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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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    Shadorwun: Hong Kong
    Well... so much for E. Alright, color me interested in the identity and the goals of this mysterious employer. B, (Kz3r0's plan).
     
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  2. GreyViper Erudite

    GreyViper
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    G) You accept the deal and agree to give him later the location where their employer can meet you and Nine, but you wont be handing over Nine.
     
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  3. Fangshi Arcane

    Fangshi
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    He is sorry to say that such a deal is unacceptable. He tells you that his employer wishes Nine brought to him at a specific location which he has no power to change.
     
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  4. Zero Credibility Arcane

    Zero Credibility
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    D > B (with hiring them to defend us if things go wrong; money well spend if it's needed and if not 100wp is an acceptable loss).
     
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  5. Fangshi Arcane

    Fangshi
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    The vote will close in six hours or so. Look for an update six to eight hours after that.

    Edit:

    Alright B wins. You will strike a deal with the Arrows and hope you are not walking into another trap...
     
    Last edited: Apr 27, 2014
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  6. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    Ooh! Traps are just so exciting!
     
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  7. Baltika9 Arcane

    Baltika9
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    Again? Goddammit.
     
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  8. Fangshi Arcane

    Fangshi
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    Guess you will find out when the update is finished.

    Though, if it is a trap, you will probably 'Clouseau' your way right through it yet again. ;)

    Show Spoiler
     
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  9. Azira Arcane Patron

    Azira
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    Codex 2012
    Should've just killed the Black Arrows. :rpgcodex:
     
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  10. Fangshi Arcane

    Fangshi
    Joined:
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    Chapter 13: Hope and Hatred

    It is a starless night in the desert.

    Your expedition of twenty cuts across the dunes with the swift, sure movements of dangerous men accustomed to the dark. Ceannard refuses to rest, refuses to stop. He is as a man possessed. Part of you fears that he is in fact under the influence of some ancient and inscrutable power... some old darkness... but then you knew the risks when you agreed to come.

    You think back to that night.

    As soon as you agreed to this meeting Ceannard had shown you, your out. A series of secret passages ran through the building, escape routes in case of invasion, Ceannard knew them well and led your out of the compound without a single incident.

    You swore to meet him two days later and all of your time since then has been in preparation for this.

    Bari did not like it but he could not stop you. He leant you his best knife for 'good luck' and made you swear you would survive long enough to return it.

    As for the king he was quite pleased with your performance. So pleased that he has promised you wealth, property, position... though there is a catch, to be expected really... there is always a catch.

    You decided it was best not to inform the king of your trip. You reasoned it would simply raise too many questions about the company you keep, about this person you are going to meet, about everything really. You also doubted that the king would even let you make the journey. He had told you that you were to be the face of his campaign against the Eberhardts, a hero of the kingdom he said... someone that could both undermine anti-foreign sentiment and rally the people to his cause...hmmm... a hero?

    Honestly you feel more like a scapegoat... if something goes wrong it will be you and not the Pathfinders left dangling in the wind. Makes sense though. After all the Pathfinders do not exist and the king will need someone to reward and to put forth as his agent, his champion, in this whole affair.

    Part of you wants to slip away into the desert, flee the Arrows, their employer, the king, but you don't... perhaps you can't. This employer is too big of a mystery, and you have never been able to resist a mystery.

    Caennard stops in front of you. The Arrow gives you a moment to catch up. You and Thaïs reach him first. The girls right on your heels, they are quite a bit faster than you both but they have steadfastly refused to leave your shadows since you began this trip. They have taken it upon themselves to be your 'guardians' and Uttu has assured you both that 'no harm shall befall you' while she yet lives. You worry about just that outcome.

    "And there it is my dears," Caennard cocks his head back and extends his right arm, directing you attention to the slightest crack in the distant wall of burnt, orange stone before you, "Another hour and we will be there."

    "A whole hour!" Uttu whimpers a little, "I would rather be fighting monsters than wandering through the sand for another minute!"

