This wouldn't have even the slightest chance to be considered until after their empire is shattered and their never again a threat to us.

And even then, I value our relationship with the Merling King far more, so we're probably not going to make the effort.
I agree with you, but I thought the same thing would be self evident about fiends and yet our situation in that area is not quite so clear.
 
This argument is shaky at best if you're defending the rights of the illithid of all things. Each of them eats a person on a monthly basis. Of course we're planning to kill them all.
:facepalm:
I'm afraid that we'll go real hardliner on our civilian populations as we try to stamp out any hints of illithid infiltration, while the illithid pull their usual biological and mental fuckery to undermine our empire and foster dissent.
Never go full 40k :D
 
I agree with you, but I thought the same thing would be self evident about fiends and yet our situation in that area is not quite so clear.
With fiends they don't need to eat people on a monthly basis, and none of our gods raised a fuss about them. They were far less of a problem. The Deep Ones on the other hand would have us actively break our pact with the Merling King if we tried to ally with them.

Anyway, @Goldfish, what spare gear can we give the Archon and the Phoenix? Greater Ribbon of Disguise for both? What slots does a Phoenix have anyway?

[X] Accept Brianne's oath
-[X] Ask if she has need of a good scout in her endeavors and ask Yrael if he can spare a
Spyglass Archon, maybe the one we first met in Mantarys, who gave a bit of himself for Glyra?
-[X] If both agree, ask the Archon to try and inform her about our reign and realm while working with her, preferable not in too-big pieces at once
-[X] And also a Lesser Phoenix (preferably one with a few Bard levels) to round out her education on the Planes and Gods, and to talk a bit about the nicer things out there, since our books where only of fiends and monsters, along with serving as a companion in battle where they deem fit.
-[X] Spare a PfE for the Lesser Phoenix, Greater Ribbons of Disguise for the Lesser Phoenix and the Spyglass Archon, and Healing Belts for the Lesser Phoenix and the Spyglass Archon.
 
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With fiends they don't need to eat people on a monthly basis, and none of our gods raised a fuss about them. They were far less of a problem. The Deep Ones on the other hand would have us actively break our pact with the Merling King if we tried to ally with them.

Anyway, @Goldfish, what spare gear can we give the Archon and the Phoenix? Greater Ribbon of Disguise for both? What slots does a Phoenix have anyway?

[X] Accept Brianne's oath
-[X] Ask if she has need of a good scout in her endeavors and ask Yrael if he can spare a
Spyglass Archon, maybe the one we first met in Mantarys, who gave a bit of himself for Glyra?
-[X] If both agree, ask the Archon to try and inform her about our reign and realm while working with her, preferable not in too-big pieces at once
-[X] And also a Lesser Phoenix (preferably one with a few Bard levels) to round out her education on the Planes and Gods, and to talk a bit about the nicer things out there, since our books where only of fiends and monsters, along with serving as a companion in battle where they deem fit.
We can spare a PfE for the Phoenix, Ribbons for the Archon and Phoenix, and Healing Belts as well.
 
:facepalm:
I'm afraid that we'll go real hardliner on our civilian populations as we try to stamp out any hints of illithid infiltration, while the illithid pull their usual biological and mental fuckery to undermine our empire and foster dissent.
Never go full 40k :D
No, don't take me out of context. I haven't been advocating for murdering the aberration-tainted. If any civilians get caught in the crossfire they'll be treated for it and won't be killed off. They were never in danger beyond being unfortunate enough to come in contact with the Mind Flayers. If they want to be cleared of the taint they can always risk the Merling King's mercy at the sacred shrine in Toad Island, but it's not going to be forced on them.

Bottomline, the Illithid are enemies who actively prey on our citizens. No matter who they are, we were never going to spare people like that. If they stopped then maybe some kind of actual truce could be achieved, but the Illithid will never stop, because they're the Illithid, and more to the point we made a divine pact with the Merling King that makes any ideas of peace with them even dumber than they already are due to causing a rift between us and an allied god.

