@DragonParadox We don't really have much in the way of Richard-appropriate weapons lying around in the armory at the moment, since we gave away all of our Valyrian Steel greatswords.
  • 25 Crossbow, Hellfire
  • 9 Dagger(Adamantine), Razor Sharp
  • 7 Dagger(Valyrian Steel) (+2)
  • 50 Double Crossbow [Medium], Masterwork
  • 11 Double Crossbow [Large], Masterwork
  • 2 Glaive, Cruel, Fey-Bane (+1)
  • 6 Great Axe(Adamantine), Razor Sharp (+1) [Large]
  • 3 Great Axe(Mithral), Returning (+1) [Large]
  • 12 Greatsword(Steel) (+1) [Large] (Efreeti Wrought)
  • 1 Greatsword(Silvered)
  • 1 Light Hammer, Blessed [Small] (+1)
  • 11 Longbow(Duskwood), Composite [+4 Strength bonus], Masterwork
  • 6 Longbow, Flaming, Composite (+5 Strength bonus; +1 Enhancement) (Hell-Forged)
  • 2 Longbow(Mithral), Mighty [Large]
  • 1 Longsword(Cold Iron), Masterwork
  • 2 Longsword(Silvered)
  • 1 Longsword(Valyrian Steel) (+2)
  • 4 Longsword(Valyrian Steel) (+2), Silencing
  • 5 Longspear(Mithral) (+1) [Large]
  • 1 Mace(Steel), Unholy (+1)
  • 3 Shortsword(Cold Iron)
  • 1 Thinblade(Adamantine), Razor Sharp
  • 1 Thinblade(Adamantine), Razor Sharp (+1)
  • 1 Warscythe(Steel), Keen (+1)
  • 1 Keeper's Lash (+1 Duststorm Ravenous Whip)
    • Keeper's Lash

      Description: Wrought from weather-beaten salt salt-encrusted leather whose origins are best left unknown this whip seems to have absorbed something of the dreadful hunger of the Red Wastes, seeking to drink the blood of its master's foes.

      Ability: +1 Duststorm Ravenous Whip, Caster Level: 10th
  • 1 Sword of the Betrayer (+2 Bronze & Blue Ice Ghost-Touch Brilliant Energy Longsword)
    • Sword of the Betrayer

      Appearance: Forged of bronze and encased in Blue Ice through which one can still glimpse wavering runes, this sword burns the hand of any who would bear it with killing frost. None not warded against the cold may wield it, and with the passing of time the cold grows fiercer until only those truly beyond its power can bear it, but with this curse comes a blessing such that few can match for the edge cuts spirit and flesh with equal strength, passing through even the finest armor as though it were naught but smoke and mist.

      Ability: +2 Ghost-Touch Brilliant Energy Longsword

      Curse: Will inflict increasing Cold Damage on any wielder that bears it for more than a week (+1d6 every week with no cap). The sword remembers its wielders no matter how long it has been laid down for.
  • 1 That Which Devours (+1 Vorpal Scimitar)
    • That Which Devours

      Description: This golden blade shines slickly in the light of the mage lanterns as though dipped in oil, seals of power upon its face seem to move like worms when seen out of the corner of the eye.

      Base enchantment: +1 Vorpal Sword

      Powers (only usable by a Rakshasa, UMD DC 35 to emulate):
      A creature slain by either a coup de grace or the weapon's Vorpal quality has its soul drawn into the blade, allowing the bearer to consume it and gaining some aspect of its abilities for three days

      Vitality: Gain 3 Hit Points per HD of the creature slain
      Might: Gain the use of one Feat, Supernatural, or Extraordinary Ability (so long as it does not depend on anatomy not shared between the slain and the slayer)
      Wit: Gain full use of the slain creature's skill ranks in one skill, or access to the slain creature's mind as per Probe Thoughts

      Multiple uses of the same aspect do not stack.

      Caster Level: 18
  • 1 False Sun's Kiss (+2 Undead Bane Morningstar)
    • False Sun's Kiss


      Description: Worked with symbols of the stars and sun seemingly upon imperishable gold, this mace's head is at its core naught but base lead, though its strike is certainly no softer for it.