    Caennard bends over to look her in the eye, "Well child, you may be in luck as those caves are filled with unknown terrors and lurking fears. Great, hairy beasts as much man as animal, with fangs as long as your forearms and claws as sharp as iron."

    The girl's imagination does the rest. She trembles slightly, but puts on a brave face in spite of it, "I... I am not afraid of a few beasts..."

    Sensing her sister's trepidation Biliku comes to her aid, "Right! We have fought whole armies of monsters! And not only on one occasion! We always win and we will win here too!"

    Caennard grins at the older girl, "Ah, but what I described are only the smallest of the horrors that lurk in those dark halls. The master of the place needs no form, no body, to move about. He is a cold breeze on the air, a shriek in the night, the only warning you will get is the sensation of his eternal hands wrapped around your- ouch!"

    You give him a good solid crack across his lower back with you weighted staff, "Stop trying to scare the girls or you will have something to be afraid of."

    Rubbing his sore back he bows low, "Of course my lady. Shall we be off?"

    "Yes, let's. I want to meet this individual that is so very interested in me," Nine chirps up from under Thaïs' arm. Your mentor insists on seeing everything. A request you readily agreed to, you want her out and paying close attention for any magical anomalies or other signs of a potential trap. The natural result of this is that you and Thaïs have had to take turns carrying her, you will trust no one else with the task.

    Caennard nods, "Very well, Mistress Nine," he turns from her back to you. His usual grin has been replaced by the neutral expression of a professional mercenary, "However before we go any further I think it would be wise to clarify our position. We, my men and I, are currently operating under contract for the man you are about to meet. As soon as I deliver you to him and receive payment from him we will act as a deterrent to any attacks from my current employer or third parties for the duration of the meeting. My men and I will then escort your group back to Myrgard where we will receive the remainder of our payment for services rendered. Should our service not be required, we will waive the rest of our fee and settle for the deposit you gave us in Myrgard. Are we in agreement?"

    "Yes Caennard, that will do nicely," you start down the dune and towards the rock wall, "Hopefully you and your men will not have to do anything but stand there."

    He matches your stride and his grin reappears, "Well Miss Derryth, this is one occasion where I am liable to agree with those sentiments," he projects a relaxed and jovial air but underneath it you can sense fear.

    This man is terrified. Though you doubt he will admit it, even to himself.

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

    Darkness.

    Aside from the scant light cast from your spells and torches you are confronted by absolute darkness. Caennard leads, with you close behind. If he betrays you, if this is a trap, then he will not be walking away from it either.

    "A few things you need to know Miss Derryth," Caennard lectures you over his shoulder, "My employer is quite powerful. I have a certain knack for magic items you see," you give him a questioning look and he shakes his head, "I know what you are going to ask. I am not a mage but I have 'help'. That is as specific as I am willing to get with a stranger. I can usually influence people a little, get a better price out of them. Usually it works, sometimes it does not, as with the two of you for example. This man though, he... well he is a complete blank. I can not even make the attempt... he is terrifying... but then you will see..."

    For what seems like hours, and what could actually be hours, you meander through the maze of narrow tunnels. Caennard was not lying about the voices, your group moves in complete silence and yet inhuman whispers and mumbling echoes around you. Once or twice you are convinced that you see movement, just beyond the edge of your vision, however these apparitions never coalesce into physical threats and your trip is mercifully without incident.

    Caennard leads you out into a large, round chamber. Most of it is in darkness in keeping with the tunnels you took to get here but in the center of the room stands a figure nine feet tall and clad in black plate mail. In one hand he holds blade, a little over a meter long, that gives off a slight green flame

    When it speaks it is as thunder, "Caennard! Have you brought me the head!"

    Caennard bows low, "Yes my lord. We have brought the head to you."

    "Good! Good! Leave it upon my altar and collect your reward!" the towering figure shouts at the Arrow.

    Two of the Arrows retrieve a very large satchel, it is filled with unrefined gold.