I'd be happy with shattering the empire and making sure the scattered bands are no longer a threat (if we can even manage that), but if even those scattered bands continue to eat our citizens there's going to be a problem.
We can spare a PfE for the Phoenix, Ribbons for the Archon and Phoenix, and Healing Belts as well.
Excellent.
 
No, don't take me out of context. I haven't been advocating for murdering the aberration-tainted. If any civilians get caught in the crossfire they'll be treated for it and won't be killed off. They were never in danger beyond being unfortunate enough to come in contact with the Mind Flayers. If they want to be cleared of the taint they can always risk the Merling King's mercy at the sacred shrine in Toad Island, but it's not going to be forced on them.

Bottomline, the Illithid are enemies who actively prey on our citizens. No matter who they are, we were never going to spare people like that. If they stopped then maybe some kind of actual truce could be achieved, but the Illithid will never stop, because they're the Illithid, and more to the point we made a divine pact with the Merling King that makes any ideas of peace with them even dumber than they already are due to causing a rift between us and an allied god.

I'd be happy with shattering the empire and making sure the scattered bands are no longer a threat (if we can even manage that), but if even those scattered bands continue to eat our citizens there's going to be a problem.

I do not think @TalonofAnathrax is trying to say you ever advocated killing aberration tainted, just clarifying the original post and the concern that lead to the Stalin comparison.
 
In addition to presenting Brienne with her Adventurer's Starter Kit, do ya'll have any issue with also giving her an extra three PfE rings, Healing Belts, and Greater Ribbons of Disguise, along with +1 weapons, shields, and suits of armor for those who accompany her?

Our stockpile can handle it, and its obvious her companions are a weak point that could be easily exploited.

This large Masterwork treasure chest (75 lbs. empty, 6 cu ft of storage space) is crafted from cedar and banded in Mithral, all magically Hardened, and emblazoned with the Tarth family crest. It is secured with a Superior quality lock (DC 40 to open using Disable Device). It contains;

Equipment:
  • Anklets of Rapid Translocation:
    • Benefit from a +30ft Enhancement bonus to ground movement speed.
    • 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
  • Boneward Belt of Giant's Growth (+2 CON):
    • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
    • 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  • Cloak of the Hedge Wizard (Divination):
  • Earring of Arcane Acuity (+1 CHA):
    • 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  • Gloves of Zephyr's Grace (+2 DEX, +2 STR)
  • Greater Amulet of Protection from Evil:
    • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  • Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)
  • Greatreach Bracers of Quickstrike:
    • 3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
    • 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
  • Handy Haversack: This backpack is of high quality but appears otherwise normal.
    • It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
    • While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
  • Muleback Cords(Slotless): Strength score is 8 higher than normal when determining carrying capacity.
  • Ring of Sustenance
  • Watchful Warrior's Ring:
    • When this ring is activated as a Standard Action, any armor or weapon the bearer is currently wearing disappear and are stored within the ring, and any armor or weapon currently stored within the ring appear in the appropriate places on their body (items that must be held appear at their feet if their hands aren't free hands).
  • +1 Reinforced Segmented Glammered Adamantine Fullplate
  • +1 Razor Sharp Adamantine Shortsword
  • +1 Razor Sharp Adamantine Dagger
  • +1 Razor Sharp Cold Iron Shortsword
  • +1 Razor Sharp Mithral Shortsword
  • +1 Heavy Mithral Shield
Single-Use Charms:
  • x1 Sending Stone
  • x1 Plane Shift (with personal instruction from us on how to use it to reach Armun Kelisk and our embassy there)
Alchemical Supplies:
  • x30 Antiplague
  • x20 Antitoxin
  • x5 Auran Mask
  • x100 Healing Salve
  • x20 Smoke Sticks
  • x20 Sunrods
  • x30 Vermin Repellent
  • x20 Alchemist's Fire
  • x20 Fungal Stun Vials
  • x20 Liquid Ice
  • x20 Sleep-Smoke
  • x10 Tanglefoot Bag
  • x10 Thunderstone
Study Material:
  • Canticle of Decay
  • Journals of the Betrayed
  • In Memory of Death
  • Reign of Madness
  • The Bitter Cub
  • Bestiary of the Bizarre
  • Plus notes on Devils, Fey, Demons, and other assorted beasties.
 
