Depends a bit on the rework for the research we talked about. If it comes down to only Vee and Mercy being able to do any Fungus Forge research, then an extra 1d6?

That sounds good, it is random enough to model the difficulty of the old Gods interacting with the physical world without a Greenseer. So sometimes you get a major boost and other times a relatively small one.
 
Not that I'm against the research boost, sounds fine really, but "+1d6 to fungus forge specific research progress" isn't exactly sexy when compared to some of the ideas tossed around. It being tied to a post rework system that the vast majority of the thread hasn't seen doesn't help.
I'm not saying it's a bad idea, just that you should maybe consider how you are gonna sell it against the various obvious shinies on offer.
 
Not that I'm against the research boost, sounds fine really, but "+1d6 to fungus forge specific research progress" isn't exactly sexy when compared to some of the ideas tossed around. It being tied to a post rework system that the vast majority of the thread hasn't seen doesn't help.
I'm not saying it's a bad idea, just that you should maybe consider how you are gonna sell it against the various obvious shinies on offer.
Mostly by pointing the flaws of the shinies.

I'm not going to start a hype-battle here.

Also, the boost works under the current system too.

To be honest though, I'm resigned to see all of this wasted on bullshit.
 
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Vote closed
Adhoc vote count started by Sqweaktoy on Apr 15, 2019 at 2:37 AM, finished with 281 posts and 10 votes.

  • [X] Plan Only The Non-Contentious Parts
    -[X] Have the Children of the Forest, the Leshys, the Treants, Scarbrand, and Reva and Liset all work together in planting a godswood of Weirwoods covering a few dozen acres centering around the Tree of the Dawn Age, essentially making a forest of nothing but Weirwoods.
    -[X] Have your druids and the Children of the Forest take the chance to plant rare and unique trees around the island to be grown in full as a side-effect of the island-wide ritual. In particular on the far side of the island plant a small forest of Ironwood Trees that can later be harvested and maintained at your liesure. Also try for as many Goldenheart Trees as you can manage.
    -[X] Invite several additional people to witness the ritual.
    --[X] Any current and future governors who would like to attend (Amrelath, Relath, Riz'Neth, Wyla, Zherys, etc.)
    --[X] Dalla of the Mountain Clans
    --[X] The visiting Thenns
    --[X] Mors Umber, Danar Crowl, and Alyssa Grafton
    -[X] Broadcast the growing of the tree with the mirrors, using a mirror mounted on a roof in SD to show the hills where the Dawn Age Tree is, thus capturing not the grisly details of the ritual, but showing the majestic tree rising above the island.
    -[X] Tree of the Dawn Age
    --[X] CL 20 Hallow Effect
    ---[X] Secondary Effect 1: Magic Circle Against Evil — All individuals in range receive the benefits of Protection from Evil.
    ---[X] Secondary Effect 2: Sacred Fox's Cunning — Skill and ability checks, boost to all learning.
    ---[X] Secondary Effect 3: Greater Age Resistance — Ignore all Strength, Dexterity, and Constitution penalties gained from middle age, old age, and venerable age.
    ---[X] Secondary Effect 4: Keep Watch — Gain no fatigue but gain the benefit of a full night of rest.
    ---[X] Bonus Boons will be decided in a separate vote.
    -[X] Sacrifices to be made in the following order
    --[X] Cultists: (18 minor daemon cultists for 72 HD and an additional 43 daemon cultists for 63 more HD), 2 Mute Hags (28 HD), 6 Blood Maidens (72 HD), 2 Sorcerer Creature Blood Maidens (30 HD), 9 Flying Chupacabras (18 HD) -- Total: 283 HD
    --[X] Aberrations: 12 Skum (32.4 HD) -- Total: 32.4 HD
    --[X] Daemons: 1 Sorcerer Creature Sangudaemon (19.2 HD), 16 Lacridaemons (86.4 HD), 7 Venedaemons (56.7 HD), 1 Erodaemon (18.9 HD), 5 Thanadaemons (20.25 HD) -- Total: 201.45 HD
    --[X] Demons: 5 Vrocks (60.75 HD), 4 Succubi (43.2 HD), 16 Schir (108 HD), 1 Coloxus (21.6 HD), 3 Brimoraks (24.3 HD), 4 Swaithes (27 HD), 8 Babau (75.6 HD), 4 Xenarths (59.4 HD), 3 Nabasu (36.45 HD), 8 Hala (54 HD), 10 Quasits (40.5 HD) -- Total: 550.8 HD
    --[X] Devils: 2 Silver Clad Pleasure Devils (32.4 HD), 7 Steel Devils (56.7 HD), 2 Pleasure Devils (32.4 HD), 3 Gilded Devils (40.5 HD), 32 Imps (129.6 HD), 13 Ink Devils (70.2 HD), 2 Consular Imps (8.1 HD), 2 Bone Devils (27 HD), 2 Desert Devils (21.6 HD), 8 Sand Devils (43.2 HD), 1 Hellcat (12.15 HD), 5 Zebubs (27 HD), 4 Spined Devils (16.2 HD), 1 Obsidian Devil (13.5 HD) -- Total: 530.55 HD
    --[X] Rakshasas: 1 Tataka Rakshasa (27 HD), 2 Common Rakshasa (30 HD) -- Total: 57 HD
    --[X] Extraplanar: 2 Efreeti (27 HD), 4 Fire Giants (60 HD), 1 Malik Sorcerer(Sorcerer Creature + 5 levels Sorcerer) (28.8 HD), 3 Div Doru (12.15 HD), 2 Div Shira (32.4 HD), 4 Div Pairaka (48.6 HD), 4 Div Aghash (27 HD), 1 Div Sepid (20.25 HD), 4 Fiendish Magmin (21.6 HD), 3 Night Hags (32.4 HD) -- Total: 310.2 HD
    --[X] Undead: Qartheen Lich (24.75 HD) -- Total: 24.75 HD
    --[X] Winterborn: 4 Winterborn Ala (60 HD), 1 Winter Hag (15 HD), and one Mythic Ancient Wight Lord (41.8 HD) -- Total: 116.8 HD
    --[X] GRAND TOTAL: 2187.95 HD
 
