@DragonParadox
Sorry, but I have a question about something from 12000 pages ago:
Oh, that reminds me. I'm a bit annoyed that this:

turned into this:

The point of that wasn't to say whatever would work to keep Theon, I didn't care all that much about Theon in the first place; the point was to get him to sign on with the agenda. Pressuring him into agreeing to stamp out the Drowned God, and cutting him loose if he won't, should have already happened.
I see where you are coming from here, but it is much much easier to push that agenda later as opposed from the start. In fact the vote as written would have guaranteed that he would not agree to help you in spite of the high diplomacy roll (35 after bonuses). Effectively I was looking at a successful act of diplomacy by a charismatic character with unworkable lines to deliver. I decided to have the high roll downplay the part of the plan that would have sank it.
I could tell you OOC but it would spoil his character arc and development. Talk to him.
Was this ever cleared up?

By now Theon clearly has no affection for the Drowned God, but back then something was weird and I think we never found out what.
 
@DragonParadox
Sorry, but I have a question about something from 12000 pages ago:



Was this ever cleared up?

By now Theon clearly has no affection for the Drowned God, but back then something was weird and I think we never found out what.

Theon did not want to throw away the last vestiges of his heritage. He did not want to believe that the Drowned God and the Deep Ones were one because that would mean that his parents, his siblings his entire people served a force of predatory madness. That is not an easy thing to come to grips with.
 
No we don't do that, we don't trap children in debt for the crimes of their parents, taking everything they inherited because the debt means it's ours is fair game, but we don't impose the debt on their personal fortune, for being related to the debtor.

Inheriting debt, is one of the medieval nonsenses we need to do away with.
It was a joke in one post.

Now it isn't in another.

Context is important. ;)
 
Inserted tally
Adhoc vote count started by DragonParadox on Sep 9, 2019 at 5:58 AM, finished with 115 posts and 19 votes.

  • [X] Seek out the mage's body
    -[X] Dany will use Find the Path to locate a hidden sanctum upon the ship where a mage could safely hide while still interacting with the outside world to attack us through his proxies. If that is unsuccessful, Viserys will duplicate a Discern Location spell using Wild Arcana to search for a soulless, yet still living body somewhere aboard the ship.
    --[X] Keep an eye out for any of the mage's proxy skulls or other unusual paraphernellia which might prove dangerous as we search the ship. If there is time to safely do so after the mage's body is found, make a more concerted effort to find the skulls.
 
Part MMMLII: Trail of the Hollow Sage
Trail of the Hollow Sage

Twenty-Fifth Day of the Tenth Month 293 AC

While the battle still rages on Dany tries to seek out the mage's sanctum where he might safely rest his body while his soul wanders the ship. Alas, that proves too little for the spell to take root, and it fades away stillborn. Perhaps, as Xor points out, the mage had more than one such hiding place secured aboard the ship, but in any case there can be only one body. It is that to which you set your mind upon in turn by a spell in the moment shaped. Secret compartment besides the keel of the ship, can only be reached by transmuting one's form into mist or smoke, the answer slips into your mind upon the fading hiss of some long dead dragon, seeing all yet knowing nothing.

The five of your race through the ship, at times having to fight your way through the last of the crew, but never for long. The spirit had gone out of the slaves, though they still prefer to die on Shaitan blades than whatever fate their collars hold. "We should free them now that the fighting's dying down," Dany says. "They would probably surrender..."

"It would take a great deal of power to free so many," you point out. "Even with the Efreeti dead, Valyria is hardly safe to travel through."

"It is no more dangerous than when you went to Lyceos, and you could not work spells of the Ninth Circle then," your sister counters. "How many lives are we going to pay for that thin sliver of safety? I can certainly do without it."

"I also," Xor points out softly, obviously not wishing to intrude on the conversation but needing to make his position clear just the same.

A hail of steel-tipped crossbow bolts cuts off the discussion before you can reply, but you know that Dany will not forget it. She makes a point of casting your foes into enchanted slumber rather than killing them.