      Abilities:
      Even a dabbler in the arcane can recognize this as the weapon meant to slay those already dead, to lay to rest unquiet corpses, but a more careful look reveals its true sinister purpose, not to being peace but slavery, to bind the soul forever more into the grasping hand of its bearer and through it Mammon.

      Powers:

      1. +2 Undead Bane Morningstar
      2. Though undead slain by this weapon appear to be destroyed, the wielder may choose to call them forth again on the following midnight. Sentient undead may be called forth either in their previous forms or as ghosts. The bearer of this weapon counts as an evil cleric with a level equal to his or her total HD-2 for the purpose of defining the limit of controlled undead.
      Caster level: 11
While we're in SD, can we commission a Valyrian Steel greatsword for him? Or just assume that one was on hand?
 
@DragonParadox We don't really have much in the way of Richard-appropriate weapons lying around in the armory at the moment, since we gave away all of our Valyrian Steel greatswords.
  • 25 Crossbow, Hellfire
  • 9 Dagger(Adamantine), Razor Sharp
  • 7 Dagger(Valyrian Steel) (+2)
  • 50 Double Crossbow [Medium], Masterwork
  • 11 Double Crossbow [Large], Masterwork
  • 2 Glaive, Cruel, Fey-Bane (+1)
  • 6 Great Axe(Adamantine), Razor Sharp (+1) [Large]
  • 3 Great Axe(Mithral), Returning (+1) [Large]
  • 12 Greatsword(Steel) (+1) [Large] (Efreeti Wrought)
  • 1 Greatsword(Silvered)
  • 1 Light Hammer, Blessed [Small] (+1)
  • 11 Longbow(Duskwood), Composite [+4 Strength bonus], Masterwork
  • 6 Longbow, Flaming, Composite (+5 Strength bonus; +1 Enhancement) (Hell-Forged)
  • 2 Longbow(Mithral), Mighty [Large]
  • 1 Longsword(Cold Iron), Masterwork
  • 2 Longsword(Silvered)
  • 1 Longsword(Valyrian Steel) (+2)
  • 4 Longsword(Valyrian Steel) (+2), Silencing
  • 5 Longspear(Mithral) (+1) [Large]
  • 1 Mace(Steel), Unholy (+1)
  • 3 Shortsword(Cold Iron)
  • 1 Thinblade(Adamantine), Razor Sharp
  • 1 Thinblade(Adamantine), Razor Sharp (+1)
  • 1 Warscythe(Steel), Keen (+1)
  • 1 Keeper's Lash (+1 Duststorm Ravenous Whip)
    • Keeper's Lash

      Description: Wrought from weather-beaten salt salt-encrusted leather whose origins are best left unknown this whip seems to have absorbed something of the dreadful hunger of the Red Wastes, seeking to drink the blood of its master's foes.

      Ability: +1 Duststorm Ravenous Whip, Caster Level: 10th
  • 1 Sword of the Betrayer (+2 Bronze & Blue Ice Ghost-Touch Brilliant Energy Longsword)
    • Sword of the Betrayer

      Appearance: Forged of bronze and encased in Blue Ice through which one can still glimpse wavering runes, this sword burns the hand of any who would bear it with killing frost. None not warded against the cold may wield it, and with the passing of time the cold grows fiercer until only those truly beyond its power can bear it, but with this curse comes a blessing such that few can match for the edge cuts spirit and flesh with equal strength, passing through even the finest armor as though it were naught but smoke and mist.

      Ability: +2 Ghost-Touch Brilliant Energy Longsword

      Curse: Will inflict increasing Cold Damage on any wielder that bears it for more than a week (+1d6 every week with no cap). The sword remembers its wielders no matter how long it has been laid down for.
  • 1 That Which Devours (+1 Vorpal Scimitar)
    • That Which Devours

      Description: This golden blade shines slickly in the light of the mage lanterns as though dipped in oil, seals of power upon its face seem to move like worms when seen out of the corner of the eye.

