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Myth: A New Age CYOA

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
No you're right, they are separate. I was merely saying that both Thaïs and Gareth have more practical influence with Derryth than your newer partner or potential partner(s).

My understanding is that Derryth trusts Thaïs completely and views her as a equal. She also takes a similar stance with Gareth who she was willing to entrust a fortune and the entire Muirthemne operation to. Mayer and the mercenary captains do not yet have that level of trust so their actions are subject to a greater degree of scrutiny and direction.

So any mercenary captain you make a partner is likely to start with less influence than Mayer and if they want more they will have to earn it one way or the other.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Fangshi said:
Enchanters - A few of the junior members of the Academy have also approached your team, drawn by tales of adventure and battling great evil. They are accustomed to a certain standard of living however. Each wears leather armour and wields a two handed hammer and four throwing axes. They specialize in enchantments with some basic knowledge of elemental magic.
What kind of enchantments are we talking here?

Also, what kind of position can Uttu potentially have in the Grey ranks? Would love to make them her personal death squad once she graduates from Berty's school.
 
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Fangshi

Arcane
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Jan 9, 2014
Messages
1,997
Enchantments that increase the combat effectiveness of their weapons and armour, mostly things to make them more 'fighty'.

It is randomized to a degree but for example some might know enchantments that make their hammers extremely hot or cold (applying different conditions to their attacks). Others might know how to discharge lightning bolts from their weapons or trigger minor tremors with them.

Moving away from elemental spells there are others that know enchantments to make their armour lighter, more durable, or give it resistances to magic or elemental effects. There are also those that know enchantments which can improve the speed and accuracy of their casting. Finally there are some that know spells to increase their aggression or the aggression of others, whipping individuals or groups into a sort of battle frenzy.

These are just examples of course, what will happen is that I will create a list of relevant spells and specialties and choose at random what the enchanters get when I create them provided any are hired.

You have no way to determine what any individual will know ahead of time. It is not like they are going to give you a list of their spells anyway, they are mages after all and suitably paranoid/greedy. ;)
 

Nevill

Arcane
Joined
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Messages
11,211
Shadorwun: Hong Kong
Enchantments that increase the combat effectiveness of their weapons and armour, mostly things to make them more 'fighty'.
What I want is to make use of their knowledge to augment the arsenal of our other mercenaries. I am not very interested in their combat performance with hammers, as I think if you have to send a mage into melee, something must be wrong with your strategy.

Where do we need to look to hire support mages?
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Nevill said:
Where do we need to look to hire support mages?

Well you won't get much more help from the dwarves in that regard, most of the dwarf mages that have a less combat focused skillset have secure jobs as researchers and are not going to want to go out into the field. The rest are too weak to be of any real use to you. Now it is possible that the enchanters that have approached you can serve in something like a supporting role since the same enchantments they use to empower their own weapons and armour could also be applied to others. They might complain that they are 'missing out on the excitement' but as long as you demonstrate your competence and maintain your authority they should follow orders reasonably well.

There are also likely places in Myrgard where unaffiliated mages gather if your experiences in the Empire are anything to go by. However you do not know where to look. What you could do is approach the Brothers Dietfried and ask them if they can put you into contact with any of the independent mages in the city. Some of them are likely to be 'support mages' and they might be open to some sort of deal, at least in the short term. I can include it as an option when you are finished with Wenzel and have to decide what to do with the rest of your day.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Aii. You will use your mentalist spells to render the Prince helpless. You will then take all the information you need. At least he will not be physically harmed though you may have to explain your actions to the King if Wenzel really does know nothing.
Fangshi, I would like to ask what would be involved in 'rendering the target helpless with mentalist spells' and that option in particular. An assault spell can turn a person unconscious leaving no permanent damage, but a mental interrogation would involve breaking a person's mind, leaving them in a sort of a vegetabke state from which there is no recovery:
You use a combination of your mental spells to reduce his mind to something approximating a lump of clay that you can then mold into a willing slaveinformant. It takes a little while but he would not be able to resist you after should you succeed. It can not really be reversed though you can break someone and then build them up again with a new personality and outlook.
Is that what the option proposes?

How well do we think the rest of the family would take it if we damage Wenzel in any way?

Eh, well. Since I am out of ideas, I'll just post my plan here and improve it when I have something else to add.

