want to know about Trakk, but his exile is a secret. No one is going to tell them anything. Even if somebody decides to spill the beans (talkative Pathfinders, uh-huh), they will certainly not do that during the mission. And that is all that matters.

    I will not split up with Thais - those bracers are a life saver, and together we can cast more powerful spells and cover for each other's weaknesses.

    AB.
     
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  13. asxetos Augur

    asxetos
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    Do you want Deryth to spill the beans during the mission? That's why i said nothing good will come out of it (concerning the mission). A bad move here can affect our standing with the King and the Pathfinders. Its time to be professional.
     
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  14. Nevill Arcane

    Nevill
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    Why would Derryth mention anything about Trakk? What do you expect her to say? Does she strike you like a sociable chattering type that is eager to share the latest news with anyone who would ask? She is a professional as well.

    They don't know her, so there isn't a reason to believe they would know she is involved with Trakk more than anyone else here.

    On the other hand, now that I think of it, the mercs don't need everyone as a hostage. A single person would do. And seeing how Brenna is the only named character so far, chances are that she might be the only survivor.

    *sigh* More kids for Baltika9's orphanage network.
     
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  15. asxetos Augur

    asxetos
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    A professional would go after the main mission with Bari and not let personal matters interfere. Let's face it, going to the prison is personal.
     
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  16. Jester Arbiter

    Jester
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    Ok thats the start i guess. :lol:

    ok for vote
    1)B - less protection for more support. If we will be attacked while working, it will mean we are detected=screwed either way. Because most likely explosive charges wouldn't be ready to detonate.
    2)C - doubt it will be heavily guarded, but well placed suggestion can help this team avoid questions decreasing possibility if detection. Mby even we can convince one of accountants we are some sort of control or smt so they help us go over noumbers.
    3)B - mind spells and silver tounge can help this team get to prisoners easier. Help them get inside without using brute force, work as distraction or force guards to tell them, when guard will change, security measures, where and who are the prisoners making it easier to sort who we have to extract.

    or if it wont have posibility of wining

    1)A - protection bond, and concentration of resources.
    2)D - make sure that explosives and sapers arent detected before they make emergency escape route and take care of most enemy combatants.


    I think that 2/3 A is bad idea we dont know if there even are any humans in main building, or if there are any only dwarfs areas. I dont see any reason for non dwarf guards being there. Bari is more likely to avoid detection on his own, he most likely got experience with such things. Those things probably wouldn't matter if we met one or two guards, but whole patrol would be different story. Drooping any people would increase probability of detection.
     
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  17. GreyViper Erudite

    GreyViper
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    Well that could have gone better. I mean if we would have waited a bit and rescued his family we might have free retentive. Now hes going to come after us and if his family doesn't survive then its 100% sure.
    Still lets see what advantages would the bracers confer on us if we did split up? Wireless communication? Cant shake off the feeling if we want to pull of clean operation we must split up.
     
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  18. Fangshi Arcane

    Fangshi
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    Well here is what you know about the bracelets so far.

    Derryth thinks that instant communication may be a possible application of the bracers but has no idea how to do it. You would have to devote time to examining them and do some proper R&D.

    At the moment you only know that they send a still image of Thaïs and whatever is threatening her to you right before it happens (usually less than a minute before it occurs). So far this has allowed you to react with preternatural speed and accuracy to prevent her death or serious injury on over a dozen occasions. When you ask her about it she describes a similar experience, when you are in danger of being killed or seriously injured she receives an image of you and the threat with only just enough time to immediately act.

    The bracelets also provide slight protective enchantments.

    Beyond that you know nothing about them.