    Caennard whispers to you, "Place the head on the altar."

    Your response is perhaps to be expected, "Like hell I will."

    "You! Girl! Do as your commander says and place the head upon the altar!" the armoured figure raises his blade as green flames burst forth around him.

    The Arrows are all suitably impressed.

    You might be too if you had not pulled this exact same trick on Biliku and Uttu.

    Now this spectacle before you is far more complex and definitely a sign of a superior talent but you recognize the theory behind some of these spells. Given time you could probably even replicate them.

    First off, the figure does not actually exist, you are certain of it. These are all illusions and you are feeling awfully smug that you figured it out right away.

    You smile at the figure, out of the corner of your eye you catch Thaïs grinning as well.

    You turn back to the rest of your group, "The flames are not real, the armour is not real and the reason you can not influence him is because he does not exist."

    The girls, now aware of the similarities between the trick you pulled and the show in front of you have relaxed somewhat, Uttu even stifles a little, nervious laugh.

    You take a step towards the figure with your three companions close behind, "I have a name, it is Derryth. She has a name, it is Nine... well at least for the time being. Now, what is yours?"

    "You will suffer for your insolence!" the air cools slightly within the chamber.

    You are not quite sure how he did that.

    Still you refuse to be intimidated, "See now that is not how this is done. I have told you my name, now you tell me yours,"

    "I am death! I am ruin! I am the very last thing you will see if you do not-" You have had enough of this. You want to talk to this employer face to face and if they won't come out then you will force them out.

    You begin picking at the edges of the illusions, looking for contradictions. The way the armour sits, the craftsmanship on the blade, little signs that the creator of these illusions is not actually aware of how they should function. Slowly you work you way to the center of the spells. You raise metamagical objections to the underlying assumptions that hold them together. You doubt, and that doubt, that scepticism, becomes the foundation of your attack. The room rattles, or appears to, dust and debris fall around you. A rock large enough to crush you falls not fifty centimetres from you. Again you are certain these are all illusions.

    Caennard screams, "Stop this Derryth! He will kill us all!"

    Caennard and his men fall back into the tunnel to escape the 'falling debris'.

    You, however, have no intention of stopping. Thaïs works with you, an extra set of hands employed in unravelling the spells. The girls stay close, putting on a very brave show though you are certain they are terrified. They are not mages after all, they can not feel the illusions, they are trusting you completely with their lives.

    You make a note to take them shopping after this, the kids deserve a reward.

    The apparition lets out an unearthly scream and strides towards you, sword raised.

    It reaches you, it raises its blade to strike you down... and it disappears.

    The illusions fail and the room returns to its original condition.

    You turn to the tunnels and shout out to the Arrows, "Alright, you bunch of cowards! It is over!"

    Caennard tries his best to act calm as he leads his men out of the tunnels, "Ah... sorry. It will not happen again."

    You shake your head in disappointment, "If it does, I expect a full refund."

    As you scan the chamber you realize that it is not quite the same as it was. There is a new passage leading out of the rear of the chamber. Naturally you order the Arrows in. Perhaps he is eager to demonstrate the worth of his organization as Caennard sets about securing the tunnel in a surprisingly professional manner. His grin is gone, replaced by a look of determination as he organizes his men to the best of his ability.

    When you finally do push through the tunnel you are met with the last thing you would expect within the heart of a desert.

    A small meadow. Tall green grass sways slightly as a light breeze manages to find its way into the clearing. A single tree and a small cottage are the only objects of note. A small stream forms a shallow pool in the center of the meadow. The streambed glimmers slightly off your light... you think it might contain gold which would explain how Caennard was receiving payment.

    It is all really quite beautiful and you stand there for a moment in spite of yourself simply taking it in.

    "The cottage?" Thaïs asks, though from her tone it is clear she knows the answer.

    "The cottage," you reply, less as a confirmation to her than as an order to your mercenaries.

