Here's Teana's updated character sheet, @DragonParadox.

For just being 13th level, Teana can hit well above her weight class now, ya'll. When in Shadow-Traced form, her caster level for Shadow Illusions is 16th and her Shadow Illusion spell DCs increase to 24 + spell level. Using her current maximum spell level, that's a spell DC of 30. Her regular Illusions aren't too far behind that, with a DC of 23 + spell level.

I've applied one of our 3rd level Permanency scrolls (leaving six in stock) to buff her with a Permanent Arcane Concordance spell set to make all of her spells Stilled. She can already cast all of her Illusion spells Silently, so now all of her Illusion spells can be cast without giving any outward sign of their use.

Name: Teana Strycos
Alignment: Lawful Neutral
Age: 29
Race: Human (Medium)
Class: Sorceress 5/Shadow Sculptor 5/Shadowcraft Mage 3
Feats: Able Learner, Greater Spell Focus(Illusion), Heighten Spell, Rapid Metamagic, Shadow Magic , Spell Focus(Illusion)
Class Features: Cloak of Shadows, Item Familiar, Shadow-Tracer (Greater Shadow Amalgamation, Lesser Shadow Amalgamation, Shadow Mastery), Silent Illusions

HP: 85 + 24 (Heart of the Earth) + 10+1d10 (False Life) = 119+1d0
Armor Class: 10 +3 (DEX) +4 (Mage Armor) +2 (vs Evil) = 17/19; +2 vs Undead OR +4 vs Incorporeal Undead
Movement: Ground (30ft)
Initiative: +3 (DEX)
Base Attack Bonus: +6/+1
Spell Save: DC: 10 + 7 (CHA) + 1 (Arcane Concordance) + Spell Level; +3 (Illusion), +1 (Enchantment), +1 (Necromancy)
Weapon Proficiency: Staff, Dagger, ???
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistance: 5 Cold, 5 Electricity, 5 Fire

STATS:
10 (+0) Strength
15 +1 = 16 (+3) Dexterity
12 +4 = 16 (+3) Constitution
19 +6 = 25 (+7) Charisma
16 (+3) Intelligence
11 +1 = 12 (+1) Wisdom

SAVES:
FORTITUDE:
5 + 3 (CON) + 5 (Resistance) + 6 (CV) = 19 (+3 Insight vs spells & spell-like abilities)
REFLEX: 5 + 3 (DEX) + 5 (Resistance) = 13
WILL: 11 + 1 (WIS) + 5 (Resistance) = 17

SKILLS
Bluff:
8 + 7 (CHA) = 15
Concentration: 16 + 3 (CON) + 6 (CV) = 25
Hide: 4 + 3 (DEX) = 7
Knowledge (Arcana): 16 + 3 (INT) + 4 (CV) = 23
Knowledge (The Planes): 10 + 3 (INT) + 4 (CV) = 17
Profession (Instructor): 16 + 1 (WIS) = 17
Sense Motive: 16 + 1 (WIS) = 17
Spellcraft: 16 + 3 (INT) +2 (SYN) = 21

Spells Known (Caster level 13/[Shadow] 14/[Transmutation/Evocation] 12):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Shield, Silent Image (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding (6+2/day)
Level 4: Assay Spell Resistance, Celerity, Freedom of Movement(RotF), Heart of Earth, Ruin Delver's Fortune (6+1/day)
Level 5: Commune(RotF), Friend to Foe, Geniekind, Mirage Arcana, Teleport(RotF) (6+1/day)
Level 6: Baleful Shadow Transformation, Greater Shadow Enchantment (4+1/day)

Grimoire of High Arcana:
Level 1: Alarm, Clarion Call, Comprehend Languages, Detect Charm, Disguise Self, Keep Watch, Spontaneous Search
Level 2: Discern Shapechanger, False Life, Full Pouch, Portal Alarm, Resist Energy, Rope Trick, See Invisibility

