@Duesal @Goldfish
You guys already compiled a nice list but it seems some stuff just got forgotten before it could be put in the appropriate places.



Above is the slimes, Its missing the animal like snake oozes here are those.

It seems the accouts sheets are missing our fire whale gems profits too, we complete the action here

But the profits are not recorded, it seems we skipped over it and didn't bother coming up with a mechanic either.

Finally, here are the forgotten seeds


Thats all the missing forgotten stuff I have found so far.

Not sure where the magic items are recorded so I cant tell if those in the compilation above are missing though there are a few unique items so someone might want to check that.
Not quite forgotten on my end. I have all the loot in my bookmarks. Though I should probably make an infopost just for all the big loot hauls.

Either way thanks for the reminder. The oozes should definitely be added to the Menagerie.
I'll roll for it when she gets done with this action, though she would still be a gremlin regardless, just with more innate powers.
World's most powerful Gremlin. :evil: @Goldfish, we should make her a Valyrian Steel Spiked Chain along with one or two additional enchantments. Maybe Disrupting or something.
 
@DragonParadox Did you update the Seeker sheet on the front page with the upgraded version?

Edit: Nope. Just checked.
There is a link to it on the Armory page in the Construct section.

We'll be crafting gear for it this month, too, so I'll probably make a new post to keep track of the Seeker so I can update it's gear as necessary.

@DragonParadox, if you update it on the front page, please leave the original in place, sans modifications we made to it. We need it as a baseline to understand the capabilities of our other Seeker models.
 
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There is a link to it on the Armory page in the Construct section.

We'll be crafting gear for it this month, too, so I'll probably make a new post to keep track of the Seeker so I can update it's gear as necessary.

@DragonParadox, if you update it on the front page, please leave the original in place, sans modifications we made to it. We need it as a baseline to understand the capabilities of our other Seeker models.

Sure, I'll update all that in the morning, but I'll be sure to leave a baseline seeker sheet.

In the meantime vote closed.
 
The Seeker

Medium Bio-construct
Hit Dice:
6d10+12 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares); fly 60 ft (average)
AC: 27 (+1 Dex, +6 natural, +2 heavy bone shield, +8 Mwk Plate), touch 11, flat-footed 26
Base Attack/Grapple: +6/+10
Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Full Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone weapon, magic disruption, paralysis, Sneak Attack 3d6
Special Qualities: Bio-construct traits, DR 10/chaotic or good, arcane sight, arcane consumption flesh shield, SR 18, vulnerability to chaos
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 6
Skills: Profession (Torturer) +10, Listen +10, Spot +10
Feats: Alertness, Power Attack, Skill Focus -Profession (Torturer)-
CR: 5
Alignment: Lawfully Neutral

Bio Construct Traits: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry):
Darkvision out to 60 feet.
Immune to mind-affecting effects with the charm and compulsion descriptor.
+6 save bonus vs. morale effects.
Immunity to magical sleep and possession.
Immediately destroyed when reduced to 0 hit points or less.
Since it does not have a soul, a bio-construct cannot be raised or resurrected.

Bone Weapons (Ex): Seekers have melee weapons made out of their own and bone grafted to one limb. The type of weapon it has is usually determined when the seeker is bred (see its Attack and Full Attack listing for the bone weapon it carries). Bone weapons are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone weapon is delivered to the seeker as well). A sundered bone weapon can be reformed 2 rounds later as a move action. Bone weapons have a hardness of 5 and 1/2 the hp of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.

Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:

Level 0: 25%
Level 1: 50%
Level 2: 75%

Spells of third level and above are exempt to this ability

Paralysis (Ex): An Seeker's tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 18 Fort save).

Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.

Bone Shield (Ex): Seekers have shields made out of their own bone grafted to one limb. Bone shields(see Armor Class listing for type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone shield is delivered to the seeker as well). A sundered bone shield can be reformed the seeker's next initiative round as a move action. A bone shield have a hardness of 5 and 1/2 the hp of a normal version of that shield. Any part of a bone shield that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker's spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment

Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker's spell resistance is equal to its Hit Dice + 12.

Spell-Like Abilities (CL 6):

At Will: Dimension Door
@Goldfish Or you could stow it on the same threadmark.
 
Popping out of my work mandated hole to say that I really love that little imp.

It may have taken years of ooc training but she's really paid back all that effort at least twice over with her rascally ways.
 
We need the baseline Seeker, too. That one was after we did three or four grafts to enhance it's abilities.

Do you still have it in your notes anywhere, @DragonParadox?
It's in the thread somewhere. It was in the updates when we first got it from Tor.

@Goldfish @DragonParadox, found the original unaltered Seeker.
Seeker

Hit Dice: 6d10+12 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +4 natural, +2 heavy bone shield), touch 11, flat-footed 16
Base Attack/Grapple: +6 +10
Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Full Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone weapon, magic disruption, paralysis
Special Qualities:Bio-construct traits, DR 5/chaotic, arcane sight, arcane consumption flesh shield, SR 11, vulnerability to chaos
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 6
Skills: Profession (Torturer) +10, Listen +10, Spot +10
Feats: Alertness, Power Attack, Skill Focus -Profession (Torturer)-
CR: 4
Alignment: Lawfully Neutral

Bio Construct Traits: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision out to 60 feet.
Immune to mind-affecting effects with the charm and compulsion descriptor.
+6 save bonus vs. morale effects.
Immunity to magical sleep and possession.
Immediately destroyed when reduced to 0 hit points or less.
Since it does not have a soul, a bio-construct cannot be raised or resurrected.