    Current Tally:

    Baltika9 AA
    Smashing Axe AA
    Cassidy AB
    asxetos AA
    Nevill AB
    Jester BCB > AD
    Kz3r0 AA
    Azira AA
    GreyViper AA
    Grimgravy BAC

    Pre Flop:
    1.
    A) 8 votes
    B) 2 votes

    2.
    A) 7 votes
    B) 2 votes
    C) 1 vote
    D)

    3.
    A)
    B) 1 vote
    C) 1 vote
    D)

    Post Flop:
    1.
    A) 9 votes
    B) 1 vote

    2.
    A) 7 votes
    B) 2 votes
    C)
    D) 1 vote

    3.
    A)
    B)
    C) 1 vote
    D)
     
    Last edited: Apr 21, 2014
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  19. Azira Arcane Patron

    Azira
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    Codex 2012
    AA
     
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  20. GreyViper Erudite

    GreyViper
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    AA then and here I thought before all things went FUBAR we would be drinking and making money. How fast things change.
     
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  21. Jester Arbiter

    Jester
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    Dmn no one like to split support mages. There are times when being to cautious is bad. Would be funny if they have some detect wizard spell installed.
     
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  22. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
  23. Fangshi Arcane

    Fangshi
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    Jan 9, 2014
    Messages:
    1,997
    Right so AA has a fairly commanding lead at this point. Unfortunately I won't have time to do an update today so I will leave the vote open until tomorrow, it will closed in 24hrs and the update should be out in 36hrs or so.

    Edit:

    Okay the vote is closed. AA takes it. The update will be out within 12 hrs baring any surprises.
     
    Last edited: Apr 22, 2014
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  24. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    Chapter 11: Berandal

    "Urgent message for Ullr," Bari calls out as the three of you approach the door guard.

    He tilts his head, "Funny... we are not expecting any messengers tonight."

    Bari grins at the man, "No shit, really? Look I have a message for Ullr from Dacey and it is imperative he gets it as soon as possible."

    The guard frowns, "Look, why don't you come back in the morning? If I let you in now I have to fill out all sorts of paperwork..."

    Bari nods, "Look brother, if I could come back in the morning I would but Dacey just sent a runner back. She has something important for the boss, really important, and he needs to know about it."

    The guard rubs his temples, "Alright, alright. Why don't you hand me this message and I will send it up."

    Bari gives him a sympathetic smile, "Sorry brother I have orders to take it directly to the-"

    The guard cuts him off, "Well you can tell Dacey that she does not have any authority over me, the uppity bitch... You can give me the message or you can wait till morning. No way in hell am I doing all that paperwork..."

    The Pathfinder clenches one fist, "You absolutely sure son?"

    "Yes, damn it! I am absolutely-" his face goes slack as you reach out with your mind and press into his. While suggestion is a fairly basic spell that most skilled individuals can resist this guard is not one of them.

    Surprisingly, you meet some resistance, not because this guard is some genius, not because he is some great sage, rather because he is extremely lazy. He really does not want to fill out the required paperwork. But you are fairly certain that you can get him to do it.

    You have been practicing with Thaïs for months now in an effort to better coordinate your abilities and the two of you make an impressive team. You think you know what is required to break a mind now even without the more advanced spells Nine constantly tempts you with. A spell like Dominate could grant you immediate control of this guard. Sadly you do not know it, which means you will have to do this the hard way. You launch your attack and the second you begin Thaïs joins in as well.

    The two of you hit him with dozens of suggestions, each lasts for less than a second but for the moment he experiences them they are as real as anything he has lived. You tip him off balance with the image of a sweet dwarven maid bouncing on his knee. He smiles as his eyes glaze over. She hits him with an experience of sheer terror as his eyes open wide in shock and horror. You follow that up with a vision of his dead wife. For a moment you wonder if he has a wife, or had a wife but you shrug it off. For your purposes it does not matter. His eyes tear up. Then she slips him a memory of success and he positively beams at you.

    You take turns pushing him from one extreme to another, fear, lust, jealous, happiness, hatred, grief... after ten minutes of constant assault his mind is clay in your hands. He is simply too worn out to resist any longer.

    Slowly you begin to build him back up.

    The way you want him to be.

    You slip a suggestion into his mind...

    He should let you though.

    "I... I should let you through..."

    He will give you the necessary paperwork.

    "I will get those papers for you right away," the guard draws up your passes and hands them to Bari.

    He is sorry for delaying you.

    "I am sorry for delaying you."