1Aiv. You will engage Wenzel in a conversation as per Ai. You will come up with a business proposal for the Weazels that would be believable enough for Wenzel to swallow. You will try to convince him to summon his second-in-command here with a signed letter to work out the details. You will then discreetly modify the letter so that it would read as an urgent request to bring Letta to the Palace, signed by Wenzel himself, and send it with the fastest carriage to the Weazels' compound. Hopefully, it would be enough to bring the prisoners here, where you would have an easier time freeing them. Keep Wenzel talking until then.

An example of what kind of letter I have in mind is detailed here.

Our legend should support the circumstances. The Weazels are well-connected with the underground world, so if we need a less-than-legal task done, they would be a good choice to turn to, especially since the crown turns a blind eye to their deeds. Meanwhile, we have access to the dwarven treasury which have become quite full with the fall of the Eberhardts. There is ground for a profitable cooperation, right there. We also wanted to emply the Sovereigns for a different task, but since it appears that Letta is no longer available, we would like to propose to settle her debt with a generous sum - from his father's treasury, no less. We can even write him a promissory note as a forward payment, seal it in an envelope and give it to him as a sign of goodwill.

We can always cast 'Retreive' on it after we are done with him. In any case, I do not actually intend to pay him money, but it can be a good conversation hook and it would secure his status as a business partner in a conversation, as opposed to a captive.

We should probably work something out with the Sovereigns without giving ourselves away. A few mind spells, like an image, a wink here and there - let Thais work something out. The prince is alone and there are two of you. Thais can keep him busy while you signal the rest of your team to stay put and do your work.

The method by which the letter will be split in half is still in the works. I have a few ideas, but none of them seem good enough to write them down yet. At the very worst, we can craft a false memory for him, or distract him.

We should probably monitor his reactions and try to read his surface thoughts to gauge his sincerity and whether he bought our act or not.
 
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Nevill

Arcane
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Messages
11,211
Shadorwun: Hong Kong
I didn't bring up the financial aspect for nothing.

Look at the options that are currently being voted or considered.

Kz3r0: 2 Aii, 7 A, 8 Aii, 9 A(40) C(20) D(5) G(20) H(20) I(10)
-75+70-22-20-80-50-30-20-50=-277 WPs monthly

Grimgravy: 3Aii, 8Aii, 9 A(10) B(20) C(10) F(15) G(10) H(20) I(2)
-25-25-5-5-40-10-15-20-10=-135 WPs monthly

Absinthe: 9 E(5) I(10) H(20) G(20) A(20)
-40-50-20-30-10=-150 WPs monthly

Where exactly are we going to find the money to pay them? We are going to bankrupt ourselves in the very first month.

Azira's choices are far more grounded with -45 WPs total, when we only have 60 WPs to spare after paying the interest. That's manageable.

My choice of unaffiliated mercs would be:
9 A(20) B(40) D(2) H(20)

Modifying my monthly expenses by +70 (Greys) - 25 (Boys) - 10 (grenadiers) - 10 (warriors) - 20 (mortars) -20 (Legion veterans) = -15 WPs.

The analysis is as follows:

Dwarven grenadiers and warriors cost us 20 WPs for 60 bodies. That's a no-brainer. We need to replenish the number of our mercs, and this cost-efficiency ratio is excellent. Only the Bastards and the Boys come cheaper.

Crossbowmen are totally useless. The human archers outskill and outmaneuver them, and those are cheaper and more common as well.

Mortars are cute. So what if they are illegal? The enemies we will deploy them against won't sue us, as there will be no survivirs. They are extremely costly, though, so the jury is out on whether or not they are a good bargain. Still, those babies won us a few hopeless battles.

Enchanters are interesting, but I am after a different kind of mages.

Humans are more costly than dwarves, and I see no good reason to favor them, save for the Legion veterans. Gareth went through pains to get some of these guys under his banner.

The archers I don't really like, as we have Arrows for XTREME jobs, and I plan to have Greys for everything else.

Mauls are not very exciting for their cost. 5 WPs melee fighters do not suit our fighting style very well. Most of the time they won't see much action, as we favor lightly armored ranged and mobile elements.
 
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Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Amended my vote to remove Mauls, mortars and crossbowmen:

1.A) ii
2.A
3.B
4.C
5.B
6.C
7.A
8.Aii
9.
A) Forty.
G) Twenty.
H) Twenty.

10.E)
11.C)Spare spellbooks.
12.B
 
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Nevill

Arcane
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Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
That's like -85 (Ada) + 70 (Greys) -22 (Boys) -20 (Grenadiers) -50 (Mortars) - 30 (Archers) - 20 (Legionaries) = -157 WPs monthly.

