Like I proposed a few pages ago, with Oblivion pointedly defying DIvine magics, we might just get one of the most powerful contributions to Tiamat!Snare-talisman possible from Yss with it.
No sacrifice better than this - and Yss is getting (or has gotten) his Trade Domain this month, too.
This is also a good possibility.
 
We'd have to keep it for far too long if we do this. I'm very uncomfortable for having it sitting around for more than a week at most.
It depends on whether or not Yss can be fed now, but grant boons from that sacrifice at a much later date. Definitely need to find out from DP tomorrow.
 
It depends on whether or not Yss can be fed now, but grant boons from that sacrifice at a much later date. Definitely need to find out from DP tomorrow.
That's not the only factor. It also depends on if Yss can bring the souls of the champions back. The Oblivion is probably the only sacrifice capable of doing this, because it was the one that killed the champions in the first place, and it held them in thrall for centuries. With the Snare, any high-CR sacrifice (of which there will be plenty in the future, we're literally on the cusp of war with the Deep Ones) will be enough to buy Yss' cooperation.

Sacrifices should be allocated where they're worth the most.
 
Oh, I'm with ya on the Grand Acts of Awesomeness.

Think about it, though; if we could return the mage to life, he's one of those who built Set'Var. If there is any being able to supervise the necessary repairs to bring the place back to full functionality, it would be him. Restoring the cradle of an entire civilization is pretty grand, IMO. The place was super advanced, too. We could learn a ton of stuff from it.

He's also a seriously powerful spellcaster, 17th level at a minimum, or 18th if he's a spontaneous caster of some sort.
That... is an extremely good point. And we'll still have him around after it's all fixed anyways, so we get two birds with one stone, plus however many other things he could help with research and what-not. I'd throw my weight behind that. It just might take a little longer.
 
That's not the only factor. It also depends on if Yss can bring the souls of the champions back. The Oblivion is probably the only sacrifice capable of doing this, because it was the one that killed the champions in the first place, and it held them in thrall for centuries. With the Snare, any high-CR sacrifice (of which there will be plenty in the future, we're literally on the cusp of war with the Deep Ones) will be enough to buy Yss' cooperation.

Sacrifices should be allocated where they're worth the most.
Well, yeah.

There are but 2 definitive good possibilities here:

1) Rezz the champions (rests on uncertain and unlikely possibility of them being rezzable at all after something of Void ate them. That thing is like Ice Dragon on steroids, imo.)

2) Have Yss make his contribution to T!Snare!Talisman now, powering it up with CR 20 juice from something that specificaly has property to eat Divine Magic (depends on whehter Yss gets his Trade Domain in as much as a week), isntead of waiting for all other gods and the Research on Worm being done.
 
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Well, yeah.

There are but 2 definitive good possibilities here:

1) Rezz the champions (rests on uncertain and unlikely possibility of them being rezzable at all after something of Void ate them. That thing is like Ice Dragon on steroids, imo.)

2) Have Yss make his contribution to T!Snare!Talisman now, powering it up with CR 20 juice from something that specificaly has property to eat Divine Magic (depends on whehter Yss gets his Trade Domain in as much as a week), isntead of waiting for all other gods and the Research on Worm being done.
Yss is a god of Life and Death. If anyone can pull it off, it'll be him.

If it's not possible then so be it.
 
Added things to list of Adventuring Locations.
[] The Fist of Giants: Many months have passed since you learned of Giants gathering beyond the Wall - seemingly seeking leadership, and escape from coming Winter. Having seemingly found former by now, you may just offer them the latter. Visit the Giants with a diplomatic mission.