    He will tell you where to find Ullr.

    "I... I should tell you where to find Ullr, third floor, second door on your left. Impossible to miss really."

    He will go take a nap, this has all been a horrible dream.

    "I... um... I need to go take a nap... yeah... just need to rest for a while."

    As he stumbles off into the night the two of you smile at one another.

    Bari stands dumbfounded, "Wow... just wow... that was amazing! Can you..." he hesitates for a moment, oddly unsure of himself, "Can you do it again?"

    You give him a little swat as the three of you enter the inner compound.

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

    With the proper paperwork it is simple enough to get to Ullr's room. Naturally though, once there things prove slightly more difficult.

    "He is not alone," Bari whispers. The Pathfinder leans against the door while the two of you serve as lookouts.

    "How many people?" you give the dwarf a quick glance over your shoulder.

    "Hard to say," he frowns, "I only hear one other voice but who knows..."

    "Well are we going in?" Thaïs asks and you both look to Bari for an answer.

    The dwarf tilts his head back and forth, swaying as he weighs his options, "Well we are not leaving without him and we are on a schedule..." his usual wolfish grin spreads out across his broad face, "Ready?" you give him a nod and he bursts through the door with you and Thaïs close behind.

    Bari was right. Ullr is not alone.

    The dwarf is seated facing the door, across from him, seated with his back to you sits a human, his short, tight hair more grey than black. From what you can see he is dressed completely in black with gold trim. On either side of him stand guards, dressed in similar uniforms though less ornate, each has a sword at his side and a bow in hand. The three figures turn as you enter the room...

    You observe the behaviour of each in turn.

    The seated man gives you an appraising look, more amused at this interruption than annoyed. A certain peculiar light plays behind is deep hazelnut eyes.

    The first guard eyes you warily not sure yet whether you are friend or foe. He is a large man with a simple face. You doubt he is terribly burdened with the curse of weighty thoughts but he looks like he would be good in a fight.

    You turn your attention to the third man and that is when you see him.

    The captain from the Black Arrows compound.

    The man you knocked unconscious.

    He gives you a look of confusion and annoyance, thankfully he does not seem to recognize, you at least not yet. He just stares at you, deep in thought.

    The older man turns his keen gaze back to Ullr, the slightest hint of a smile plays upon his lips, "Is it the habit of your employees to burst into your offices at all hours of the night?"

    Ullr sits in his high backed, plum chair. The dwarf is livid. His face quickly shifting through various shades of red, it finally settles on a purple that perfectly matches the upholstery. He manages to sputter out a few words, "No... no it is not!" the first word for him is the hardest but once that damn is broken the rest comes naturally, "If you three do not have a very good excuse for this then I will have you hung! Do you understand me!"

    Bari feigns terror and gives a deep and trembling bow, "I am sorry milord, but we just got word in from Dacey... it... it is important and-"

    Ullr leaps from his chair filled with manic energy, "Marvelous! She succeeded then!" he turns to his guest, "Well I am afraid we will not need to retain your services after all, Mister Ceannard. My people have done what yours could not it seems!"

    If the seated gentlemen, this Ceannard, is upset by the news he does not show it. He calmly stands, walks to Ullr's bar and pours himself another drink. He does not speak until he has returned to his seat, "Are you sure that you no longer wish to retain the services of my people?"

    The dwarf is practically dancing as he gathers up his cloak and hat, "What? Of course I am sure. You had the girl and you let her slip away! Well now my people have dealt with the problem for you. Why on earth would I want you for anything?"

    "Very well then. I hereby officially close your account Mister Ullr," as he says those words he throws a quick glance over his shoulder at you, a confident smirk rests comfortably on his thin lips, "Should you require my services or those of my people in the future you have but to ask though we will of course have to negotiate a new rate."

    Ullr ignores the man and rushes towards you, "Quickly, quickly. Take me to her this instant!"

    Bari gives the dwarf a triumphant grin, "Of course milord, you will be with her within the hour."

    A few seconds more and you will have him... of course when has anything been easy for you...