Contingency Spells: Renewal Pact; Stalwart Pact

Special Abilities:
  • Shadow Amalgamation (Su): Teana benefits from the Versatile Spellcaster feat, but only for Illusion spells.
  • Shadow Shaping (Su): Up to 5/Day, Teana may apply the Enlarge, Extend, Focused, Piercing, or Solid Shadows Metamagic feat to a Shadow spell without increasing its level or casting time. Only one such effect can be applied at a time and doing so prevents any other Metamagic from being used to augment the spell.
  • Shadow Magic (Su): Teana benefits from a +1 bonus to spell DC and caster level to overcome Spell Resistance for all Illusion, Enchantment, and Necromancy spells she casts, but suffers from a -1 caster level penalty to all Evocation and Transmutation spells she casts. She can no longer cast Light-based spells.
  • Silent Illusion (Ex): All spells from the Illusion school that Teana casts no longer require a Verbal component, as if the Silent Spell feat had been applied to them. The levels and casting times of these Illusion spells don't change, however. If Teana casts illusion spells that can't be affected by the Silent Spell feat, this ability has no effect on those spells.
  • Cloak of Shadow (Su): Teana can cloak her form in shifting shadows. While her Cloak of Shadow is active, attacks against Teana have a miss chance equal to 30%. Darkvision and Low-Light vision offer no help in piercing the Cloak of Shadow, although any creature that can see in magical darkness can ignore the miss chance, as can a creature with True Seeing. Teana can dismiss or resume this effect as a Free Action. While her Cloak of Shadow is active, Teana can make Hide checks as if she had Concealment. Cloak of Shadow doesn't function in daylight, and it is the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.
  • Shadow Illusion (Su): Teana can infuse her Figments Illusions with material from the Plane of Shadow, making them partially real. These altered spells can mimic any Sorcerer or Wizard Conjuration (summoning), Conjuration (creation), or Evocation spell at least one level lower than the Illusion spell. The altered spell functions identically to the Shadow Conjuration or Shadow Evocation spell, except that the spell's strength equals 10% per level of the Figment spell used. Applicable Figment spells include: Silent Image, Minor Image, Major Image, Persistent Image, and Programmed Image.
  • Arcane Concordance (Su): You benefit from a +1 Enhancement bonus to the saving throw DC of your Arcane spells, and any Arcane spells you cast are affected by the Still Spell Metamagic feat. Any allies within 10 feet of you also benefit from these effects.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Alternate Form:
Shadow-Traced
Movement:
Ground (30ft) + 10ft = 40ft
Spell Save: DC: 10 + 8 (CHA) + 1 (Arcane Concordance) + Spell Level; +4 (Illusion) OR +5 (Shadow Illusion), +1 (Enchantment), +1 (Necromancy)
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistance: 15 Cold, 5 Electricity, 5 Fire
SR: 23
DR: 10/Magic

STATS:
10 (+0) Strength
15 +1 = 16 (+3) Dexterity
12 +4 = 16 (+3) Constitution
21 +6 = 27 (+8) Charisma
16 (+3) Intelligence
9 +1 = 10 (0) Wisdom

SAVES:
FORTITUDE:
5 + 3 (CON) + 5 (Resistance) + 6 (CV) = 19 (+3 Insight vs spells & spell-like abilities)
REFLEX: 5 + 3 (DEX) + 5 (Resistance) = 13
WILL: 11 + 0 (WIS) + 5 (Resistance) = 16

SKILLS
Bluff:
8 + 8 (CHA) = 16
Concentration: 16 + 3 (CON) + 6 (CV) = 25
Hide: 4 + 3 (DEX) + 4 (ST) = 11
Knowledge (Arcana): 16 + 3 (INT) + 4 (CV) = 23
Knowledge (The Planes): 10 + 3 (INT) + 4 (CV) = 17
Profession (Instructor): 16 + 0 (WIS) = 16
Sense Motive: 16 + 0 (WIS) = 16
Spellcraft: 16 + 3 (INT) + 2 (SYN) = 21

Spells Known (Caster level 13/[Shadow] 16/[Transmutation/Evocation] 12):
Level 0: Acid Splash, Amanuensis, Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Prestidigitation, Read Magic (8/day)
Level 1: Arcane Sensitivity, Mage Armor, Magic Missile(RotF), Nerveskitter, Shield, Silent Image (6+2/day)
Level 2: Blindness/Deafness, Detect Thoughts, Elemental Dart, Invisibility, Mirror Image (6+2/day)
Level 3: Air of Nobility, Alter Fortune, Dispel Magic, Fireball(RotF), Major Image, Shadow Binding (6+2/day)
Level 4: Assay Spell Resistance, Celerity, Freedom of Movement(RotF), Heart of Earth, Ruin Delver's Fortune (6+2/day)
Level 5: Commune(RotF), Friend to Foe, Geniekind, Mirage Arcana, Teleport(RotF) (6+1/day)
Level 6: Baleful Shadow Transformation, Greater Shadow Enchantment (4+1/day)