To be honest though, I'm resigned to see all of this wasted on bullshit.
Look at it this way, at least the main buffs on the tree will be useful. One of the bonus boons going to the Magpie brigade to stuff in the pile of shinies and caw about isn't a bad ratio.
This isn't even me taking pot shots at the Magpies, Snake and Tree know that without the likes of Duesal's relentless commitment to loot1 and Egoo's obsession with moving the goalposts as far as he could get away with1 that the pile of sacrifices wouldn't be nearly this big.
1: These are compliments in this circumstance, if that wasn't clear.
 
Actually, we just need to do some research to raise that cap.

It's currently CR 10 by the way.
Uuuh, when I asked DP said that upgrading anything about Lys' fleshforge, be it increasing CR or making it able to mulch more powerful entities, he said it'd take finding another working fleshforge..?
:/
[] Improvement over Lys' fleshforge capabilities. Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create (Progress - 20)
-[] Increase the sturdiness of the forge itself, so even something as powerful as Mammon's aspect no longer promises immediate destruction though overwhelming amount of power. (Progress: 15)
--[] Both require first having an in-depth look at a construction and workings of another fleshforge, be it one in Qohor or those in Valyria.
kinda the reason I have the last line here.
 
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Huh.
It just came to me, that we haven't actually included any precautions or the most efficient way of sacrifice *cough* wall of blades *cough* in this plan.
Oh well.
 
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Well I think that raising this massive tree is absolutely worth a Mythic Rank for Vee. I wouldn't even have fluffed it as "it's a gift from the OG", just as "wow that was awesome, you're Mythic now".
 
Well I think that raising this massive tree is absolutely worth a Mythic Rank for Vee. I wouldn't even have fluffed it as "it's a gift from the OG", just as "wow that was awesome, you're Mythic now".

Except she isn't doing it. That's the issue here. It's part of her story, yes, but not in the same way the Herald was for Lya, or blowing up a mountain was for Viserys.
 