[] Changing the Battlefields, One at a Time: take a personal part in war against Efreeti - hopefully breaking stalemates beyond mortal memory.
-[] The Ashen Cysts: Said to be the colony of some lost formian realm the Cysts tower above the shores of the Sea of Fire like a trio of oddly pyramidal mountains. They lie atop valuable deposits of iron, copper, and other base metals. The vast fortresses that have sprung up upon the slopes also provide a deep pool of azer slaves known as 'the Pale Ones' as they are raised in total darkness before they see the light of the auction block.
Status: Partial Shaitan encirclement. The network of old formian tunnels has proven hard to cut off even when the Shaitan otherwise closed the gap.
-[] Div's Delight: Once these caverns at the edge of the Plane of Fire were a place of great, if stark and unforgiving, beauty but centuries of attrition to claim the easy passages between the realms has made them into a haunted wasteland, most beloved of the wretched div who hunt the warriors of both sides to add to their ranks.
Status: Centuries old stalemate
g'night all
 
Need more votes, y'all.
Adhoc vote count started by Goldfish on Jul 20, 2019 at 9:24 PM, finished with 71 posts and 7 votes.

  • [X] Ask questions about the facility
    -[X] Get as close to a full map as you can, with what the facility used to look like vs what it is now (with the earthquakes having messed it up)
    -[X] Ask what enchantments the three relics in the Armory held (I'm assuming these are the sky-metal relics)
    -[X] Ask what sort of lore the library held, and how much of it is still preserved
    -[X] Ask how many eggs are in the hatchery, what kinds of eggs there are, how best to transport and hatch them, etc.
    -[X] Proceed to loot the armory and library, and negotiate with Riz'Neth how the spoils will be split
    --[X] For the armory if we find something interesting we want the option to either buy a relic off of him or trade it for something of equal value.
    --[X] For the library we want to copy it and add it to our own Imperial Library, and in exchange we can make sure Riz'Neth gets a restored copy of every book inside. Same deal we had with the Night's Watch.
    ---[X] In particular look into the city's lore on Sothoryos (especially everything they had on the Children of Lolth and the Underdark). Also ask about the other Serpentfolk Cities, where they can be found, and what could be found inside them.
    --[X] Purchase one of every ooze for the Menagerie from Riz'Neth
    -[X] Gather up whatever remains of the Serpentfolk Champions who sacrificed themselves to the Oblivion (the general and the mage in particular)
    --[X] Later, question Yss of the feasibility of bringing them back somehow.
    -[X] Once looting is done, get to the Hatchery and secure the eggs.
 
[X] canute

So, remember the little MCU D&D SI idea/challenge?:
So, an extremely powerful being plans to kidnap you and put you in the Marvel Cinematic Universe at an undefined point - It will give you the elite ability array, the ability to determine feat and skills, and 20 gestalt levels of two (and only those two) tier 4 or 5 classes. You will get the equivalent of WBL but it will be doled out as opposed to chosen. What two classes do you choose to take?

The OG Tier List makes it way too easy- too much phenomenal cosmic power.

How to survive, much less thrive, if you can only pick from the literally fourth rate stuff? No Warmage, no Healer, no Warlock, what is one to do?

@Crake in particular seemed skeptical.

This particular proposition kept me thinking, as the deal is supposed to be what I would choose. You get to customize your superpowers, so what has a by-the-numbers highest DPS or such isn't necessarily best. Would you actually want to live with feats such as Aberration Blood or Willing Deformity? Would you be satisfied with just being real good at bursting single targets down in one round and nothing else?

Still, I think I found a very good balance, and something that'd let you fit in with the MCU: Rogue//Shadowcaster*.

Your chassis is d6 HD, 3/4 BBAB, 8+INT skills with virtually every skill in-class, and all good saves. A bit skinny, but we've got the solution to that.

Rogue is a surprisingly solid class, which requires very little extra input to work, and doesn't rely on super high stats either. 10d6 SA is a lot of bonus damage for each hit so you don't need strenght, 15 BAB should make you a truly excellent combatant, and the skills, at 23 ranks, are a superpower unto their own. The right Profession or two, even Profession (Marvel Scientist) if you can swing it, already makes you able to hang with anyone in the tech field.

Even if you spend all your magical tricks, you are still a CR 20 melee combatant and a (Marvel) world class scientist. More than enough to make the Avengers cut, if that's what you want.