Special Abilities:
Shadow Mastery:
Teana gains a +1 save DC bonus to her standard Illusion spells. Shadow Illusions, however, gain a +2 bonus to save DC and Caster Level, and are 10% more real. These effects stack with bonuses gained from other sources, such as Spell Focus feats and the Solid Shadows Metamagic feat. Whenever Teana casts a Shadow spell there is a 50% chance the spell slot used to power the spell is not expended.
Shadow-Traced (Su): Teana benefits from the Shadow-Traced template.
  • Distributed Mind (Su): Although not a true hive mind, Teana is buffered among her Traces. If she or one of her Traces is affected by Mind-Affecting spell or effect, the other Traces (or Teana, if a Trace was affected) may attempt the same saving throw 1 round later at the same DC, as the Slippery Mind Rogue talent, and she or the Trace succeeds if any of the others succeed on this additional chance. Rolling a Natural 1 on a saving throw against a Mind-Affecting spell or effect precludes the use of distributed mind against that effect.
  • Sacrifice Transposition (Su): When Teana would be brought to below 0 Hit Points, and she has at least one active Shadow Trace, she may switch places with the Trace and negate the damage from that attack or effect as an Immediate Action, at the cost of that trace being dismissed as if it were destroyed. She can use this ability once a round.
  • Leeching Absorption (Su): Teana can bend weaker magic to her will. If a hostile spell effect fails to break her Spell Resistance, all active Shadow Traces heal that effect's effective spell level in Hit Points.
  • Shadow-Traces (Su): At will Teana may create three independent semi-real copies of herself as an Immediate Action. Shadow traces act on Teana's initiative and each has half her Hit Points. Traces possess Teana's skills in full and have duplicates of her equipment, but such equipment is semi-real: weapons disarmed from a Trace vanish after 1 round and ammunition fired by a Trace vanishes after use. If any of the Traces are reduced to 0 Hit Points it is destroyed. Destroyed Trace cannot be recreated unless all of the Traces are dismissed or destroyed. If all Traces are destroyed, Teana is Staggered for 1 round and she cannot create more Traces for 24 hours; otherwise, they last until the end of combat or until the creature takes a Full-Round Action to dismiss them.

Boneward Belt: +4 Constitution
  • Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Gloves of the Starry Sky: +1 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Enhanced Amulet of Protection from Evil: +5 Resistance bonus to saving throws
  1. Hold breath for up to 12 hours before having to make a Constitution check.
  2. Convert any spell of 4th level and above to Freedom of Movement.
  3. 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
  4. Undead creatures attempting to strike you suffer a -2 penalty to Attack rolls, or -4 to Attack rolls made by Incorporeal Undead. Undead gain a +4 bonus to detect you via Listen or Spot.
Greater Radiant Earring of Arcane Acuity (Slotless):
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. 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.
  2. 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.
Launcher:
  • Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Lawful Staff (50 charges): This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells:
Raiment of the Four: Uniting the magic of four enchanted items (Boots of the Wide Earth, Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Enhanced Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
  3. 4 Pieces: Gain resistance to cold 5, electricity 5, and fire 5, which stacks as described above. Convert any spell of 5th level and above to Commune.
Ring of Mystic Defiance
  1. 3/Day as an Immediate Action, ignore up to 10 points of damage dealt by a spell or spell-like ability.
  2. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  3. Add one half of an Intelligence or Charisma granting item's Enhancement bonus (whichever is higher) as an Insight bonus on Fortitude saves against spells and spell-like abilities.
  4. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Ring of Mystic Shadows(Slotless):
  1. Wearer benefits from a +1 Competence bonus to caster level when using Shadow spells.
  2. 3 Charges/Day: 1 Charge (Increase the realism of a single Shadow spell by 10%), 2 Charges (+15% realism), 3 Charges (+20% realism)
Robes of Mysterious Conjuration: 3/Day sacrifice a spell slot to use Summon Monster spell of same level.