No, don't take me out of context. I haven't been advocating for murdering the aberration-tainted. If any civilians get caught in the crossfire they'll be treated for it and won't be killed off. They were never in danger beyond being unfortunate enough to come in contact with the Mind Flayers. If they want to be cleared of the taint they can always risk the Merling King's mercy at the sacred shrine in Toad Island, but it's not going to be forced on them.

Bottomline, the Illithid are enemies who actively prey on our citizens. No matter who they are, we were never going to spare people like that. If they stopped then maybe some kind of actual truce could be achieved, but the Illithid will never stop, because they're the Illithid, and more to the point we made a divine pact with the Merling King that makes any ideas of peace with them even dumber than they already are due to causing a rift between us and an allied god.

I'd be happy with shattering the empire and making sure the scattered bands are no longer a threat (if we can even manage that), but if even those scattered bands continue to eat our citizens there's going to be a problem.

Excellent.

Remember that we already have a Mimic who needs to eat sentients willing to undergo a physical change to never again need to do so again.

If they desire to change and join our empire, we will allow them to do so. Because they wouldn't be worse than te other things we have accepted
 
Remember that we already have a Mimic who needs to eat sentients willing to undergo a physical change to never again need to do so again.

If they desire to change and join our empire, we will allow them to do so. Because they wouldn't be worse than te other things we have accepted
If your a truly interested in that toss some gold at a few "Redeemer" archtype good creatures.
 
[X] Artemis1992

I'm going to bed now and don't really have any ideas/preferences myself, but I think DP also wanted us to find a way to round up our visit to Tarth and say what we want to do next in our vote. Any ideas?

Edit:Just saw DPs last Post. Seems like thats been handled.
 
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Reminder: Outside of cities, population density is really low. It would be more efficient to cut down a million people with armies of Skum one by one than trying the same with a virus or parasite or something else biological that is supposed to rely on exponential growth to kill larger amounts of people.
 
Inserted tally
Adhoc vote count started by egoo on Jul 8, 2019 at 6:49 PM, finished with 73 posts and 14 votes.

  • [X] Duesal
    [X] Accept Brianne's oath
    [X] Accept Brianne's oath
    -[X] Ask if she has need of a good scout in her endeavors and ask Yrael if he can spare a Spyglass Archon, maybe the one we first met in Mantarys, who gave a bit of himself for Glyra?
    -[X] If both agree ask the Archon to try and inform her about our reign and realm while working with her, preferable not in too-big pieces at once
    -[X] And also a Lesser Phoenix (preferably one with a few Bard levels) to round out her education on the Planes and Gods, and to talk a bit about the nicer things out there, since our books where only of fiends and monsters, along with serving as a companion in battle where they deem fit.
    -[X] Spare a PfE for the Lesser Phoenix, Greater Ribbons of Disguise for the Lesser Phoenix and the Spyglass Archon, and Healing Belts for the Lesser Phoenix and the Spyglass Archon.
 
Yeah being a Paladin sucks, the epitome of a Paladin is all about self-sacrificing, they didn't become Paladins because they want the job, they became Paladins because someone has to do it, and they would rather suffer themselves, than see others suffer.

It sucks because anyone who genuinely has such conviction* deserves a much better class to work with.

Edit:

[X] Duesal

*To be clear here, the conviction to protect those who need protecting, not the average Paladin shortcut of toeing the divine line.
 
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Likely late to the party, and a choice has been made, but why don't we tell them what is involved in razing and let them make the choice?
 
Likely late to the party, and a choice has been made, but why don't we tell them what is involved in razing and let them make the choice?

In part because most people want their dead loved ones back and we cannot facilitate that for all takers, the former Tarth heir is very well known to be dead for a long time.

People may assume that our mother's raising had a tremendous cost most could not pay and they wouldn't dare ask around the circumstances.

