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Myth: A New Age CYOA

Smashing Axe

Arcane
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Messages
2,835
Divinity: Original Sin
EB>BB

C sounds too risky, and we're terrible with people. I don't see it going well. I would prefer to attack the commander but it doesn't look like that option is going to win.
 
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Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
New Total:

1.
A) 1 vote
B) 3 (5) votes
C) 5 (6) votes
D)
E) 4 votes
F)
G)

Zero Credibility flops to B

So we get a tie between B, C and E.

With tuluse and Nevill's flop C wins.

A)
B) 4 votes
C) 6 votes
D)
E) 3 votes
F)
G)

2.
A) 5 votes
B) 8 votes

I will keep the vote open for another 24 hrs and then we will see where we stand.
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I thought would miss this vote completely.

Anyways, I'm concerned that if we just drive this force off, they'll be back and in greater numbers. We need either a decisive victory or a mutual understanding.

Do we have the ability to magically ascertain the whereabouts of our compatriots? Moreover, can we magically communicate with them? I'm thinking something like the message spell from D&D. I'm guessing we don't since it hasn't been brought up as an option ever, but worth a shot.

If we don't, I think either the lone mage or the guy leading the attack should be the target like others have been voting so far.

Is there anyway we could rig up some kind of death threat for the lone mage? I want the magical equivalent to sneaking up behind her and putting a knife to her throat. This would let us use the element of surprise, and accomplish the best aspects of talking and attacking, if it works out.


2) A
Serpent is almost useless in a fight, and the last thing we want is our physician getting himself hurt. So sending him back for help seems like we lose very little and get a potential gain. Cost-benefit analysis says send him back.
 
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Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
tuluse said:
Do we have the ability to magically ascertain the whereabouts of our compatriots? Moreover, can we magically communicate with them? I'm thinking something like the message spell from D&D. I'm guessing we don't since it hasn't been brought up as an option ever, but worth a shot.

Afraid not, there are no real long range communication spells in the setting and no real scrying spells either. It is one of the reasons why non magical generals and support staff still have a purpose. Magic can be powerful but has definite limitations which allow non mages to compete if they are smart.

Is there anyway we could rig up some kind of death threat for the lone mage? I want the magical equivalent to sneaking up behind her and putting a knife to her throat. This would let us use the element of surprise, and accomplish the best aspects of talking and attacking, if it works out.

Well if you could get a lock on her you could threaten her with an attack spell but if she is a mage she will try and defend herself. And as a mage you would need a way to stop her from casting at you as well.

As a general rule, if you are close enough to kill her then she is probably close enough to kill you and a surprising number of magical duels end in just such a manner with both parties seriously injured or dead. For example take the final magical duel between the Deceiver and Shiver where as far as anyone knows they blew each other up (of course no bodies were found and they have both "died" before so who knows what could have happened...).

With your current spell list if you want to go that way with it your best bet would be to knock her out first and then just hold a real knife to her throat. Some things are best done the old fashioned way. You could try this in C or D if you want, in D you would have the element of surprise while in C you would have a chance to talk first.

Also as previously mentioned Nine could probably take care of the entire enemy force if you let her use you as a puppet assistant through which to cast spells so that is also an option I suppose.

2) B
Serpent is almost useless in a fight, and the last thing we want is our physician getting himself hurt. So sending him back for help seems like we lose very little and get a potential gain. Cost-benefit analysis says send him back.

I think you mean 2A if you want to send him for reinforcements right?
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Thanks for the info. In the Black Company, the Lady and the Taken were able to communicate by magic with people who were attuned to them. So there's one major difference.

And, yeah, meant A.
 

treave

Arcane
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Joined
Jul 6, 2008
Messages
11,370
Codex 2012
There doesn't seem to be any urgent hotspots in the battle needing our attention. It looks like the most likely way a swift change in the battle will occur would be via magic entering the fray. If that is the case, might as well try and find out what that mysterious mage is standing there for. Also, I don't want to send Serpent off alone while everyone else is preoccupied with battle. He might get into a risky situation without an escort.

CB.
 

Fangshi

Arcane
Joined
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Messages
1,997
tuluse said:
Thanks for the info. In the Black Company, the Lady and the Taken were able to communicate by magic with people who were attuned to them. So there's one major difference.