      Base enchantment: +1 Vorpal Sword

      Powers (only usable by a Rakshasa, UMD DC 35 to emulate):
      A creature slain by either a coup de grace or the weapon's Vorpal quality has its soul drawn into the blade, allowing the bearer to consume it and gaining some aspect of its abilities for three days

      Vitality: Gain 3 Hit Points per HD of the creature slain
      Might: Gain the use of one Feat, Supernatural, or Extraordinary Ability (so long as it does not depend on anatomy not shared between the slain and the slayer)
      Wit: Gain full use of the slain creature's skill ranks in one skill, or access to the slain creature's mind as per Probe Thoughts

      Multiple uses of the same aspect do not stack.

      Caster Level: 18
  • 1 False Sun's Kiss (+2 Undead Bane Morningstar)
    • False Sun's Kiss


      Description: Worked with symbols of the stars and sun seemingly upon imperishable gold, this mace's head is at its core naught but base lead, though its strike is certainly no softer for it.

      Abilities:
      Even a dabbler in the arcane can recognize this as the weapon meant to slay those already dead, to lay to rest unquiet corpses, but a more careful look reveals its true sinister purpose, not to being peace but slavery, to bind the soul forever more into the grasping hand of its bearer and through it Mammon.

      Powers:

      1. +2 Undead Bane Morningstar
      2. Though undead slain by this weapon appear to be destroyed, the wielder may choose to call them forth again on the following midnight. Sentient undead may be called forth either in their previous forms or as ghosts. The bearer of this weapon counts as an evil cleric with a level equal to his or her total HD-2 for the purpose of defining the limit of controlled undead.
      Caster level: 11
While we're in SD, can we commission a Valyrian Steel greatsword for him? Or just assume that one was on hand?

I think it's fair to say you guys could have gotten a VS sword forged.
 
I think it's fair to say you guys could have gotten a VS sword forged.
We have some stuff scheduled to be crafted for the Drow brothers this month. None of it was particularly expensive. If we bring them to Old Town, can we assume they've already received the upgraded equipment? If they're going to be out in the field, it would be best if they were at full capacity.

Morwyn
Goggles of the Golden Sun
Upgrade belt w/+3 Constitution
Upgrade cloak w/Cloak of the Hedge Wizard (Divination) effect
Gloves of Zephery's Grace (+2 Dexterity)
Anklet of Translocation w/+30ft Enhancement bonus to movement speed
Ring of Sustenance

Tuin
Goggles of the Golden Sun
Upgrade Third Eye w/+2 Intelligence
Upgrade belt w/+2 Constitution & +1 Wisdom
Upgrade amulet w/Periapt of the Sullen Sea effect
Gloves of the Starry Sky
Anklet of Translocation w/+30ft Enhancement bonus to movement speed
Ring of Sustenance

EDIT: All of this stuff has already been added to their character sheets.
 
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We have some stuff scheduled to be crafted for the Drow brothers this month. None of it was particularly expensive. If we bring them to Old Town, can we assume they've already received the upgraded equipment? If they're going to be out in the field, it would be best if they were at full capacity.

Morwyn
Goggles of the Golden Sun
Upgrade belt w/+3 Constitution
Upgrade cloak w/Cloak of the Hedge Wizard (Divination) effect
Gloves of Zephery's Grace (+2 Dexterity)
Anklet of Translocation w/+30ft Enhancement bonus to movement speed
Ring of Sustenance

Tuin
Goggles of the Golden Sun
Upgrade Third Eye w/+2 Intelligence
Upgrade belt w/+2 Constitution & +1 Wisdom
Upgrade amulet w/Periapt of the Sullen Sea effect
Gloves of the Starry Sky
Anklet of Translocation w/+30ft Enhancement bonus to movement speed
Ring of Sustenance

EDIT: All of this stuff has already been added to their character sheets.

Sure that works.
 
Preliminary plan. I don't have time to do a full nested 21 question Commune dive, but I think this covers everything we need to know plus some extras.

If anything needs to be changed or added, let me know.