And that's why I wanted to have Vee doing it, or at least having a major role in it.

Except that doesn't make sense either. She's far more deeply connected to Yss in terms of power than she'll ever be to the OGs. Please, stop trying to jackhammer her thematics for cheap cheese. She'll get Mythic in her own way, and her own time. Forcing it like this is just...wrong.

Viserys is, for all intents and purposes, the Champion of the Old Gods. Vee is not.
 
@DragonParadox Could we push through the Fungal Forge upgrade to the 12 CR maximum and simultaneously make it easier to upgrade on our own through research?

How do we upgrade it, anyway? Is that a separate research option, or is it more involved?
 
How do we upgrade it, anyway? Is that a separate research option, or is it more involved?
[] Improvement over Lys' fleshforge capabilities. Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create (Progress - 20)
-[] Increase the sturdiness of the forge itself, so even something as powerful as Mammon's aspect no longer promises immediate destruction though overwhelming amount of power. (Progress: 15)
--[] Both require first having an in-depth look at a construction and workings of another fleshforge, be it one in Qohor or those in Valyria
.
For now, we straight up can't upgrade our only available fleshforge.
OGs, apparently, can bruteforce that a little.
 
What if we really trick out the Staff? Not generally for direct battle, but the good ol' Druid stuff:

-> Becomes a Spellstaff, as the spell of the same name.
-> Becomes +3 Feybane Winterbane
-> Considred a Mythic item.
-> Provides Endure Elements to the wilder.
-> Runestaff capabilities upgraded with the following at 3/day:
--> Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Mythic Earthquake (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
-> Hammer of the Waters 1/?? (?th) - Mythic

In case of mythic spells, we provide the power as well as the spell slot, but can, as normal, cast the unagumented version.

I put normal earthwake at 6th because it's both a lousy 8th level spell and you can use SNA VI to summon an Oread, which has it as an SLA. So Vee could summon 1d3 of these with a single 6th level slot due her ring.

What about this, @DragonParadox ?

@Goldfish suggestions? @Snowfire you that know lots of mythic stuff?
What about making the Runestaff of the Old Gods into a Legendary Item instead? @DragonParadox? @Everyone?

For the three special abilities, I would choose;
Metamagician: This ability allows a spellcaster to apply a metamagic feat she knows to a spell as she casts it. She must expend a number of uses of legendary power equal to the increase of spell level the metamagic feat usually applies (minimum 1). This metamagic feat is applied spontaneously and without changing the casting time. This ability can be placed only on a head, headband, staff, ring, or rod legendary item.
Powerful: An item with this ability has two additional uses of legendary power per day.
Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

These would be in addition to the staff's standard Legendary Surge ability, which would allow us to use it to gain a +1d6 bonus on Concentration and Caster Level checks by expending its Legendary power (which it would have 4/Day if we select the Powerful ability).

Upgradable would let us add special abilities, along with additional Runestaff spells, without spending crafting time on it. Viserys would just need to do a short ritual and throw some reagents at it (with a really nice discount).

Metamagician is limited in a way, but also extremely flexible. Any Metamagic feat Viserys learns with Ancestral Awakening could be affected by this. For example, he could learn Maximize Spell, which we could then use, along with three Legendary Power from the staff, to cast a Maximized Shadow of the Doom. The limit would be the staff's 4 Legendary Power/Day, though that can potentially be upgraded later.
 
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@DragonParadox Could we push through the Fungal Forge upgrade to the 12 CR maximum and simultaneously make it easier to upgrade on our own through research?

How do we upgrade it, anyway? Is that a separate research option, or is it more involved?

Honestly, this is something that I feel should be a trade-off. If we have deific intervention upgrade the Forge, there's going to be a larger gap between our knowledge of how it all works and where we currently are. You don't get to have both.