    The Arrows surround the building. You stand in front of it with Caennard to your left and Thaïs to your right, "Alright, come out of there whoever you are or we will burn the cottage down with you in it!"

    Slowly the wicker door of the cottage opens. A young and rather feral looking woman slowly walks out. Hands extended in front of her, in a tired, thin voice she speaks, "All right! I surrender, just don't kill me!"

    "She's a witch," Caennard whispers.

    "Carefully, Caennard. Some would say I am a witch too," you remind the Arrow.

    You take a single step towards the woman, "Care to explain what is going on? Why do you want Nine so badly?"

    "I... I should not say in front of all these people... " the woman is torn, between her desire to tell you everything and live, and her reluctance to betray her secret.

    "Why not?" you ask the obvious question.

    "Well, it is not really my secret to share... it is my master's," well that is a start at least.

    "All right then. Can I talk to your master," you take another step towards her.

    "Maybe?" she seems to be asking a question, but not of you. She tilts her head slightly, "Yes? Yes! Yes, if you will come inside the cottage then he will let you talk to him."

    You look to Thaïs, she shrugs.

    You look to Caennard, "We will keep watch out here. If anything attacks we will warn you. If you do not come back... we will avenge you."

    Comforting...

    You look to Nine, "Well dear, I am awfully curious."

    "Well, I have to admit I am too," you turn back to the woman, "Alright, lead on. If you try anything though you will die right along with us."

    The five of you follow the witch into the cottage. It is about what you would expect. A single cot; an assortment of handmade tools for hunting and panning the stream; five large bird cages, one of which houses an eagle; and a large pot. The witch catches you staring at it, "Dinner, snake stew... not much to eat out here except snake and rat really... would kill for a steak..."

    She pulls away a large woven mat to reveal a hatch in the floor. Sheepishly she explains, "We have to go down," she does not seem exactly thrilled by the idea.

    You follow her into the hole and down a low but thankfully short tunnel.

    This tunnel, hopefully the last of the evening, opens into a small and simple room.

    On a stone slab in the center rests a body on a bed of straw. At first you think it is dead. It is wizen, dried out, corpse-like in almost every way but you notice the slightest movement of its chest. It is alive, if only through sheer force of will.

    She sits next to the 'corpse', she reaches for the corpse's hand, hesitates for a moment. She catches you watching, "It... it is easier for him if I am in actual physical contact."

    "Umm... easier for what," Uttu squeaks.

    The witch sighs, "This."

    She grabs the hand and instantly her head snaps backwards.

    Her eyes roll back into her head.

    She begins to speak but the voice is not wholly her own. Overlaid upon her own voice is a deeper one, stronger too, filled with hatred but not directed at you. You also think you sense an undercurrent of hope, like that of a man that believes he has finally found the answer to the question that he seeks, "You must be Derryth. You were not supposed to meet me like this. I had hoped that I would have made more progress by now... so little time..."

    "You wanted to see me corpse man?" it is Nine that speaks up.

    "Corpse man?," the witch lets out an unusual chuckle, "Yes I suppose I have been dead long enough that I am truly a corpse as far as the world is concerned. I have lived out the centuries alone in the dark. Forgotten by all. Yet I remember myself which is more than I can say for you... Nine is it? To have forgotten your very name, your voice in this world... I can think of few things so very fitting for an old enemy."

    "You are my enemy?" she asks, straining to remember the corpse before her.

    "I was never your friend. Though you had, no have, since none of us seem to stay truly dead, far more immediate enemies than me," the dead man seems to be taking a great deal of pleasure out of tormenting Nine. You suppose that misery really does love company.

    Nine is on the verge of one of her temper tantrums, "Well if you won't tell me anything helpful at least tell me what you want from me!"

    "Help," the witch laughs, low and bitterly, "You help me, and I help you. Then we go our separate ways and return to our eternal war."

    Now it is Nine's turn to laugh, "Why in the hell would I help you?"

    The witch grins, "Do you want your name back? Your memories?"