Even if Mayer pays 300 WPs for us, bringing our debt to 700 WPs, we are going to give Goldsmiths 140 WPs out of our 260 WPs income. That leaves us 37 WPs short to pay the mercs, which we can cover from our pockets, but Mayer's services aren't free, and his interest will be racking up (doubling our debt to him in 5 months) unless we pay him off quickly. Which we can't if we have no income.

I think that 'estimated interest' from debts should be listed under our expenses. People see a +260 WPs difference between our income and expenses and imagine us filthy rich, when we really only have 60 WPs to work with unless we want to end in a debtors' pit.

Kind of like this (this is an example of what our finances would look like in a month if we don't hire any mercs and take a loan from Mayer):

Loans:
200 WPs at 0.1% monthly interest rate from the House of Albrecht
700 WPs at 20% monthly interest rate from the Goldsmith Guild
300 WPs at 15% monthly interest rate from Mayer
45 WPs at 0% - suspended interest payment to Mayer

Income:
Myrgard
+380 WPs monthly

Expenses:
Myrgard:
-260 WPs monthly
-15 WPs - payment to Berty Levi
-45 WPs - Blackrock Securities maintenance
-20 WPs - assorted payments to the families of the deceased
-40 WPs - assorted maintenance for the rest of our enterprises
-140 WPs - estimated interest payment to Goldsmiths

Misc:
Myrgard:
-45 WPs monthly
-45 WPs - estimated interest payment to Mayer (payment suspended for 6 months)
 
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Kz3r0

Arcane
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May 28, 2008
Messages
27,017
How about selling some of our spellbooks to the shady brothers, I am not very interested in the last ones that we acquired from the dead cultists.
 

Nevill

Arcane
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Messages
11,211
Shadorwun: Hong Kong
And what are you going to use as a collateral for Mayer?

Nah, I think we should be a bit more modest with our demands. We don't need to buy countries and armies just yet. It's not like this is our last chance to hire mercenaries. Buy out the cheapest-yet-quality mercs like the grenadiers and warriors, reliable and replaceable, and maybe field a few exotic chapters that strike your fancy. Leave the rest for when you are out of debt.

Selling books does nothing for your monthly income. It is a one-time deal, and a bad one, to boot, as knowledge is more valuable than money.

Fangshi, a few question, if I may.
In hindsight it might have been a lot to ask but you think you laid out the plan well enough. You merely asked them to let their friends languish in Wenzel's cells and forego their plan of attack in order to gamble on the good intentions of two people they had met only moments earlier... actually, now that you repeat it to yourself you can see why they told you to fuck off...
Um, Letta was imprisoned for 3 days, and instead of breaking her out they were planning to pay the ransom. She is not going to be sold until three more days. What 'languishing' are we talking about here? Why were they so hell-bent on freeing her tonight, of all nights? If they were so willing to start a fight with Wenzel, and not forced to do so because they ran out of options, why did they even try to collect money?

No, I can't see why they told us to fuck off. Was there a reason?

Lyssa says that Grey is definitely a little cold and likely a little cruel but if you manage her then aquiring her company could be quite useful.
What exactly did she mean when she called Lady Grey cruel? What tipped her off?

Finally, I would like to ask Morpheus some things.

He told us that he is willing to trade people that are trapped in the Dreaming if we give him something of equal value instead. That made me think about if there isn't some kind of value scale to measure his interest in.

Let's take The Thin White Mage for a milestone. He is a unique, one-of-a-kind specimen, and if we go by Morpheus words, no demon has anything like him. Let's say he is worth 1000 IP (Interest Points).

Where on this scale are Hallr, Jan, Wenzel, nameless maid, Lyssa, Derryth and Thais (together and separately), the girls, Caoilainn and the Oneiroi cultists that are now at large? Where on that scale are necromancers, cute necromancers, and Shades?
 
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Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Actually Ada as junior partner is -75WP monthly, so we are short of only 27WP monthly, we can get rid of the legionaries or try sell stuff that willgive us some spare money to cover the deficit in our budget.

Edit:
If we postpone making Ada a partner and not hire legionaries we remain with a +8 WP monthly.
While postponing the partnership with Ada is not big deal I don't know about renouncing the legionaries.
 
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Nevill

Arcane
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Messages
11,211
Shadorwun: Hong Kong
The problem is not a deficit in our budget. We have some pocket money to spare.