But Shadowcaster really brings spun expectedly powerful stuff to the table. Some highlights, keeping in mind that you get to cast 1st-3rd level stuff 3/day, 4th-6th 2/day and 7th-9th 1/day, each, with a feat giving an extra use of them, and you can pick twice to double uses (so instead of picking "Fireball" and "Lightning Bolt", you pick "Fireball" twice and get to cast it 6/day):
1st-3rd: Flicker (like Garin's, Immediate action teleport), Killing Shadows (10d8 untyped damage in a 60ft cone, Shadow Skin (also Immediate action, DR 15/-- for one round), Quicker Than the Eye (+15 Sleigh of Hand).
4th-6th: Bolster (+100 HP), Fearful Gloom (30ft radius blob of darkness, everyone inside saves vs Frightened), Languor (either Slow or a non-Mind Effecting Hold Monster), Pass Into Shadow (plane shift limited to plane of shadow and out = Cast twice for instant interplanetary travel with endless range), Greater Shadow Evocation (but up to 6th level, still 60% real), Unveil (removes a shitload of conditions, including disease (!) and insanity).
7th-9th: Ephemeral Storm (Wail of the Banshee, but save and still take 5d6), Umbral Body (Ethereal for rounds/lv), Shadow Time (three rounds of Time Stop), Reflections of Things to Come (basically Foresight), Far Sight (Greater Scrying with a True Seeing sensor that can also detect things like the targets greatest fears and love), Soul Puppet (Dominate Monster).

A 20th level Shadowcaster can have all of these at once, and more as I didn't pick everything out as it's hella late.

Point is, you might have fairly weak stamina with high level shadow magics, but there are many which are more than powerful enough to tilt the balance with a single casting, much less two.

And there is an alternative build: Spellthief//Shadowcaster. Half the SA and no face skills, but gain 4th level arcane spells and many incredibly fun class features.
 
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The Sleight of Hand is noticeable, besides the huge boost, due you being able to use it with a shadowcaster cantrip that's a roided out Mage Hand to steal things at range, and "get the MacGuffin" is something everyone does at least once a movie.

A Shadowcaster Rogue can't be beat at that.
 
Yeah, McGuffin napping is absolutely essential in MCU films. In fact I would say you don't want to just be good at it, since basically all the Avengers could be considered "good" at sneakily suckerpunching or yoinking it, and have done so, you want to be bullshit at it and make it the last time that thing gets napped.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jul 21, 2019 at 3:34 AM, finished with 79 posts and 11 votes.

  • [X] Ask questions about the facility
    -[X] Get as close to a full map as you can, with what the facility used to look like vs what it is now (with the earthquakes having messed it up)
    -[X] Ask what enchantments the three relics in the Armory held (I'm assuming these are the sky-metal relics)
    -[X] Ask what sort of lore the library held, and how much of it is still preserved
    -[X] Ask how many eggs are in the hatchery, what kinds of eggs there are, how best to transport and hatch them, etc.
    -[X] Proceed to loot the armory and library, and negotiate with Riz'Neth how the spoils will be split
    --[X] For the armory if we find something interesting we want the option to either buy a relic off of him or trade it for something of equal value.
    --[X] For the library we want to copy it and add it to our own Imperial Library, and in exchange we can make sure Riz'Neth gets a restored copy of every book inside. Same deal we had with the Night's Watch.
    ---[X] In particular look into the city's lore on Sothoryos (especially everything they had on the Children of Lolth and the Underdark). Also ask about the other Serpentfolk Cities, where they can be found, and what could be found inside them.
    --[X] Purchase one of every ooze for the Menagerie from Riz'Neth
    -[X] Gather up whatever remains of the Serpentfolk Champions who sacrificed themselves to the Oblivion (the general and the mage in particular)
    --[X] Later, question Yss of the feasibility of bringing them back somehow.
    -[X] Once looting is done, get to the Hatchery and secure the eggs.
 
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People, we need to remember to re-apply Malarys' Pact spell and pay its cost!

[X] canute

So, remember the little MCU D&D SI idea/challenge?:


The OG Tier List makes it way too easy- too much phenomenal cosmic power.

How to survive, much less thrive, if you can only pick from the literally fourth rate stuff? No Warmage, no Healer, no Warlock, what is one to do?

@Crake in particular seemed skeptical.