By the time you make it into the hold Lya, Malarys, Zherys, and Melisandre are already there, having opened the compartment though unfortunately not quite fast enough. The compartment is empty of both the body and any arcane paraphernalia it may have held. Reaching out to the splintered boards for a glimpse of the past reveals the mage's familiar, a petty Asura no more powerful than an imp using its lingering connection to the soulless corpse to possess it, and it frantically read out a stolen scroll to slip between the boards of the ship.

"At least it wasn't a bloody Quasit," you grumble under your breath to Siduri and Zherys' surprise.

Melisandre had obviously heard the story somewhere for she only smiles and notes, "It would doubtlessly be something of a shock to the Archmage of the Brazen Throne to have one of his most skilled apprentices replaced with a thieving Fiend, a diversion he can ill afford under present circumstances, but one which pride may well drive him to follow."

"Aye, the ships are a greater prize than anything the sneak could carry off," Yrten is quick to point out. "Never heard of any raider carrying off half-a-dozen sword ships and living to tell the tale. 'Course this ain't really just raiding anymore, is it?" he finishes, running his fingers through his flaming beard in satisfaction. "Pity the Golden Wind couldn't be here for the fight."

"Do you want to put holes in her that badly?" Siduri scoffs in what sounds like a well trod argument. "Remember that we are the ones paying for repairs, not to mention injury and death payments," the mage adds to your surprise. You had not really considered how the corsair ship was being run, satisfied that it was, but you suppose that as scarce as trustworthy hands are on the Sea of Fire it makes sense for even the most avaricious captains to treat their crew well if they want to keep being captains.

What do you do next?

[] Use Miracles to free as many of the remaining crew as you can

[] Split the spoils and plan what to do next
-[] Write in

[] Write in


OOC: It looks like my dice have some sort of odd liking to CR 2 Fiends of all sorts. The Tripurasura needed to roll 25 for Knowledge (Arcana) (+8 modifier) and 20 for its Spellcraft (+5 modifier) to pull off the possession in a sort of ad hoc ritual. It managed both.
 
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This is great.
Almost worth loosing the loot.

I wonder if the familiar can gather strenght comparable to its late master in time.

Now we have to hurry about booking him, for the body can certainly be used in a ritual to call the soul.

[X] Use miracles to free as many of the remaining crew as you can
 
[X] Use miracles to free as many of the remaining crew as you can

If someone make a full plan I will probably switch over to that, but I'm certainly going to be voting for freeing slaves.
 
@DragonParadox, how about just using an AMF and snapping them off ?

They probably have a mundane mechanism which does something awful like shoot a poisoned needle into an artery, or something like that, when broken off.

It takes a miracle because it has to not only remove them safely, but ALSO cancel out the magic aspect.

Edit: I stand corrected, I guess they really don't think of everything!
 
Scry and die the familiar please!
He is now, or very soon, in the City of Brass. The body it has now can Planeshift as an innate ability after all.
We don't want to Teleport in the Archmage's quarters, right?

[X] Use miracles to free as many of the remaining crew as you can
-[X] Open a Gate to a safe location of the Plane of Earth to get the crew out, then Teleport the ships home
-[X] Take an inventory of the loot before deciding how to repay the Genie's help
-[X] If interrogation of the crew reveals what they were searching and that it was reasonably near, loot that from Valyria too.
 
You're not going to be able to keep a Gate open long enough to move an appreciable number of people through @Artemis1992. Our other Gate related shenanigans are pretty much contingent on Demiplanes.
 
[X] Use the gem containing the soul of Efreeti Sorcerer and the curse-staff of Yss to divine the location of the body - and capture it, it may yet be used to great effect agaisnt Efreeti with the fleshforge you now have.
-[X] After that, use miracles to free as many of the remaining crew as you can

One does not leave a loose end unattended.

I want to loot the fuck to the very end.
Maybe he'll even be amenable to working with us, who knows...
 
They probably have a mundane mechanism which does something awful like shoot a poisoned needle into an artery, or something like that, when broken off.

It takes a miracle because it has to not only remove them safely, but ALSO cancel out the magic aspect.

Edit: I stand corrected, I guess they really don't think of everything!

The cost/effect ratio was judged too low to be worth it. If your crew is being tackled one by one by someone with an AMF, you probably lost the battle already. Plus unlike magic a poison mechanism could be triggered by an enemy on mass much more easily which would be a hell of a weakness.
 
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