The problem is that we won't have any income, and the debts are not going anywhere (and Mayer's will keep growing because we only agreed on suspending our monthly payments, not on cancelling them).

Mind you, this is 27 WPs short if Mayer agrees to loan us his money, giving us extra 60 WPs (up to 120 WPs) to work with. I intended to use them to pay the Goldsmiths off in 5 months (that is why I turned to Mayer in the first place). But with this setup we use up all of these money and still come 27 WPs short.

Breaking even is fine when we are in the green, but not when we have a debt of 1200 WPs and counting.
 
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Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
Amended my vote again to simply hire Ada, no partnership for now and no legionaries:


1.A) ii
2.A)
3.B
4.B
5.B
6.B
7.A
8.Aii
9.
A) Forty.
D) Five.
G) Twenty.


10.E)
11.C)Spare spellbooks.




By the way, Fangshi what are the rules if we decide to challenge the mighty cock?
 

Nevill

Arcane
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Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
While postponing the partnership with Ada is not big deal I don't know about renouncing the legionaries.
Why not renounce the archers and the mortars instead?

We have Greys to act as archers, and we will (hopefully) have Black Arrows to train them. We also will continue to work with the Arrows. For example, I intend to hire them to escort us to our meeting place with Nanshe. I can't trust this to anyone else, and certainly not to the dwarves or Lady Grey.

As for the mortars, they are cool, I'll give you that, but what kind of battle will let you field five of them? In the Battle for Blackrock, we only had two - and we won that one.

They are illegal, so most of the time they will be collecting dust, to be dispatched only in a dire situation (or when there are going to be no witnesses). But isn't a 50 WPs drain in the income a bit too much for a tool that is only going to see the light of day occasionally? I am not even sure about the 2 of them I vote for.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,017
If we renounce the mortars and the archers I want Ada as a junior partner at thi point heck, simply renouncing the mortarts gives us a +23 WP monthly, all right, no mortars and no archers but Ada becomes a partner and the legionaires are in, deal?
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
I can't accept Ada in our current financial circumstances. I want her in, but not now.

I am not trying to get you to vote in a certain way or make a deal, I just analyze our options and warn of their consequences.

By taking Mayer's loan we do not decrease our debt. We still owe 1200 WPs, just to different people. We still need to pay them eventually.

My intent was to have an income of about +100 WPs monthly available just for that purpose. The math is listed here. What is your long-term plan?
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
The Grey Arrows worry me because I want to partner with the Black Arrows and I can't help but imagine the Greys are going to make a mess of things by asserting themselves in really stupid ways. Also Fangshi, why does Berty not like the Lady Grey? Considering he saw through the Pathfinders' lies, I'm inclined to say he's a very good judge of character.

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

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

archaen

Cipher
Patron
Joined
Mar 10, 2014
Messages
633
1. Aii - He already hates his father and is an embarrassment to the kingdom. He wants to act like a punk thug, then we treat him like one.
2. C > Aii - Strong faith but not evangelical, a good mercenary and not incredibly expensive if we bring her in as a partner. We should ask Morpheus if he has heard of this god before we sign them on and do some background digging into their faith.
3. B - Our battle plans are always too complicated to have these idiots "Leroy JENSSSOOONNNNNN"ing them into ruin
4. C - Ask Berty if he wants to take on the Cock for control of the company. It would be his to lead if he succeeds The girls can provide whatever magical assistance they can before the fight if he wishes.
5. B - Too expensive. I think the animals would work almost as good on open ground if we think we are going to go that route.
6. B - I think this would be a good group to coop when we have more time. I would want to replace the animal handlers with Lyssa trained animal mages. We would take over their experienced war trained animals but add a ton more control and flexibility
7. A - We need the money and we can troll Ceannard. Their employment is contingent on the lesser partnership and taking on outside trainers.
8. A - Hear me out. We hire them but don't take them with us. We can't let a force this size fall into someone elses hands and 5wp a month to keep 400 future mercenaries out of the hands of our rivals seems cheap. We have our Blackrock personnel staying in the city start training and if the pathfinders are willing, have them comb the force for spies in the interim.

9.
A) 40
B) 40


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


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

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

GreyViper

Prophet
Joined
Jan 10, 2011
Messages
1,523
Location
Estonia
1.
A) ii

2
A) ii
Our own crusaders.

3
B
Worthless troublemakers.

4
B
More worthless troublemakers.

5
B
Expensive and untrustwothy.

6
B
Lissa doesn't like them an probably everyone knowing animal spells can turn them against us.

7

A
Free money, I am also sure that she will get along with Derryth just fine.