    Nine's eyes burn with her desire for knowledge, "Yes!"

    "Then you will help," the witch grins wider, "I can even remove that ward on your forehead. But first I need my body back. I need to know the spells you use to maintain your youth, I need them now!" the witch's nose starts to bleed. Seems her master does not have a very delicate touch.

    For a moment Nine is incredibly excited, then she begins to weep, "I... I don't remember those spells exactly. I think I once knew them... and I remember parts of the simpler ones but... but there are so many and they are so complex and it was such a long time ago... I... I can not help you."

    The witch is bleeding from her ears now as well, "You can my dear. The knowledge is still in that beautiful head of yours, we just have to send someone in and extract it. And... since we will be in there anyway..."

    "You can recover my memories?" Nine is as excited as you have ever seen her.

    "Exactly," the witch nods as blood slowly drips from her head onto the straw underneath her, "My 'apprentice' can describe in detail what will be required for her to make the trip but I must rest now. Maintaining this link is incredibly tiring and her mind suffers a little from the strain."

    You take the opportunity to get in a few questions, "Wait! Please, what is your name? What is the significance of the eagles and the crows?"

    The witch stares at you as tears of blood begin to seep from her eyes, "Very well, as a favour to a potential ally, or perhaps simply an enemy of my enemies I will answer. You know that the Watcher seeks a way back into the world. There are those who would help him and those who would hinder him. The crows serve his ally, the eagles serve me as I am sure you have already guessed. As for who I am... I am an old enemy of the Watcher's."

    Thaïs hazards a guess, "Are you Myrdred? Are you the Deceiver?"

    "Close girl, though I suppose you could say that I am a deceiver. He and I have many things in common. We even belonged to the same organization though I should think I can yet claim seniority over him," the witch stretches out every syllable, the archmage riding her mind enjoying the build-up to his great reveal.

    His next words carry with them the weight of his conviction, they march forth as unassailable truth and strike with the force of a bolt from the heavens, "My name is Mazzarin and by the fruit of my labours was the Dark laid low."

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

    The witch, who introduces herself as Lyssa, sits with the five of you back in her cottage. She has spent most of the night describing the nature of the rituals required to enter Nine's mind. This will require a great deal of planning and power but they seem well prepared.

    "So if you will allow us, Mistress Nine, I will enter your mind with my master and retrieve the information he seeks. While there we shall also endeavour to undo the blocks upon your memories and return to you your identity," Lyssa stares at her stew, unwilling to make eye contact with any of your group.

    "Hmm, it is an interesting idea utilizing a number of unorthodox techniques, But how do you know it will even work? I would not want to waste my time on such foolishness on most occasions..." you have known Nine long enough to sense her uncertainty. She does not want to trust Lyssa and this creature that claims to be Mazzarin but she desperately wants her memories back.

    An idea occurs to you though you are not sure it is a good one, "Well, Thaïs and I are mages as well. Could we not enter Nine's mind in your place?"

    Nine smiles at you, "Oh dear, it is sweet of you to offer but this would be very dangerous."

    Thaïs offers up a suggestion, "Well perhaps we could all go then?"

    Lyssa frowns, "Five minds in a single head? Two of them archmages... it could get awfully crowded... things could get... mixed... blended... that might be quite horrible... or it might work... not quite sure..."

    Well this is a definite opportunity but an opportunity for what?

    To make a power ally?

    To help out a friend?

    To unleash an enemy?

    Or enemies?

    Maybe it is simply a brilliant way to get yourself killed or your mind so horribly fried and entangled that you will simply be unable to function anymore.

    You think you could talk Nine out of this if you wanted to. There have to be better ways to do this... ones that don't risk so much... the rewards may just be worth it though.


    The question is, is it worth it?

    A) No - This is insane. You try to convince Nine not to go through with this.

    B) Yes - This could be helpful. You try to convince Nine to go through with it. Lyssa and Mazzarin will enter Nine's mind and you will wait on the outcome.