This particular proposition kept me thinking, as the deal is supposed to be what I would choose. You get to customize your superpowers, so what has a by-the-numbers highest DPS or such isn't necessarily best. Would you actually want to live with feats such as Aberration Blood or Willing Deformity? Would you be satisfied with just being real good at bursting single targets down in one round and nothing else?

Still, I think I found a very good balance, and something that'd let you fit in with the MCU: Rogue//Shadowcaster*.

Your chassis is d6 HD, 3/4 BBAB, 8+INT skills with virtually every skill in-class, and all good saves. A bit skinny, but we've got the solution to that.

Rogue is a surprisingly solid class, which requires very little extra input to work, and doesn't rely on super high stats either. 10d6 SA is a lot of bonus damage for each hit so you don't need strenght, 15 BAB should make you a truly excellent combatant, and the skills, at 23 ranks, are a superpower unto their own. The right Profession or two, even Profession (Marvel Scientist) if you can swing it, already makes you able to hang with anyone in the tech field.

Even if you spend all your magical tricks, you are still a CR 20 melee combatant and a (Marvel) world class scientist. More than enough to make the Avengers cut, if that's what you want.

But Shadowcaster really brings spun expectedly powerful stuff to the table. Some highlights, keeping in mind that you get to cast 1st-3rd level stuff 3/day, 4th-6th 2/day and 7th-9th 1/day, each, with a feat giving an extra use of them, and you can pick twice to double uses (so instead of picking "Fireball" and "Lightning Bolt", you pick "Fireball" twice and get to cast it 6/day):
1st-3rd: Flicker (like Garin's, Immediate action teleport), Killing Shadows (10d8 untyped damage in a 60ft cone, Shadow Skin (also Immediate action, DR 15/-- for one round), Quicker Than the Eye (+15 Sleigh of Hand).
4th-6th: Bolster (+100 HP), Fearful Gloom (30ft radius blob of darkness, everyone inside saves vs Frightened), Languor (either Slow or a non-Mind Effecting Hold Monster), Pass Into Shadow (plane shift limited to plane of shadow and out = Cast twice for instant interplanetary travel with endless range), Greater Shadow Evocation (but up to 6th level, still 60% real), Unveil (removes a shitload of conditions, including disease (!) and insanity).
7th-9th: Ephemeral Storm (Wail of the Banshee, but save and still take 5d6), Umbral Body (Ethereal for rounds/lv), Shadow Time (three rounds of Time Stop), Reflections of Things to Come (basically Foresight), Far Sight (Greater Scrying with a True Seeing sensor that can also detect things like the targets greatest fears and love), Soul Puppet (Dominate Monster).

A 20th level Shadowcaster can have all of these at once, and more as I didn't pick everything out as it's hella late.

Point is, you might have fairly weak stamina with high level shadow magics, but there are many which are more than powerful enough to tilt the balance with a single casting, much less two.

And there is an alternative build: Spellthief//Shadowcaster. Half the SA and no face skills, but gain 4th level arcane spells and many incredibly fun class features.
What exactly will this build do when it isn't getting involved in the Plot?

If you're taking Shadowcaster because it has access to more high-level spells, I would suggest giving Truenamer a look. It seems like a better choice : it has decent abilities, and it can use Gate without an XP cost to call in things that cast like high-level Clerics. Raising the dead, anyone?