No problem. Maybe I had better give a brief overview of the different fields/schools of magic just so people know what to expect:

So alphabetically:

Animal based spells - spells that use animals as messengers or scouts or servants exist but are not widespread. If you want a flock of crows to act as messengers you can do that. Polymorphing spells however are almost unheard of, the only known example of such a spell was used by Soulblghter during the war.

Physical spells - Spells that deal damage directly to the body or alter its state are widely known. Mages can turn their skin to stone or bark or scales, they can grow claws or tails, all sorts of things really though most are temporary. In theory a mage could shrink or grow themselves or others though it has not really been attempted. Attack spells that rip limbs or heads off are reasonably common as well.

Communication spells - Most of these simply do not exist. Nothing says you could not try and develop them over time and it may eventually be possible to set up links like those that Lady used in the books but you would be breaking new ground here.

Elemental spells - There are almost too many to count, fireballs, lightning bolts, frost, acid, poison, really anything you can think of has probably been tried at least once. The only exception is the creation of Elementals or the like which are very rare.

Enchantment spells - Most of your typical enchantments are available along with a few strange ones. The Smiths were masters of this school for example.

Gate spells - teleportation exists but is not widely known, is difficult and requires a lot of energy. Planar travel is almost unheard of.

Healing spells - most of these are known but are very draining to cast

Illusions/Mental spells - a very specialized school used almost exclusively in warfare or espionage. Further development of the school is hampered but the extreme paranoia of most illusionists even by mage standards.

Invisibility/Light manipulation - The dwarves are interested in this school, humans not so much.

"Meta" Spells - chaining together spells is fairly common for high level mages so many of these exist

Movement Spells - some of the basics may be known, haste/slow and the like but not well developed

Nature Based Spells - the druids of the Forest Giants and the Fir' Bolg are interested in these but humans do not show much interest

Necromancy - a very well developed school in some ways and horribly undeveloped in others. All spells of this school come from the Dream of Unlife and have to do with binding souls and raising the dead

Protection Spells - this is a very underdeveloped school which is why so many duels end in the defeat of both parties. Some basic protections may exist but for the most part mages rely on trying to dispel each others attacks. The first to hit usually wins.

Summoning - very underdeveloped as touched on with the Elementals. Most summoning that occurs is the result of dabbling with dark powers and tends to end poorly.

Technological based spells - this may become a very popular school in the coming decades if dwarven tech starts to spread, for now it is not well known.

Edit:
Good point I will add it to the first post.
 
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Baltika9

Arcane
Joined
Jun 27, 2012
Messages
9,611
I think this stuff should be on the front page of the LP., along with other skill and talent descriptions.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
So looks like we still have a three way tie and everyone needs more time to work things out, I will give it another 24 hrs and check again.

Alright 1C and 2B win so I will close it up now. I will do a proper count later just to make sure and the update will be out either in the next 12 hrs or 24 hrs after that.
 
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tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
It seems to me the potential for backfire is high if we attack the lone mage.

I vote 1) C lets talk. If things go south, we can always fight after.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Alright here is the proper count:

Grimgravy 1b 2a
Jester 1e 2b
Azira 1b 2b
Kz3r0 1c 2b
Nevill 1e>c 2b
Anabanana 1c 2b
Stygian Lurker 1b 2a
Baltika9 1c 2a
Zero Credibility 1a>b 2b
Erebus 1e 2a
Smashing Axe 1e>b 2b
tuluse 1c 2a
treave 1c 2b

1.
1 vote for A
3 votes for B
5 votes for C
4 votes for E

Zero Credibility flops to B

So we get a tie between B, C and E.

With tuluse's vote and Nevill's flop C wins.

5 votes for B
6 votes for C
2 votes for E

You will talk to the lone figure and try to find out what is going on... with 2 CHA...

2.
1. 5 votes
2. 8 votes

You will keep Serpent with you (good thing, as he has 4 CHA only slightly below average...)

Update will either be out in the next 6 hrs if I get time or sometime tomorrow (24-36 hrs).
 

Boxer

Dumbfuck!
Dumbfuck
Joined
Jul 14, 2013
Messages
132
"...lets be reasonable..."
CLLYKU2.jpg

:lol:
pull the plug from the head as a joker wildcard
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Not for another 18-24 hrs though, I won't have the time and energy to do it today so I have to push it back a bit. But by this time tomorrow it should be out.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
We are so going to sell our soul to Nine for help.