Soulfire Mithral Bracers of Arcane Freedom (+1)
  1. Immune to all death spells, magical death effects, and energy drain, and any negative energy effects
  2. 2/Day apply the Still Spell Metamagic feat to a spell as a Swift Action.
Translocating Boots of the Wide Earth
  1. Convert any Spell of 5th level and above to Teleport
  2. Double carrying capacity.
  3. Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you. 2/day
Scrolls:
Anticold Sphere x2
Arcane Eye x2
Arcane Sight x3
Dimensional Anchor x2
Fickle Winds x2
Greater Black Tentacles x1
Greater Blink x2
Greater Invisibility x5
Greater Teleport x1
Heart of Air x3
Heart of Fire x3
Heart of Water x3
Lesser Globe of Invulnerability x3
Life Bubble x5
Mage's Private Sanctum x2
Plane Shift x1
Sending x2
Smoky Confinement x2
Tongues x4
True Seeing x2
Wall of Force x2

Genie Tokens
1x Plane Shift Charm
2x Sending Stone
1x Teleport Charm

Alchemical Substances:
20x Alchemist's Fire
20x Alchemist's Kindness
10x Antiplague
10x Antitoxin
5x Auran Mask
15x Fungal Stun Vial
100x Healing Salve
10x Liquid Ice
90x Night Tea
30x Sleep-Smoke
10x Smokestick
10x Sunrod
10x Tanglefoot Bag
10x Thunderstone
30x Vermin Repellent

Equipped Items: Bead of Newt Prevention, Boneward Belt (+4 CON), Gloves of the Starry Sky (+1 DEX), Greater Enhanced Amulet of Protection from Evil(+5 Resistance), Greater Radiant Earring of Arcane Acuity(Slotless), Greater Ribbon of Disguise, Headband of the Whisper Within (+1 WIS), Handy Haversack, Item familiar Mask (+6 CHA), Launcher, Lawful Staff, Ring of Mystic Defiance, Ring of Mind Blank, Ring of Mystic Shadows(Slotless), Ring of Sustenance (slotless), Robes of Mysterious Conjuration, Soulfire Mithral Bracers of Arcane Freedom(+1), Translocating Boots of the Wide Earth
 
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Nothing beyond the ability to switch places with one of her Shadow duplicates as an Immediate Action to avoid a killing blow, which is actually pretty nice.

I would like for her to learn Spell Enhancer, but I think Ruin Delver's Fortune is more in line with Teana's character.

EDIT: I'm updating Teana's character sheet right now, which includes giving her a Launcher and a selection of Alchemical items. It's not quite the same as spellcasting, but she can arm her Shadow duplicates with a Launcher, Fungal Stun Vials, Sleep Smoke, etc., in order to give them some nice punch.
Teana would be extremely goddamn dangerous if her Traces could use spell scrolls.
 
Here's Teana's updated character sheet, @DragonParadox.

Added, thanks again. :)

Winning vote
Adhoc vote count started by DragonParadox on Oct 12, 2019 at 2:03 PM, finished with 90 posts and 14 votes.
 
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Teana would be extremely goddamn dangerous if her Traces could use spell scrolls.
Her Handy Haversack doesn't have the capacity to hold enough with room left over for other stuff, but we could give her one of the Bags of Greed then arm her with some of our Alchemical bombs. Her Shadow duplicates could then become suicide bombers.
  • Explosive:
    • Launcher Munition / Bomb #1 (10 pounds / 4.5 kg):8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast.
      • Material Requirements: Four 2-pound (0.9 kg) of Explosive Packs, one pound (0.45 kg) steel casing, one pound (0.45 kg) of steel shot
    • Bomb #2 (25 pounds / 11.25 kg):20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast.
      • Material Requirements: Ten 2-pound (0.9 kg) of Alchemical Explosive Packs, one pound (0.45 kg) of Hardened Adamantine, four pounds (1.8 kg) of steel
 
Part MMMCXIII: A Wound Stitched Clean
A Wound Stitched Clean

Second Day of the Eleventh Month 293 AC

Zherys is nothing if not effective at seeking everything and anything that might be of worth in the ruined mansion, from small piles of light grey ash that were once books sifted from among the heavier refuse of long ruined shelves, to the holy idols of countless gods familiar and strange once hidden behind a sliding wall. That one of those idols is a warped human figure carved in yellowing bone with tentacles flowing where its mouth should be escapes neither of you. "I suppose we should all be thankful that Tagar was ensnared by Ymeri and not something worse..." the High Speaker sighs as he sweeps everything on the shelf towards the folds of your cloak. "How the fool managed to get this adept in arcane matters while not having the wit to beware of spirits' gifts I could not begin to guess."

Gained Magister Tagar's Book Collection (Ashes)

Gained Ancient Idols (Non-magical)


"The triumph of hope over..." Your words cut off as you feel something pulling at your shadow. Teana's suggestion that you break off pieces of your shadow to search through the ruins faster had felt decidedly off to begin with, like a thousand feather-light touches down your spine every time the shadows touched something new, but the last pull was clearly a sign that they had found something, hopefully N'Gath's remains. The dead magister had been unable to shed any light on where they might be found and divinations had failed, likely because you could not describe what you seek sufficiently for the magic to take hold.