On another note, if you're taking Rogue for the chassis, then you should probably be taking Incarnate instead (take a Greater Ribbon of Disguise with your WBL). Incarnate deals less damage, but can keep up with the skillmoney stuff and has far better defenses. Neutral Good alignement. Incarnates can shift their Essentia around as a swift action (so just shift before every skill check if needed), and can keep up to 3 of the italicized effects active at once. Once per day then can activate them all at once for a single fight (and yes, they go all shiny when they enter super mode).
Example of what an Incarnate can have day-to-day :
  • Head (Bound) : Nondetection, Will +6. Immunity to Enchantment (Charm) spells.
  • Feet : +2 Balance, Escape Artist, Jump, Tumble (can use untrained). Bonus increases to +14
  • Hands (Bound) : +2 Disable Device, Open Lock, Sleight of Hand (can use untrained). Bonus increases to +14. Trapfinding.
  • Arms : +4 Ride, Handle Animal. Bonus increases to +16. Car chases!
  • Brow : +2 Gather Information, Search and Sense Motive. Bonus increases to +14.
  • Shoulders (Bound) : DR 2/magic vs ranged attacks. Increase DR to 14. Deflect arrows 1-6 times per round depending on Essentia invested, doesn't require a free hand. Functions if you are flat-footed. Deflect bullets!
  • Throat (Bound) : +2 Bluff and Diplomacy. Bonus increases to +14. Can use Suggestion at will, limited to 1/day per target.
  • Waist : +4 Morale bonus on Con checks (but not Fort saves) and Con-based skill checks. +20 HP per essentia invested, up to +120.
  • Heart : Standard Action touch to heal 1 hp/meldshaper level, take half that amount of damage round up. You may not use this more than 1/hour on any creature. Since it references Lay on Hands, it is open to interpretation if it works with Caduceus Bracers (MIC). Healing cap increases +5 per essentia invested.
  • Soul (Bound) : +4 Spot. Bonus increases to +16. True Seeing, constantly active.
Example of a combat loadout :
  • Head : +2 Will vs Charm/Compulsion, AC +6 (Deflection)
  • Feet (Bound) : Uncanny Dodge, +6 Reflex, Evasion
  • Hands : Swift action to gain +1 luck bonus to one of the following: Attack *and* Damage rolls, Saving Throws, or all Skill and Ability checks. When you activate, roll 2d6. If the result turns up a 7, you gain this bonus to ALL of the listed rolls. Increase duration of bonuses by one round/essentia. Since luck bonuses stack with themselves, and you may activate them every round as your Swift action, you may find yourself stacking bonuses up pretty heavily. This is especially good when you've activated your daily "all soulmelds are at full essentia for one fight" and have swift actions available.
  • Arms (Bound) : Weapon that returns to your hand each round. +6 Enhancement bonus. Can "charge" the weapon as a move action, forcing a save vs Stun.
  • Brow : +2 Bluff and Diplomacy. Bonus increases to +14.
  • Shoulders (Bound) : DR 2/magic vs ranged attacks. Increase DR to 14. Deflect arrows 1-6 times per round depending on Essentia invested, doesn't require a free hand. Functions if you are flat-footed. Deflect bullets!
  • Throat (Bound) : 1d6 damage ranged touch attack. Damage increases to 7d6. Damage repeats next round.
  • Waist : +4 Morale bonus on Con checks (but not Fort saves) and Con-based skill checks. +20 HP per essentia invested, up to +120.
  • Heart : SR 5. SR increases to 29.
  • Soul (Bound) : Fly 30ft (good). +6 Insight to AC.
Note that this is a generic loadout. Incarnates can grab a whole lot of immunities if they know what they'll be going up against. Pick a secondary class with access to Commune or other Divinations, and go wild! (Imp familiars are a good way to get Commune).
 
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Inserted tally
Adhoc vote count started by DragonParadox on Jul 21, 2019 at 3:34 AM, finished with 79 posts and 11 votes.

  • [X] Ask questions about the facility
    -[X] Get as close to a full map as you can, with what the facility used to look like vs what it is now (with the earthquakes having messed it up)
    -[X] Ask what enchantments the three relics in the Armory held (I'm assuming these are the sky-metal relics)
    -[X] Ask what sort of lore the library held, and how much of it is still preserved
    -[X] Ask how many eggs are in the hatchery, what kinds of eggs there are, how best to transport and hatch them, etc.
    -[X] Proceed to loot the armory and library, and negotiate with Riz'Neth how the spoils will be split
    --[X] For the armory if we find something interesting we want the option to either buy a relic off of him or trade it for something of equal value.
    --[X] For the library we want to copy it and add it to our own Imperial Library, and in exchange we can make sure Riz'Neth gets a restored copy of every book inside. Same deal we had with the Night's Watch.
    ---[X] In particular look into the city's lore on Sothoryos (especially everything they had on the Children of Lolth and the Underdark). Also ask about the other Serpentfolk Cities, where they can be found, and what could be found inside them.
    --[X] Purchase one of every ooze for the Menagerie from Riz'Neth
    -[X] Gather up whatever remains of the Serpentfolk Champions who sacrificed themselves to the Oblivion (the general and the mage in particular)
    --[X] Later, question Yss of the feasibility of bringing them back somehow.
    -[X] Once looting is done, get to the Hatchery and secure the eggs.
 