If you start having long dead nobles pop up without the status necessary to keep enquiries at arm's length then we have to deal with it and the most likely next step of half the lords we diplomance holding out for their own Miracel for Fealty trade.
 
I'm working on updating some character sheets before the expedition sets out for Sothoryos. I just finished Varys the Pseudodragon's update and figured I would share it here for anyone else who might be interested.

She is a deadly little beauty, and geared like a mid-level adventurer. Only fitting for the Queen of the Pseudodragons! ;)
Varys the Pseudo-Dragon


Size/Type: Tiny Dragon
Hit Dice: 17 (153 HP) +2d8 Temp HP
Initiative: +4
Speed: 15 ft. (3 squares), fly 60 ft + 30 ft (Tailring) + 30ft (Anklets) = 120 ft (good)
Armor Class: 37 (+2 size, +4 Dex, +13 Natural, +2 Dodge, +2 Natural, +4 Mage Armor), touch 22, flat-footed 31; +2 Vs Evil
Base Attack/Grapple: +17/+9
Attack: Sting +23(+25) (1d3-1+2+2 plus poison)
Full Attack: Sting +23(+25) (1d3-1+2+2+10d6[Acid], plus poison) and Bite +18(+20) (1+2+2)
Space/Reach: 2½ ft./0 ft. (5 ft. with tail)
Special Attacks: Poison, Deliver Touch Spells
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and Paralysis, Low-Light Vision, Spell Resistance 22, Telepathy 60 ft., Improved Evasion, Share Spells, Emphatic Link, Speak with Master, Speak with Draconic Creatures, Scry on Familiar, Light Fortification (25%)
Saves: Fort +14(+16), Ref +15(+17), Will +13(+15) (+2 Vs Evil)
Abilities: Str 8*, Dex 18, Con 16, Int 14, Wis 14, Cha 10; *+8 Strength for the purposes of determining carrying capacity
Skills: Diplomacy +2, Hide +26*(+30 in forests & overgrown areas), Listen +10, Search +7, Sense Motive +8, Spot +10, Survival +2 (+4 following tracks)
Feats: Alertness, Mindsight

Poison (Ex): Injury, Fortitude DC 15, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex): A Pseudodragon can locate creatures within 60 feet by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the Pseudodragon can't actually see still have total concealment against the Pseudodragon.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: Pseudodragons have a chameleon-like ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Aerial Anklets of Translocation:
  1. 3/Day use Cloud Wings to increase your flight speed by 30 ft for three hours.
  2. 3/Day use Wings of Air to increase your aerial maneuverability from Good to Perfect for three minutes.
  3. 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt of Mighty Fortification: +3 Constitution, +2 Strength
  1. Strength score is 8 higher than normal when determining you carrying capacity.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8 points of damage), or 3 charges(Heal 4d8 points of damage)
  3. 1/Day use the Fortify Familiar spell for 5 hours to gain: 2d8 Temporary Hit Points, a +2 enhancement bonus to Natural Armor, and Light Fortification.
Crown of the Royal Familiar: +2 Wisdom
Enhanced Tail-Ring of Zephyr's Grace: +3 Dexterity
  1. Benefit from a +30ft Enhancement bonus to flight speed.
  2. 1/Day use the Enhance Familiar spell for 5 hours to gain: +2 Competence bonus on saves, Attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
Greater Amulet of Protection from Evil:
  1. Your Natural Attacks benefit from a +2 Enhancement bonus to Attack and Damage rolls.
  2. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Ring of the Chameleon: +5 Competence bonus to Hide skill checks.

Ring of Venomfire: 1/Day use the Venomfire spell at 10th caster level to add 10d6 Acid damage to your tail stinger attacks for ten hours.

Equipped Magic Items: Aerial Anklets of Translocation, Boneward Belt of Mighty Fortification (+3 CON, +2 STR), Crown of the Royal Familiar (+2 WIS), Enhanced Tail-Ring of Zephyr's Grace (+3 DEX), Greater Amulet of Protection from Evil, Ring of Venomfire
 
Would be great to fulfill Varys' request to increase that Venomfire ring to 3/day up from 1/day, because of dispelling.
 
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