8
Aii
Our personal army here.

9.
A) Forty.

D) Five.

G) Twenty.

H) Twenty.


10.

E)

11
C)Spare spellbooks.
Fangshi Add my vote to this to, since I agree on all these points.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
archaen said:
1. Aii - He already hates his father and is an embarrassment to the kingdom. He wants to act like a punk thug, then we treat him like one.
And if he knows nothing (about the treason, anyway), what do we tell Timo and the others about why we turned Wenzel into a vegetable?
The 'boy' might be a gross disappointment to his father but he is still family and that means a lot to any dwarf.

If Wenzel is not a traitor, then someone else is. This gives them an ace to use against us.

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

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

archaen said:
If he can get more information on the conspirators I say let him get the names of as many as possible before we unleash the pathfinder interrogators.
Do you mean the names of cultists?
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Nevill said:
Is that what the option proposes?

Yes, same as always.

Nevill said:
How well do we think the rest of the family would take it if we damage Wenzel in any way?

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

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

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

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

Nevill said:

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

Nevill said:
I think that 'estimated interest' from debts should be listed under our expenses.

Sure, if you want I can do that.

Nevill said:
Um, Letta was imprisoned for 3 days, and instead of breaking her out they were planning to pay the ransom. She is not going to be sold until three more days. What 'languishing' are we talking about here? Why were they so hell-bent on freeing her tonight, of all nights? If they were so willing to start a fight with Wenzel, and not forced to do so because they ran out of options, why did they even try to collect money?

No, I can't see why they told us to fuck off. Was there a reason?

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

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

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

Nevill said:
What exactly did she mean when she called Lady Grey cruel? What tipped her off?

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

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

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

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

Nevill said:
Let's take The Thin White Mage for a milestone. He is a unique, one-of-a-kind specimen, and if we go by Morpheus words, no demon has anything like him. Let's say he is worth 1000 IP (Interest Points).

Where on this scale are Hallr, Jan, Wenzel, nameless maid, Lyssa, Derryth and Thais (together and separately), the girls, Caoilainn and the Oneiroi cultists that are now at large? Where on that scale are necromancers, cute necromancers, and Shades?

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

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

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

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

Total: 145IP

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

+0IP - a five on the USH

Total: 300IP

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

-50IP - 'damaged goods'

Total: 210IP

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

+0IP - a five on the USH

Total: 85IP

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

Total: 840IP

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

Total: 900IP

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

Total: 870IP

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

Total: 2770IP

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

Total: 390IP

10.Uttu:

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

Total: 440IP

11. Both girls:

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

Total: 880IP

12.Caoilainn:

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

-50IP - 'Intellectually impatient'

Total: 450IP

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

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

Total: 440IP to 490IP

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

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

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

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

Kz3r0 said:
By the way, Fangshi what are the rules if we decide to challenge the mighty cock?

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

Absinthe said:
Also Fangshi, why does Berty not like the Lady Grey? Considering he saw through the Pathfinders' lies, I'm inclined to say he's a very good judge of character.

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

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

For the unaffiliated mercenaries?

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

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

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

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

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

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

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

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

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

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

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

archean said:
4. C - Ask Berty if he wants to take on the Cock for control of the company. It would be his to lead if he succeeds The girls can provide whatever magical assistance they can before the fight if he wishes.

Added.

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

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

Also added.

GreyViper said:
Fangshi Add my vote to this to, since I agree on all these points.

Sure, will do.

Current Tally:

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

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

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

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

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

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

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

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

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

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

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

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

5. The Knights
6 votes B
2 votes undeclared

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

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

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

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

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

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

1 vote undeclared

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

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

12. the gate
1 vote for A
2 votes for B
5 votes undeclared.
 
Last edited:

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
12B for now. When we get Melete up I think we can try a 4 person portal if we boost ourselves with enchantments and a Strong Will ritual, especially if Melete can manage a power generator. I am extremely leery of teaching the Gate spell. We know what it can do in the wrong hands and even assuming we purged all the cultists from the academy, we know they're not the most responsible bunch with shiny and dangerous toys. When the fetches tried to use the spell, they accidentally summoned a monster down there in Muirthemne. Judging by the academists' fondness for experimentation, that's just going to lead to disaster.

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

Fangshi

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

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

So for the time being I would say you can certainly try it with just the three of you but it would not be the safest thing you can do.
 
Last edited:

Jester

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

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

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

Will write more later.
 

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