Part MMCMLXIX: Into a New Dawn
Into a New Dawn

Twelfth Day of the Tenth Month 293 AC

Vrath's proclamation proves to be all the more prescient for discovering just how much the ruins of Set'Var had degraded over the centuries. The map Riz'Neth carves into a soft wooden plaque with unexpected skill resembles the shattered halls you had been trekking through today in almost nothing but the central shaft and the rough outline of the main corridors.

Gained Rough Map of the Serpentfolk Necropolis of Set'Var

Thankfully the other relics of the past had withstood the wear of time far better, from the thirty-three sets of armor, glaive, and bow that mark the citadel guard to the three relics of the champions that still lay atop their daises, the last legacy of the trio who had sacrificed their souls to the spirit of Oblivion that their people may endure the passing of the age.

The End of Eternities

Description: The enchantments of the blade turn the arcane metal from dull copper to crimson as the last dying rays of sunset, upon its edge written in narrow coiling script the fate of dozens of would-be immortals who fell upon it, each proclaiming the truth that not even the gods can turn aside, the truth of time ever-flowing. Neither flight into the ether nor armor most potent ward its blows when the hour comes.

Ability: +2 Rusting, Phase-Locking, Horacalum Scimitar

Ward of the Wandering Stars

Description: Wrought of soft Inubrix, this shield seems at first sight as though it should not even have been crafted, for what use is a shield that common iron passes through as it does through air? Its makers never meant it for so common a task, but instead to turn the foe's magic back upon himself by the light of strange stars.

Base Enchantment: +1 Inubrix Buckler (grants only the +1 enchantment AC bonus against all mundane attacks, easily broken)

Abilities:
  1. Spell-Reflection Rogue ACF at will
  2. Spell-Turning 1/day
Spell-Drinker's Mace

Description: Crafted in a dying age of magic by arts now lost to the world, this mace of gold-bound Djezet holds within it the power to steal even the last gasps of power from a fallen foe to work the crafts of its master, yet he who bears it had best be wary for the spell-drinker is ever hungry and as a serpent crafted into a whip it may bite that hand that carries it.

Ability: +2 Spell Siphon, Spell Stealing, Djezet Mace

The general whose mastery was over time, the sorcerer in an age of dying magic who had to eke out every scrap of power... who then did the shield belong to? Do they still live, still seek to carry out their master's will, or have they made an end of their wretched existence now that it can no longer command them? you wonder. The controller has nothing but a name: Nargas, the Hierophant, last High Priest of Yss, yet no divination can find him nor tell of his fate, beyond the fact that there are no more foes within the city. That will have to be enough for now.

Do you buy any of the relics?

[] Yes
-[] Write in offer

[] No


***​

The great stone doors of the library open with a hiss of dead air. Inside you see the contents are not wrought of parchment so easily rotted in the humid air, but thin granite plates obviously carved by sorcery though there is no magic to them now. Like the servitors they had been specifically crafted to survive through the nadir of magic, sealed in their ever-dark tomb. Lya walks among the shelves, almost transfixed at the thought of another repository of lore so different from that which morals would gather, another perspective upon the world.

"Is there any indexing system?" she asks Riz'Neth.

The Serpent Lord shakes his heads, a deliberately human gesture of the kind he has been taking on more and more of these days. "There was once, but it was destroyed to keep it out of the hands of looters. They managed to push the guardians wholly out of the library, until they rallied and slew them as they searched through the stacks."

"These looters made it this far down?" you ask, intrigued. "Is there anything left of them?"

"No, flesh and sorcery were all consumed to keep the facility intact." Riz'Neth sounds faintly disproving of the waste.

