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Myth: A New Age CYOA

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
So, what's the plan in 2A? Will the Pathfinders try to pose as a team that was sent to recover us, and we will play the role of the prisoners, or will we try to pose as a separate team and use our magic to convince our opposition if those have any doubts? What do they expect of us? And since the guys sent for us weren't exactly mercenaries and more like internal forces for the house Eberhardt, wouldn't there be people that know them personally?

I hope we will leave Biliku and Uttu out of it, the kids are talented fighters, but not exactly discreet.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
The plan is admittedly rather spur of the moment, Bari and his team will use the uniforms to pose as Eberhardt's security forces. The House Eberhardt compound you will hit is quite large and they should be able to gain access that way. Once in they infiltrate as far as possible, find out what they can and if/when they are discovered they kill everyone and leave no witnesses.

The team that was sent after you was meant to simply kill you so there is no need to pretend to be prisoners.

If you come with them, then yes you will utilize your magic to help them get past guards and the like but they have a number of techniques they can rely on if your magic proves ineffective.

There is the risk that someone on the other side will discover their identity but this is what they do. For King and Country of course.

And of course you will leave the girls behind, you would not bring them unless you had a very good reason. It will just be you, Thaïs, Bari and a full team of Pathfinders.
 

Jester

Arbiter
Joined
Mar 24, 2013
Messages
1,493
D > B - Dont see any point in A other than taking care of danger, no one will find out what he did or why because its top secret stuff so no dont cross Der reputation. I think he will be skilled and loyal employee if his family is alive, if they are not i think he will choose people who killed his family as enemies.

A - Clear some of opposition.
 
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Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
However nothing comes without a cost. He will be kept at the safe house. Two Pathfinder agents will stay behind to guard him so you will lose them for the mission and for this option you will be required to accept the mission. If you leave the city or refuse to help then the Pathfinders will simply kill him like they were going to do. This will be a personal favour to you due your many contributions to the kingdom.
Just so I understand, how many Pathfinders does the full team consist of? I am thinking of flopping to D, but I don't know what I lose with those two remaining to guard him.

Also, why is it considered a personal favor, while B and C is not? I get that they have to guard a traitor for a couple of days, but if we are doing the mission for them, why would it matter to them all that much? I guess I am concerned with if it lessens our potential rewards if we call upon a favor that early. ;)
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Nevill said:
Just so I understand, how many Pathfinders does the full team consist of? I am thinking of flopping to D, but I don't know what I lose with those two remaining to guard him.

Right, the basics of the Pathfinders:

The Pathfinders essentially have two divisions.

The 'law enforcement branch' that are called in to deal with serious threats (though few people know they are actually Pathfinders), think SWAT for example only with secret membership.

And the 'agent' branch, independent operators like Bari, Ari or Ori who are given more leeway in how they go about things as long as they get results.

The 'officers' usually pretend to be regular cops and are brought in for specific jobs, they otherwise get to live 'normal' lives.

The 'agents' 'die' when they join the Pathfinders and they tend to join for life (they can retire but by the time they get old enough to do so most of them are unable to give up the lifestyle). These guys are closer to what people image a secret agent is or a deep cover vice cop. They are experts at infiltration, information gathering, spreading misinformation and a variety of other fields. In Bari's case torture is a favourite hobby, Ari had a way with languages, Ori has a gift for numbers and a passing understand of magic so he tends to get assigned to cases that involve one or both.

Now a full team for a job like this is ten Pathfinders; eight of which go in, in disguise, while an additional two will travel cloaked. Bari and Ori do not belong to a proper team but they will come with you as well.

Also, why is it considered a personal favor, while B and C is not?

Because Bari and the team captain will have to convince two people to stay behind and babysit, missing out on one of the biggest busts of the last decade. Those two 'volunteers' are not going to be happy so they will phrase it as a personal favour to a good friend of the kingdom... personal and communal honour should do the rest. Most of these people are very much 'For King and Country' types (not so much Bari but then he is EXTREME even for the Pathfinders and losing his wife has not helped matters).

I guess I am concerned with if it lessens our potential rewards if we call upon a favor that early.

It won't really impact your reward, you will be asking Bari for the favour not the king.

Also if you succeed no one will care and if you fail well you will probably die since the king will simply wash his hands of the affair. If a Pathfinder gets caught they are expected to commit suicide or escape, no help will be given as the king can not afford to have things traced back to him.

Current Tally:

Kz3r0 AA
Cassidy ABii
Grimgravy CA
Baltika9 AA
Kipeci BA
Azira BA
Nevill BA
Smashing Axe A>C>B A
Zero Credibility B>C A
Jester D>B A
GreyViper DA
asxetos C>D A

Pre-Flop:

1.
A) 4 votes
B) 4 votes
C) 2 vote
D) 2 votes

2.
A) 11 votes
B)
i.
ii. 1 vote
iii.
C)
i.
ii.
iii.

Post Flop:

1.
A) 3 votes
B) 6 votes
C) 2 votes
D) 1 vote

2.
A) 11 votes
B)
i.
ii. 1 votes
iii.
C)
i.
ii.
iii.

Edit:
I will close things up in maybe 18hrs or so, so I will have a few hours to do an update before the weekend. Provided there is not a tie of course.
 
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asxetos

Augur
Joined
Feb 11, 2009
Messages
820
Location
Greece
C>D
A


The king seems like a cool guy and we should help him.
I can understand why Trak did wgat he did and it was to be expected after we got his family involved. He doesnt deserve this.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
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.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
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.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Nevill said:
Fangshi, what does an exile entail? Is he forbidden to return to dwarven lands?

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.

Is this declared publicly, or is this monitored unofficially by certain groups?

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...

What happens if you break the rules and trespass on dwarwen territory?

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.

Can an exile be amnestied?

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

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Oh, now you ask?
Well, most of this was self-explanatory, but it never hurts to confirm.

He also won't be monitored exactly...
What I meant, who does know of his exile if it isn't public? Pathfiners, sure. Anyone else?

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

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Nevill said:
What I meant, who does know of his exile if it isn't public? Pathfinders, sure. Anyone else?

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.

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

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

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.

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.
 

Jester

Arbiter
Joined
Mar 24, 2013
Messages
1,493
Interesting. Were there many dwarves that were sent into exile before this?

Five, and none of them asked for it. Most dwarves would rather die to be honest.
Heh guess nice guy option lost, shame i like that dwarf. Mby we will be able to help him later.
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.

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.
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.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Jester said:
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 ImperiumKingdom 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.

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

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
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.
 
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Smashing Axe

Arcane
Patron
Joined
Dec 29, 2011
Messages
2,835
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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asxetos

Augur
Joined
Feb 11, 2009
Messages
820
Location
Greece
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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Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
I'm pretty sure we made an eternal enemy out of Trakk thanks to our "mercy."
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.

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.
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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asxetos

Augur
Joined
Feb 11, 2009
Messages
820
Location
Greece
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.

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.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
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.
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.
 

Jester

Arbiter
Joined
Mar 24, 2013
Messages
1,493
Ask and ye shall receive. Added 'like a dwarf' decal to inventory.
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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