Just as planned.
 

Fangshi

Arcane
Joined
Jan 9, 2014
Messages
1,997
Chapter 11: The Lost and the Damned

"Well what are we going to do Derryth?" Serpent anxiously asks.

"I am not sure to be honest. I wish Gareth was here he has the military mind not me," you frown and consider your options, people will die here today but as you notice a lone figure standing by herself you begin to think that maybe they don't have to, "Perhaps... perhaps this is all a misunderstanding, maybe we can talk our way out of this?"

Serpent only nods, he is uncertain but willing to follow your lead. The two of you slip along to edge of the room to avoid attention.

She is young, maybe a few years younger than yourself, pretty enough you suppose, silver hair and grey eyes, she stands with the quiet confidence of one used to getting her own way. As you approach the figure she notices you and raises her staff but does not attack.

As soon as she sees you she frowns, seems there is something about you that she does not like and to be honest as you give her the once over you must admit that the feeling is mutual.

The two of you just stand there is silence staring at each other so Serpent steps forward and takes the lead, "Warm greeting Miss-"

"I am known as the Black Spider," she responds as she stares at you. She turns her attention to Serpent and smiles warmly extending her free hand to him, "But you may call me Christine."

"That is a rather odd name," you remark coolly.

She shrugs, maintaining an air of general hostility towards you, "It is the only one I have."

The two of you stare at one another for a moment, there is just something about her you do not like.

"Why are you attacking my friends?"

"Oh, you are with the dwarves, then?"

"After a fashion yes."

"We are attacking them because they seek to rob us."

"And who exactly are you?"

"Mother says we are the Damned, closest thing we have to a name I suppose."

"What do you intend if you win?"

"We will kill them all and take the rest of you as slaves I should think. We simply can not take any risks now. Although..." she gives Serpent a hungry smile and a little wink, "Perhaps we do not have to make all of you slaves if you surrender now..."

When she returns her gaze to you her smile fades and the conversation dies again as the two of you stare daggers at one another.

Serpent makes one last attempt to turn the situation around, "Well Miss Christine, this is Derryth and I am One Serpent Green Talon. It is a pleasure to make your acquaintance," he reaches out to take her hand, still extended towards him. As he does so, she pulls him forward and spins him pushing him up against a nearby bit of wall.

She presses up against him and whispers something in his ear. He blushes as she runs her free hand down his cheek to his neck, "You know , you are actually kind of cute. I think I will bring you home and introduce you to mother. How would you like that?"

This has gone far enough, you are not going to just let her kidnap your friend. You begin to cast immediately, but so does she.

You have a feeling this may not end well as you stare her down, "Let him go," you order with not a little malice in your voice.

"Make me," she gives you a smile that promises nothing but violence.

Well that does it, you know you should not, especially at this range but she is so asking for it, "Serpent, be ready to heal me. I am going to blast this bi-"

"Ladies please!" Serpent is trying his best to defuse the situation and you both stop casting as he grabs your attention, "Christine look at me, do we really have to do this?"

"Well that is up to you gorgeous. Come visit the family, I promise no harm will come to you and I will spare your little follower here," she gestures at you.

You are just barely holding yourself back at this point, if you were not worried about Serpent you would have struck her already, "Follower! I am his friend, I am his boss but I am no one's follower!"

"Could have fooled me, you look like your built for manual labour," she glances at your outstretched hand and gives you that damn smile again, "Just like I thought, farmer's hands, not the hands of a mage."

Concern is written plainly on Serpent's face, he knows your temper better than she does and he knows just how close the situation is to boiling over, "Alright! Alright, Christine, if you promise not to harm my friends then I will go with you."

"Great! You will love it I guarantee," as they turn to leave you move to strike but she is ready.

She throws a small sack at you and as it connects with your outstretched arm it explodes. Fine silver threads bind your hands and ankles together and you fall.

"See lover, I told you I would not hurt your little friend so can we go now?" She gives him a warm smile and slips an arm around his waist.

Serpent sighs, "One moment please."