***​

"That certainly puts away all doubts of rest, and all fears," Benerro says, looking at the slightly uneven fiery crystal that had shattered and melted its way into a fifteen-foot-deep crater in the center of what had once been a dining room. As large as two clenched fists held side by side with coiling flame dancing in its heart, the shard of arcane matter radiates such power that you suspect even one blind to magic could feel it on their skin.

Gained Heart of N'Gath (Aura Overwhelming Evocation and Abjuration)


"What fears?" Ser Richard asks the priest, never one to let a sign of danger pass him by without his knowledge.

"It requires a certain measure of arcane power to sustain such a mighty spirit of unclean flame apart from its patron. I feared that it would simply scatter to the winds. Given its nature that would most likely mean fire... a great deal of fire." The red-robed priest turns to you. "I am thankful you thought to empty the houses near at hand, but even more glad that we did not have to discover if it was far enough."

You nod in heartfelt agreement as you begin to clamber down into the pit to retrieve the gem. Oddly enough in spite of the fire seemingly trapped within it is no warmer to the touch than the surrounding stone, though as you touch it you notice one of your warding spells burn away. It seems to echo some of the power that had made the Herald of Ymeri so difficult to strike with magic.

With this final and greatest treasure your search concludes for it seems that what the fire did not claim that fateful day of the magister's folly the Fey loyal to Ymeri had stolen away in the years since. Still, you do not begrudge the lack, the books would doubtlessly make an interesting addition to your collection and you can finally set your mind at ease.

By the time you return to Rina and Teana, the shade of Tagar had been laid to its final rest, though you doubt he would find his fate in death particularly restful given the evils his folly had wrought.

"You should tear this place down, Your Grace," the Scholarum Headmistress says, looking back at the now darkened entry hall. "No, better yet build something beautiful, something to commemorate all that was lost but also shine with hope for Volantis' future."

What do you reply?

[] Write in

OOC: This can also be a 'what next vote' if you guys want. The rolls for loot were pretty extreme, no magic items and all the books will need to be ritually restored, but you got the Herald's remains in the most stable form possible. A lower roll would have required you guys to stabilize it somehow with a risk of explosion.
 
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Hm.
Hey, @DragonParadox, Yss helping us out on eating this job of power directly is a no-go - we'll get snek-features that way.

But can he, like, supervise the procedure?
Make it metaphysically easier on us for some bling- er, food in return?
 
[X] "Perhaps a library for educating the people on the Planes and the Arcane, meant as much a monument of hope that not all that comes seeking us is evil and wicked as much as a reminder that there is much to be wary of."
 
A Wound Stitched Clean

Second Day of the Eleventh Month 293 AC

Zherys is nothing if not effective at seeking everything and anything that might be of worth in the ruined mansion, from small piles of light grey ash that were once books sifted from among the heavier refuse of long ruined shelves, to the holy idols of countless gods familiar and strange once hidden behind a sliding wall. That one of those idols is a warped human figure carved in yellowing bone with tentacles flowing where its mouth should be escapes neither of you. "I suppose we should all be thankful that Tagar was ensnared by Ymeri and not something worse..." the High Speaker sighs as he sweeps everything on the shelf towards the folds of your cloak. "How the fool managed to get this adept in arcane matters while not having the wit to beware of spirits' gifts, I could not begin to guess."

Gained Magister Tagar's Book Collection (Ashes)

Gained Ancient Idols (Non-magical)


"The triumph of hope over..." your words cut off as you feel something pulling at your shadow. Teana's suggestion that you break off pieces of your shadow to search through the ruins faster had felt decidedly off to begin with, like a thousand feather-light touches down your spine every time the shadows touched something new, but the last pull was clearly a sign that they had found something unusual, hopefully N'Gath's remains. The dead magister had been unable to shed any light on where they might be found, and divinations had failed, likely because you could not describe what you seek sufficiently for the magic to take hold.

***​

"That certainly puts away all doubts of rest, and all fears," Benerro says, looking at the slightly asymmetric fiery red crystal that had shattered and melted its way into a fifteen foot deep crater in the center of what had once been a dining room. As large as two clenched fists held side by side, with coiling flame dancing in its heart, the shard of arcane matter radiates such power that you suspect even one blind to magic could feel it on their skin.