    C) Yes - This could be helpful. You try to convince Nine to go through with it. Only you and Thaïs will enter her mind instead. You do not trust these mages and perhaps you do not trust Nine either. You will try to locate all the relevant information yourself.

    D) Yes - This could be helpful. You try to convince Nine to go through with it. All four of you will enter Nine's mind. This will give you the best chance of finding everything and will let you keep an eye on things but Lyssa has expressed concerns. You do not like the sound of your mind 'blending' or 'mixing'.

    E) Yes - You will enter her mind with Mazzarin and Thaïs. This will give you only one potential 'traitor' to worry about (albeit a very powerful one) and will make things slightly less crowded though many of the risks present in all four of you going will remain.

    F) Yes - Only Derryth will enter Nine's mind using Thais as an anchor while the Black Arrows will keep an eye on your new allies.

    G) freeform
     
    Last edited: Aug 3, 2014
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  11. Azira Arcane Patron

    Azira
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    Codex 2012
    Derryth's not dead yet, despite our attempts to kill her. I'm really curious now as to see if she'll survive this.

    D>C
     
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  12. Nevill Arcane

    Nevill
    Joined:
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    Shadorwun: Hong Kong
    What kind of dangers are we talking about?

    For that matter, what would a trip to someone else's mind look/feel like?

    I don't think we can trust this job to anyone else.
     
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  13. Kz3r0 Arcane

    Kz3r0
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    A) No - This is insane. You try to convince Nine not to go through with this.
     
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  14. asxetos Augur

    asxetos
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    D.
    What the hell, we are here already. Lets do this.
     
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  15. Smashing Axe Arcane Patron

    Smashing Axe
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    Divinity: Original Sin
    I'm going to hold off voting until Nevil's questions are answered. For once he and I are of a like mind here. I don't trust these others with Nine.

    If Nine does reclaim her true self, providing she's not Joffrey Baratheon levels of insane, I'd love us to be her apprentice in earnest. I don't really mind if we go dark wizard queen on this world.

    Also, previous mentions of Mazzarin for reference...

    If we somehow accidentally get into a mindmeld with him, I can see it being potentially very advantageous if we're able to recover enough of our sanity to make use of his knowledge. I do find it strange though that "the greatest mage that has ever lived" is unable to maintain his form against age.

    I'm all for grabbing as much power as we can possibly worm our fingers around... The question here is what is the most advantageous. C has seemingly the greatest danger, but also the greatest reward. D lets us relegate the guy a bit, but I don't really see what we could do against a 10 wisdom archmage should he decide he doesn't like our style. It just seems like we'd be unable to withstand the force of this guy should we want to stop him from doing something we don't like. Therefore taking the additional risk of five minds crowded into one seems foolhardy, since anything he'd do in B, he'd do in D.

    Of course, we could just leave. The guy, whilst powerful, seems fairly limited in the scope of what he can do against us. All we need is a bit of distance and we're fairly safe from him.

    Tentatively voting C>A
     
    Last edited: Apr 28, 2014
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  16. Grimgravy Augur Patron

    Grimgravy
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    Codex 2016 - The Age of Grimoire
    Mindwalking with archmages aint no stroll through some posies. Derryth and Thais arent qualified to do it alone. Corpse man cant be trusted to do it alone. Seems like all or nothing. We have been lucky with powers greater than ourselves. How long will that last?

    A> D
     
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  17. Fangshi Arcane

    Fangshi
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    Here is what Derryth is most concerned about:

    Well first you have whatever traps and defenders Nine might have conjured up in the century or so she has been alive. She might be able to shield you from some of it, some of the time, but she is an insane amnesiac so don't expect too much help. She can not even reliably tell you what to expect, except that it will be dangerous.

    After that you have the danger represented by Mazzarin (if he really is Mazzarin) and his 'apprentice'. If they go alone you are trusting them not to damage or alter anything. If you go with them you will have to be careful that they don't betray you.