"Regardless, I wish to see to it that this is all copied for my own library in the Deep." It is not really a question, unlike your discussions in the armory. Knowledge is not lessened for being shared, and you already sorrow at all that has been lost through the wear of time.

"Of course, my lord. It is always best to preserve one's bounty in more than one place, lest one be robbed of it," the Serpent Lord replies with what has the air of an old saying.

"What about the slimes?" Dany asks unexpectedly. "Can we take some of the back?"

"I'm not training them," Vee says firmly. "They don't have any sort of mind to be trained with..." she trails off, looking at the caretaker still in his bravo form. "The regular ones I mean, not you."

"I take no offense, my lady," the strange being replies, donning a feathered hat it had gotten from... somewhere. No more uncanny than taking on Braavosi manners despite never having been to Braavos, nor as far as you know meeting any other humans besides you.

Rather than haggle over the price of the slimes you decide to pay as much as you would have in the markets of the genies. Riz'Neth will need the gold regardless if he is to care for all the new serpentfolk awoken from their long slumber.

  • 1 Livestone
  • 1 Emerald Ooze
  • 1 Dispa (Ozmond)
  • 1 Mercury Ooze
  • 1 Stone Pudding
  • 1 Gelatinous Cube

Lost 13,800 IM

***​

So it is you come at last to the hatchery, a chamber buried deep within the ruins, past wards still humming with power and traps coiled to strike down even a charging painted lizard... or an inquisitive dragon. As Riz'Neth explains how some of the traps here work, you are very glad you did not choose to secure the hatchery before speaking to the controlling spirit... if perhaps not as relieved as Ser Richard who to judge by his faint grumbling is certain you would have charged ahead.

"He's not being entirely fair," Dany says. "I could have raced you to be the first one in."

That draws a smile even from Malarys, though soon enough the levity ends as the great stone iris of the chamber doors open to reveal an arcane hothouse of thick jungle foliage filled with strange intoxicating fragrances. You step onto soft moss, brushing vines from your path. The sunstones that had sustained this place for so long may be dead, but the life that had been the other component of the enchantment certainly had not. You wonder if any of this might be worth harvesting... then you see them—dozens, scores, hundreds of magically-preserved eggs stacked like pale stones among the nest of green... and with them a people on the edge of extinction pulled from the brink.

312 Common Serpentfolk Eggs (Sun-Walker)
71 Hidden Fang Serpentfolk Eggs
52 Brood Guard Serpentfolk Eggs (Black Scale Advanced template, no SLAs or ability to use arcane or divine magic)
43 Thirsting One Serpentfolk Eggs
28 Naga-Blooded Serpentfolk Eggs

Note: All SLAs are arcane and not psionic

A final shaft of pale arcane light illuminates the center of the chamber. You had expected it to be guarding one of the larger Naga-Blood eggs, the highborn of the serpent-kindred, but instead it falls upon a single clutch of common eggs, once more showing the insight of the incubator's builders. In a world without magic it is they who would have the best chance at survival.

What do you do next?

[] Study the contents of the library to learn more about the next adventure location
-[] Write in

[] Move on directly
-[] Write in

[] Write in


OOC: This felt really scattered to me, but the alternative would have dragged things out a lot, so here it is. There are no remains of the ooze's puppets, they just dissolve into black goo which is magically no different from any other black goo around the place.
 
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Definitely take some time to study our next location in the library, it will also give us an opportunity for some character moments--yes, odd that a full-blown expedition in high CR jungle lands would be an indication that things are taking on a more "relaxed" pace with brief bouts of bedlam thrown in, but politics typically carried the trajectory of the story too heavily and with too focused an intent to allow for more than characters discussing implications of issues or taking wild guesses, making it more awkward to fit in chances for say Vee or Malarys to get dialogue.

Dany gets to pepper in her perspective dozens of times throughout a turn, and Lya usually gets to touch base too. Richard can be excused because he thinks it is better to be seen than heard unless someone isn't filling in a gap in the conversation with an idea that someone who doesn't over-complicate things would point out. Finally Vrath is becoming MVP of this arc and really developing some personality!
 
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