[X] Plan Investigator Dragon
-[X] Give Richard a new Valyrian Steel Greatsword to use as a backup weapon for now, as well as any other time he might find himself parted from Oathkeeper.
-[X] Yes, we will bring the pair of Drow to Old Town to assist the Erinyes in their mission. They are to keep themselves disguised at all times and to follow Leto's instructions as if they were our own.
--[X] Before bringing them to Old Town, gift them the equipment we have had crafted for them to replace that which did not survive their millennia of cursed existence.
-[X] Yes, Viserys will use Wild Arcana to duplicate a Commune spell at 21st level. He asks the following questions:
--[X] Do the Deep Ones plan to act before the Conclave? If not, do they plan to act during the Conclave?
--[X] Is the Tiamat-corrupted Sept of the Smith part of the Golden Company's plans to incriminate us during the Conclave? If not, do they plan to cause a disturbance during the Conclave or are they playing a longer game?
--[X] Do the Lantern Bearers know of the Deep One plot? If so, are they planning to move against them?
--[X] The Lantern Bearers are keeping the corrupted Sept under surveillance, but are they aware that it is associated with the Golden Company's town home base? Are they aware that Divinations are being used to determine whether or not they will move against the Golden Company's assets in the city?
--[X] If he is not protected from Divination, does Brother Lucan intend to bring Archons or other Good-aligned Outsiders to the Conclave? If so, use questions to determine the relative strength of the most powerful one (ex: more or less powerful than a Hound Archon, Planetar, etc).
---[X] If he is bringing mortal mage allies, use yes/no questions to determine their relative strength (ability to cast 3rd circle spells, 5th circle, etc).

--[X] After answering all of these questions to the limits of the Commune spell, should any unused questions remain, ask the following:
---[X] Does 'Most Devout Septon Kyle' intend to push to allow mortals to wed Fey?
---[X] Is 'Most Devout Ollidor' susceptible to bribery if we wished to buy his services away from Tywin Lannister?
---[X] Would it be possible to open a somewhat friendly dialogue with 'Most Devout Septa Aglantine', centered around our efforts to end slavery and insure the health and well being of our citizens? This wouldn't be an attempt to flip her so much as an attempt to simply 'humanize' us in her view.
---[X] Does 'Elder Septa Maer' plan to pit herself against Brother Lucan and his Seven-sanctioned mages?
 
@everyone, @DragonParadox, I've added this to this month's MAs, just so that we don't forget about the guy.
X] The septon that preached that every man's interpretation of Seven should be separate from the dictates of the Church was imprisoned... But perhaps, he can yet serve you well.
-[X] Have him broken out of prison, preferably in a way that will have Faith of Seven squabbling more amongst themselves at a sight of "divine intervention".
--[X] Utilise Archons for an undeniable "proof".
 
Y'all happy with the Commune questions?
I would say those yellow questions are more important than figuring out lucans combat strength, but eh...

Also Archons?

Edit:
I should clarify.

Hes fucking LOONY, and with Yrael on our side if h does bring Archons we can force dialogue. Something he would be insane to allow.

Also they appear to have a preference for angels?
 
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I would say those yellow questions are more important than figuring out lucans combat strength, but eh...

Also Archons? Really?

Why would he even bother?
Archons and other Good Outsiders can be quite impressive to the muggles, and lend him additional weight merely by being present. Knowing what he has available gives us an idea of the threat they pose and his intentions, since different Outsiders have different specialties.

The same applies for whatever mortal magical support he has. Gives us an idea of how dangerous they are and what kind of influence they can exert on the Faith's muggles.
 
Archons and other Good Outsiders can be quite impressive to the muggles, and lend him additional weight merely by being present. Knowing what he has available gives us an idea of the threat they pose and his intentions, since different Outsiders have different specialties.

The same applies for whatever mortal magical support he has. Gives us an idea of how dangerous they are and what kind of influence they can exert on the Faith's muggles.
Well that would be extremely good news. Because we can dialogue the shit out of Archons if he does bring them.

Edit: actually never mind, there is no way anyone would actually go for that.
 
Well that would be extremely good news. Because we can dialogue the shit out of Archons if he does bring them.
"Would you like to meet my good friend Yrael? Notice how he hasn't Fallen, despite leading a city of former Demon worshipers and associating with me for years?" Viserys addressing Lucan's Archon Posse.
 
"Would you like to meet my good friend Yrael? Notice how he hasn't Fallen, despite leading a city of former Demon worshipers and associating with me for years?" Viserys addressing Lucan's Archon Posse.

My hope is that if Yrael does need to speak to his fellow archons he decides to tear their arguments apart piecemeal and without mercy. He has seen too much shit to be moralized by someone who hid behind a god.
 
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