    Well your consciousness will leave your body and create a bridge to enter her mind. Once you are in, your mind will attempt to map and render into sensory data the thoughts and general landscape of Nine's consciousness.

    Beyond that everything else is conjecture at the moment.

    The last time you probed her mind you were confronted by an endless and shifting city of emerald glass and golden gossamer, the streets enclosed to limit the available light. If you go through with this you will have to enter into the city so to speak and find its heart.

    While in her mind you can probably expect some help from Nine's conscious mind given that she wants you to succeed. Her subconscious will try and eject or kill you though. Think of it as similar to an immune response. She won't be able to stop that. You will largely be limited to what you can do in reality given that it is not your mind, through with a strong enough act of will you can probably 'cheat' a little.

    Every action you hope to take will be an expression of your will, made possible be your willpower. It will probably be very tiring and if Nine's conscious mind ever turns on you for some reason you will need to get out as quickly as possible.

    Should you fail the least painful fate you can hope to experience will be death. If you are killed in there one of two things can happen. Your will can exert itself to remind your mind that it is not real, in which case you will be dumped back into your body (or a body at least.) Alternatively your mind will come to believe that you are dead and your body will follow suit and die.

    Lyssa does have an additional caution for you as well:

    She believes that should your will begin to fail you in there you may also begin to lose yourself. Parts of Derryth's memories and personality may accidentally get overwritten by Nine's or someone else's. (Derryth speculates that such a thing could even happen on purpose if there is a traitor present.) This is particularly dangerous should everyone go in. With that many minds present if something goes wrong you will simply cease to be as an individual mind. She believes the result would be some sort of amalgam of the memories, experiences, attitudes and abilities of all present. This new 'hivemind' as she terms it would be very dangerous and quite insane. She believes the process would be permanent and would wash away the existence of each individual forever. It is one of the many reasons Lyssa does not really want to do this...

    It is not just age that turned him into that, there are subtle magics at work there. Currently it requires about 80% of his abilities just to keep himself alive.

    It also hurts a great deal and has perhaps made him a bit desperate.
     
    Last edited: Apr 27, 2014
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  18. Smashing Axe Arcane Patron

    Smashing Axe
    Joined:
    Dec 29, 2011
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    Divinity: Original Sin
    Well, we're very strong mentally, and all of our powers and abilities are geared towards mentalism. I wouldn't say that we're exactly unqualified to do this. I think the real point of concern is what will Nine do once she's recovered all her knowledge, and what will this Mazzarin do with his new vitality.
     
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  19. Grimgravy Augur Patron

    Grimgravy
    Joined:
    Sep 12, 2013
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    Codex 2016 - The Age of Grimoire
    We have experience with fooling or damaging minds. We have none with healing minds or restoring memories. There are reasons surgeons practice on cadavers first.
     
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  20. Smashing Axe Arcane Patron

    Smashing Axe
    Joined:
    Dec 29, 2011
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    Divinity: Original Sin
    No, we have experience with manipulating, sending and receiving information from minds. This isn't brain surgery, it's more like the movie Fantastic Voyage, except with a mental landscape instead of a physical one. It's about exercising our will, and interpreting and sorting data into an understandable psychological pattern.
     
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  21. Nevill Arcane

    Nevill
    Joined:
    Jun 6, 2009
    Messages:
    11,060
    Shadorwun: Hong Kong
    Alright. First, about the dangers involved. Everything we have faced so far and are about to face in the future: necromancers, mercenaries, Eberhardt goons, Black Arrows, even the Brannons family - is child's play compared to the implied resurrection of the Watcher. This is one dude who does not make 'enslaving nations with necromancy' sound silly. The second greatest archmage of all times, irredeemably evil, and apparently a true immortal as well, is no joke. I don't know if this guy we stumbled upon is truly Mazzarin or not, but he appears to be working against the Watcher, and therefore I want to enlist his help.