Gained Heart of N'Gath (Aura Overwhelming Evocation and Abjuration)


"What fears?" Ser Richard asks the priest, never one to let a sign of danger pass him by without his knowledge.

"It requires a certain measure of arcane power to sustain such a mighty spirit of unclean flame apart from its patron. I feared that it would simply scatter to the winds. Given its nature, that would most likely mean fire... a great deal of fire." The red-robed priest turns to you. "I am thankful you thought to empty the houses near at hand, but even more glad that we did not have to discover if it was far enough."

You nod in heartfelt agreement as you begin to clamber down into the pit to retrieve the gem. Oddly enough, in spite of the fire seemingly trapped within, it is no warmer to the touch that the surrounding stone, though as you touch it, you notice one of your warding spells burn away. It seems to echo some of the power that had made the Herald of Ymeri so difficult to strike with magic.

With this final and greatest treasure, your search concludes for it seems that what the fire did not claim that fateful day of the magister's folly, the fey loyal to Ymeri had stolen away in the years since. Still, you do not begrudge the lack. The books would doubtlessly make an interesting addition to your collection, and you can finally set your mind at ease.

By the time you return to Rina and Teana, the shade of Tagar had been laid to its final rest, though you doubt he would find his fate in death particularly restful given the evils his folly had wrought.

"You should tear this place down, Your Grace," the sorceress says, looking back at the now darkened entry hall. "No, better yet, build something beautiful, something to commemorate all that was lost but also shine with hope for Volantis' future."

What do you reply?

[] Write in

OOC: This can also be a 'what next vote' if you guys want. The rolls for loot were pretty extreme, no magic items and all the books will need to be ritually restored, but you got the Herald's remains in the most stable form possible, a lower roll would have required you guys to stabilize it somehow with a risk of explosion.
Made a few edits to the chapter, @DragonParadox.
 
Hm.
Hey, @DragonParadox, Yss helping us out on eating this job of power directly is a no-go - we'll get snek-features that way.

But can he, like, supervise the procedure?
Make it metaphysically easier on us for some bling- er, food in return?

He can supervise to make sure Viserys does not come to harm yes.

@DragonParadox, how much progress to poke at the heart? This is a Major Artifact, isn't it?
  1. 8 progress
  2. It certainly has an aura like one
 
[X] Crake
...but extremely tentatively so.
This place now has a huge amount of narrative connection to Fire and Fey both.

Well need to add some serious wards to anything well build here, and most definitely destroying every single bit of original building - lest Ymeri tries to start a fire out of spite through Mansion "remembering" the fire.
 
[X] "Perhaps a library for educating the people on the Planes and the Arcane, meant as much a monument of hope that not all that comes seeking us is evil and wicked, as much as a reminder that there is much to be wary of." The original building will be torn down, and the grounds sanctified and warded through a combined effort from the Mysterium and the Red Faith, to commemorate those who worked together to put an end to Ymeri's works in Volantis.
-[X] Bind Ceraxes to Zherys and decide on who to bind Melys to.
 
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Alright, with DP WoGing that Yss can halp...

Barebones plan.

[] Viserys takes a moment of rest with Hanady Haversack and restores all his spells.
[] Viserys goes at Yss' place and calls up Dany and Vee for fortnue-turning. Also Lya for soul-stitching skillz.
[] Viserys throws neccessary amount of bodies Yss way to supervise.
[] Viserys uses full array of neccessary buffs, evacuates the people, and eats the heart.
[] everyone valiantly prays for good rolls.

Additios/suggestions?
 
*Writes a rough plan for eating it**Sees this*
*stops in his tracks*

Please don't tell me you want a shiny more than a go at all that tasty power, and far more moveable to a safe location than the last one too
Dude, you're out of luck. N'gath is dead.

If he was alive then I'd be all for eating him, but as is we don't even know what there is to get out of eating this thing. I want to poke at it.

[X] Crake
 
Dude, you're out of luck. N'gath is dead.

If he was alive then I'd be all for eating him, but as is we don't even know what there is to get out of eating this thing. I want to poke at it.

[X] Crake
Yeah, yeah, fuck me right.

Its not as if you sold me on the idea and kept hyping up whenever Ymeri came up.

Do whatever.
 
Dude, you're out of luck. N'gath is dead.

If he was alive then I'd be all for eating him, but as is we don't even know what there is to get out of eating this thing. I want to poke at it.

[X] Crake
If Yss can help us avoid a bad outcome, I would rather risk eating it. Worst case, nothing is gained and the heart is lost. Best case, we get a Mythic Tier.
 
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