In general terms re: the bonus sac juice, I like the idea of turning the Staff of the Old Gods into a Legendary Item as part of this, as it's incredibly thematic and in line with our actions in restoring the Dawn Tree. Taking into account the Legendary Item system, the result result should probably be like this, @TotallyNotEvil

  • Becomes a Legendary Item with uses of Legendary Surge equal to its wielder's uses of Mythic Power, recharging every sunrise.
    • Has the Metamagician, Perfect Surge and Powerful abilities.
  • May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
  • Provides Endure Elements to the wielder.
  • Runestaff capabilities upgraded with the following at 3/day:
    • Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
    • All spells can be cast as their Mythic Variants with the requisite expenditure of Mythic Power.
  • Hammer of the Waters 1/?? (?th) - Mythic

Then rezz the forest elemental dragon guardian such that it will defend the entire island, though focusing on the Dawn Tree, upgrade the Lys Fungus Forge, and allow any Weirwood enhancements developed there to be instantly applied to any other Weirwoods in the network.
 
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and allow any Weirwood enhancements developed there to be instantly applied to any other Weirwoods in the network.
Mmm, wouldn't work.

Already asked DP if we could use some/most power from the sacrifice to raise DA!Tree to apply fire-immunity to all other weirwoods-
DP said that a separate ritual and a separate large sacrifice will be needed.

So I assume the same applies to any other weirwood-modification.
 
@DragonParadox Could we push through the Fungal Forge upgrade to the 12 CR maximum and simultaneously make it easier to upgrade on our own through research?

How do we upgrade it, anyway? Is that a separate research option, or is it more involved?
  1. Unfortunately not, just pushing more power into it does not make it any more comprehensible
  2. You need to find a working flesh forge, or at least one that as broken in a different way that the forge in Lys and study it.
 
Honestly, this is something that I feel should be a trade-off. If we have deific intervention upgrade the Forge, there's going to be a larger gap between our knowledge of how it all works and where we currently are. You don't get to have both.

In general terms re: the bonus sac juice, I like the idea of turning the Staff of the Old Gods into a Legendary Item as part of this, as it's incredibly thematic and in line with our actions in restoring the Dawn Tree. Taking into account the Legendary Item system, the result result should probably be like this, @TotallyNotEvil

  • Becomes a Legendary Item with uses of Legendary Surge equal to its wielder's uses of Mythic Power, recharging every sunrise.
    • Has the Metamagician, Perfect Surge and Powerful abilities.
  • May have any one spell cast into it if it was a Spellstaff, as the spell of the same name.
  • Provides Endure Elements to the wielder.
  • Runestaff capabilities upgraded with the following at 3/day:
    • Find the Path (5th), Earthquake (6th), Rain of Roses (7th), Master Earth (7th), Wandering Weather (8th), Undermaster (9th) (Cast as swift action for 1 use of mythic power, alternatively make it last 5 minutes with 3 uses of mythic power).
    • All spells can be cast as their Mythic Variants with the requisite expenditure of Mythic Power.
  • Hammer of the Waters 1/?? (?th) - Mythic

Then rezz the forest elemental dragon guardian such that it will defend the entire island, though focusing on the Dawn Tree, upgrade the Lys Fungus Forge, and allow any Weirwood enhancements developed there to be instantly applied to any other Weirwoods in the network.

Endure Elements is a fluffy waste. Viserys doesn't need it, and will be gaining the effect as a side-effect from the gear being crafting for him in the 9th month anyway.

I like the Spellstaff effect being included.

If we include the Upgradable power, we can add additional Runestaff spells to it ourselves.

That's plenty powerful to me, with no need to include upgraded or Mythic Runestaff spells. I'd take Hammer of the Waters, but not if it came at the cost of something else.
 
Mmm, wouldn't work.

Already asked DP if we could use some/most power from the sacrifice to raise DA!Tree to apply fire-immunity to all other weirwoods-
DP said that a separate ritual and sacrifice will be needed.

So I assume the same applies to any other weirwood-modification.

The idea here is that any enhancements we do from this point on will be done taking into account a deeper link with the rest of the network from the Lys Tree, and therefore making any future enhancements far, far easier to apply.
 
Yeah, I generally like what Goldfish proposed better.

Not to mention, I'm kinda interested in both making Zomok and 2 greenseers.

I'm having ideas.
 
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