    Now, at first I thought: 'Wow, the greatest hero of all time is in need of our help! Are you kidding me? Count me in!', but then I quickly become less and less enthusiastic the more I thought about it. This is the world that is based on the idea of the cycles of Light and Darkness. Let us not forget that the mistrust among the mages is well founded:
    The Soulblighter was Damas once, as the Deceiver was Myrdred, or as any of the other Fallen Lords were heroes in times long forgotten. None of them came back right. I suppose a person of ungodly willpower and ability might have resisted the forces at work here, but I would prefer to err on the side of caution. There is no reason to assume that 'Mazzarin' - even if he is really the one - is the same person he once was. He appears to bear the grudge against the Watcher, but all the Fallen keep some aspects of their personalities. The Deceiver hated the rest of the Fallen with a passion, and Balor's hatred of the Myrkridia was his undoing.

    Besides, if he is truly the hero of the Light that survived for a thousand (?) years, what is he doing in a no-name cave tended by a witch (is she the same one from Muirthemne?) asking two low-profile mages for help when the dwarves have rebuilt Myrgard and King Albrecht would be honoured to provide him any assistance he would require, complete with full access to the resourses of their Magic Academy. Something is not right here. Though we can trust in his hatred of the Watcher, I wonder if in doing his bidding we are not unleashing something worse on the world.

    Still, even though he may be a liar, by the look of the methods he employs, he does not appear that bad.

    And as far as Nine is concerned, I don't trust her either. She has a rather harmless, if overly playful, personality, but we don't know how she will turn out if we lift the inhibitors placed on her, or if her memories return. One of the reasons we are carrying her at all times is that she can not be trusted not to play with people's minds. I would like to delve inside hers before making a decision if this knowledge should be made available to her, and if the rune needs to be removed. It is unlikely that we'll get better conditions to do that (the techniques used are implied to be known only to Lyssa and her master), and the things we find down there could shed a lot of light on our current situation.

    I'll go with C. Too much is at stake here to just turn and leave, and no way in hell I am compromising my own mind to fuse with anyone's, or letting 'Mazzarin' inside the mind of our tutor whom he considers enemy, or letting him set her free unconditionally, for that matter.
     
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  22. Smashing Axe Arcane Patron

    Smashing Axe
    Joined:
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    Messages:
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    Divinity: Original Sin
    Yeah, C and A are the only options that let us retain our own agency as far as these lofty matters are concerned. D is risky as hell and I very much doubt our ability to deal with any betrayal on "Mazzarin's" part in the dreamscape.
     
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  23. Jester Arbiter

    Jester
    Joined:
    Mar 24, 2013
    Messages:
    1,493
    E) Mazzarin linked with Derryth and Thais.

    If guy got 20% power Derr should be able to suppress him with 8 wis in my opinion. Might be even easier to maintain the link with 'harder' mind. If he will try something funny. Command line Kick Mazzarin.
     
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  24. Nevill Arcane

    Nevill
    Joined:
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    Messages:
    11,060
    Shadorwun: Hong Kong
    I'd hazard a guess that everyone 'ejects' out of this reality on their own. The mind isn't yours, you can't will someone out of it. Fangshi?

    That, and this bit:
    suggests to me that we should either go alone with Thais, or not go in at all.

    If 'Mazzarin' melds us with Thais to have a free run in Nine's mind, it's gg.
     
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  25. Fangshi Arcane

    Fangshi
    Joined:
    Jan 9, 2014
    Messages:
    1,997
    That's right. Nine could try since it is her mind but you can not just kick someone out. You could try attacking any potential traitor though. If you 'kill' them it would dump them out into the real world or destroy them.


    Current Tally:

    Azira D>C
    Kz3r0 F
    asxetos D
    Smashing Axe C>A>B
    Grimgravy A>D
    Nevill C
    Jester E
    Baltika9 D
    GreyViper F


    A) 1 votes
    B)
    C) 2 votes
    D) 3 votes
    E) 1 vote
    F) 2 votes
     
    Last edited: Apr 28, 2014
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