He slips away from her and walks up to you, sorrow clearly visible on his face. He drops to one knee, "Looks like we must go our separate ways sooner than either of us would have liked..."

"Serpent you don't have to-" you begin but he merely shakes his head.

Looking into your eyes he begins, "Yes I do. I can not prevent her from harming you and I will not have the blood of the only friend I have ever," he stops for but a moment, "I will not have your blood on my hands Derryth."

He places two objects next to you, his sack of mandrake roots and a robe. It takes you a moment to realize that it is one of those makeshift affairs that Brigit cobbled together with the little stars and moons... he kept it... he really...

Your thoughts are interrupted as he rises to his feet, "Live well Derryth."

And with that the two of them walk off together into the darkness of the tunnel.

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

Ten minutes, it takes a whole Wyrd-damned ten minutes to finally free yourself of your bonds and as you get to your feet you survey the battlefield.

Jori stands alone, the other four dwarves all lay on the ground dead or incapacitated. His sword is broken, his shield cracked and cast away he is fighting with his gauntlets against the swordsman. Every blow the swordsman strikes seems to drive him further into a rage.

You have seen nothing like it, his followers gone, his weapons broken, he refuses to fall and he is dropping his attackers with deftly placed body blows. As he snaps the neck of the last robed figure only the swordsman remains. The two square off. Jari is by far the better fighter but he must be suffering from dozens of injuries at this point. You are not sure that he will carry the day but for the moment the balance of forces on that side of the battlefield remains equal.

On the other side of the chamber the archer and her remaining followers have the rest of your group pinned down. You can see from your vantage point that Ithapi and Amena are both incapacitated, with serious arrow wounds. Ari and Bari have killed most of the robed figures and spiders but the archer has the range necessary to simply pick them off. Currently she is trading shots with Thaïs who is relying on her crossbow, her magic completely spent for now. You think that the first one to successfully land a shot will win that fight.

The enemy commander continues to observe the battlefield, additional forces have come up from the tunnel and he is now surrounded by ten men and four spiders. He is holding back his forces. He is waiting, perhaps evaluating the abilities of his lieutenants.

Surveying the battlefield he finally makes his move advancing with his men towards Jari.

The dwarf is doomed but as they cross the battlefield an explosion rocks the chamber. Falling debris kills two of the Damned, and a hole opens in the roof. A single figure drops through and lands right onto of the commander driving a boot straight into his face.

"Hahaha! Come! Meet your deaths here, puny spider men!" Tyrvard rolls clear of the group dropping two of their number and three of the spiders as he leaps to his feet. About time the Berserk arrived but you do not see Gareth or Brigit anywhere.

The battle rages before you but no one is yet aware of your presence.

1.What will you do?

A) Aid Jori against the Swordsman, it is your belief that you could completely blindside the Swordsman. You need answers and payment for the escort, if he dies both will probably die with him.

B)Aid Thaïs against the Spider Riding Archer, normally you would not attack a spider that size but as luck would have it the spider is standing right over a satchel charge that has fallen from one of the dwarves packs. One simple create fire spell and boom... of course you will have to really concentrate to hit your target from this range.

C) Tyrvard is currently fighting the entire command group by himself. He has killed over half of them but they are beginning to adjust and are attempting to contain him. The commander is also back on his feet, a bizarre mace in hand and is about to attack the Beserk.

D) You immediately leave the battle and go after Serpent and Christine, sure she "spared" you but you are determined to save your friend and get a little revenge.

E) Nine's voice whispers in the back of your mind , she says that she could end this whole battle in an instant if you would just let her in... You have had enough, damn the consequences, this ends now... you let her in.

F) Freeform
 
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Jester

Arbiter
Joined
Mar 24, 2013
Messages
1,493
That's why when someone attack you don't try negotiate till stalemate, or having proper backup.
E > B
 

Erebus

Arcane
Joined
Jul 12, 2008
Messages
4,771
C ; Better late than never.

Nine is useful, but letting her inside our head feels about as sensible as accepting a magical ring from the hand of Sauron. Let's save it for a time when we're truly desperate.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
1) B

Thais is our closest friend and part of the original crew.

Serpent made his decision. The other two will just have to last a little bit longer.
 

Baltika9

Arcane
Joined
Jun 27, 2012
Messages
9,611
C, cut off the head.
 

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