    The captain has been studying you since you entered the room. Staring into your eyes... finally he speaks, "Sir I think I know those two."

    Ullr stops half way between you and the Black Arrows. Ceannard turns to his man, "Oh really, where from Captain Otto?" part of you suspects he already knows the answer.

    Otto eyes you and Thaïs suspiciously, "Well Sir, I can not be sure but those women remind me of the two that abducted the inventor from our facility."

    Ceannard's voice takes on a hurt tone though a slight current of humour remains, "Oh Ullr, I should hope you did not rob us of our prize. I doubt you wish to anger the Black Arrows."

    Ullr's face begins the transition back to purple as he takes a couple steps towards his guest, "How dare you! How dare you accuse my people of such things! How dare you accuse me of such things! Do not try and place the blame for your incompetence on my staff! House Eberhardt could crush you entire organization in an instant if you cross us! Don't you ever forget who I am!"

    Ceannard's demeanour stands in sharp contrast to that of the dwarf, Ullr is a picture of barely contained fury. A small bundle of malice just looking for a target and an excuse. Ceannard by contrast could not be more relaxed, he reminds you of some great cat. No movement by him is wasted. Calmly he begins, "Ullr, what happened at our compound a few nights ago was unfortunate, but those responsible for that lapse in security have paid for it fully," Otto shudders slightly at the word paid, "As for who you are. I know exactly who you are. I know exactly who you work for. So ask yourself why am I not afraid? Perhaps that should concern you. At any rate if you go with those three you will have more pressing concerns to worry about than me I should think..."

    Ullr is in a word, uncertain, he does not have any concrete reason to distrust you but Ceannard has made him uneasy, "Ah... you... you are one strange fellow Ceannard," he considers the three of you then shakes his head, "Maybe, maybe I will wait here for now. Tell Dacey that I will come and see her in the morning."

    Bari gives Ullr another stiff bow, "Milord, I was ordered to tell you that Dacey has important information that could impact the fortunes of the entire House. I must urge you not to listen to these charlatans," at the word charlatans, Ceannard lets out a slight laugh, "We must go at once milord."

    Ullr nods and takes a step towards your group. Then he hesitates and stops. He looks back at Ceannard, "Could I contract you and your two men to escort me to this meeting with my people. I... I do not want to take any risks..."

    So close... so very close but you are losing him.

    Ceannard sips on his drink, letting the idea roll around in his head, "Perhaps, Ullr, perhaps... but we will have to negotiate a new contract... and at this point there may just be other bidders," you are almost certain he means you though he does not look in your direction and Ullr shows no signs of understanding.

    You could try to slip Ullr a suggestion but something about Ceannard worries you. You just can not place it but the man is strange.

    You could always try and attack them while they negotiate. It might surprise Otto and the other guard though you doubt it would catch Ceannard off guard.

    You are not really certain of what to do but Bari is getting impatient and you are certain he will act in a moment if you do not take the lead.

    You just have to figure out what the best course of action is... how hard can that be?


    A) Attack, nonlethal - you lash out now while they are negotiating. You will attempt to incapacitate the Black Arrows with your mental spells. You think you might be able to manipulate the large guard but you will not know till you try. Though you will try to spare them, if you have to kill them so be it.

    B) Attack, lethal - Ceannard worries you too much to take half measures. You will go all out and try to kill the Black Arrows with Firebolt and your attack oriented spells.

    C) Suggestion - you plant a suggestion in Ullr's mind and try to guide him towards your group.

    D) Negotiate - You are almost certain that Ceannard knows who you are. You drop the charade and hire his services to help smuggle Ullr out of the compound. You doubt he will come cheap though and he may want more than gold.

    E) Play along - You let Ullr hire the Black Arrows, you will just have to deal with them once you get outside the compound though you are not sure how well that will work.

    F) Follow Bari's lead - The Pathfinder is the professional here. Though knowing Bari things might get a little messy.

    G) Incapacitate Ullr and ask Caennard for his card, who knows when you might need a little muscle that can work to contract.

    H) freeform
     
    Last edited: Apr 23, 2014
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