Bone Weapons (Ex): Seekers have melee weapons made out of their own and bone grafted to one limb. The type of weapon it has is usually determined when the seeker is bred (see its Attack and Full Attack listing for the bone weapon it carries). Bone weapons are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone weapon is delivered to the seeker as well). A sundered bone weapon can be reformed 2 rounds later as a move action. Bone weapons have a hardness of 5 and 1/2 the hp of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.

Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:

Level 0: 1/4
Level 1: 1/2
Level 2: 3/4

Spells of third level and above are exempt to this ability

Paralysis (Ex): An Seeker's tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 14 Fort save).

Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.

Bone Shield (Ex): Seekers have shields made out of their own bone grafted to one limb. Bone shields(see Armor Class listing for type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone shield is delivered to the seeker as well). A sundered bone shield can be reformed the seeker's next initiative round as a move action. A bone shield have a hardness of 5 and 1/2 the hp of a normal version of that shield. Any part of a bone shield that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker's spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment

Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker's spell resistance is equal to its Hit Dice + 5.

EDIT: Wow, this is so much weaker than I remember.
 
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It's in the thread somewhere. It was in the updates when we first got it from Tor.

@Goldfish @DragonParadox, found the original unaltered Seeker.
Seeker

Hit Dice: 6d10+12 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +4 natural, +2 heavy bone shield), touch 11, flat-footed 16
Base Attack/Grapple: +6 +10
Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Full Attack: Bone longsword +10/+5 melee (1d8+4) or tentacle +10/+5 melee (paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
Special Attacks: Bone weapon, magic disruption, paralysis
Special Qualities:Bio-construct traits, DR 5/chaotic, arcane sight, arcane consumption flesh shield, SR 11, vulnerability to chaos
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 18, Dex 12, Con 15, Int 9, Wis 8, Cha 6
Skills: Profession (Torturer) +10, Listen +10, Spot +10
Feats: Alertness, Power Attack, Skill Focus -Profession (Torturer)-
CR: 4
Alignment: Lawfully Neutral

Bio Construct Traits: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision out to 60 feet.
Immune to mind-affecting effects with the charm and compulsion descriptor.
+6 save bonus vs. morale effects.
Immunity to magical sleep and possession.
Immediately destroyed when reduced to 0 hit points or less.
Since it does not have a soul, a bio-construct cannot be raised or resurrected.

Bone Weapons (Ex): Seekers have melee weapons made out of their own and bone grafted to one limb. The type of weapon it has is usually determined when the seeker is bred (see its Attack and Full Attack listing for the bone weapon it carries). Bone weapons are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone weapon is delivered to the seeker as well). A sundered bone weapon can be reformed 2 rounds later as a move action. Bone weapons have a hardness of 5 and 1/2 the hp of a normal version of that weapon. Any part of a bone weapon that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.

Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:

Level 0: 1/4
Level 1: 1/2
Level 2: 3/4

Spells of third level and above are exempt to this ability

Paralysis (Ex): An Seeker's tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 14 Fort save).

Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.

Bone Shield (Ex): Seekers have shields made out of their own bone grafted to one limb. Bone shields(see Armor Class listing for type) are directly attached to arm of the seeker and as such they cannot be disarmed. They can be sundered (any damage to the bone shield is delivered to the seeker as well). A sundered bone shield can be reformed the seeker's next initiative round as a move action. A bone shield have a hardness of 5 and 1/2 the hp of a normal version of that shield. Any part of a bone shield that is sundered from the body of a bio-construct immediately looses cohesion and is useless mass of bone.

Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker's spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment

Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker's spell resistance is equal to its Hit Dice + 5.

EDIT: Wow, this is so much weaker than I remember.
At the time it was really quite good, though, especially after we put it some fullplate armor. But like I've said a few times recently, things have changed over the past few years.
 
At the time it was really quite good, though, especially after we put it some fullplate armor. But like I've said a few times recently, things have changed over the past few years.
True. Fingers crossed on unlocking Seekers without needing unborn infants. These will be a great tool for the Inquisition.
 
Inserted tally
Adhoc vote count started by DragonParadox on Oct 30, 2019 at 4:18 PM, finished with 75 posts and 7 votes.

  • [X] Duesal
    [X] Try to question the dead as to where Fearex's lair may be
    -[X] See if you can figure out which areas must be avoided
    -[X] Once you have the information, carefully navigate towards Fearex's lair until she shows herself
 
Part MMMCXLVI: Misfortune's Children
Misfortune's Children

Eighteenth Day of the Eleventh Month 293 AC

The dead come readily forth, swirling lights that seem at first glowing fish, though rare is the living creature that could dwell in these bitter waters. As as soon as Dany and Lya had left the Moonchaser they required not only magics to breathe water, but also to ward against poisons in the water. Thankfully Relath seemed untouched by the handiwork of his ancestors and you were warded by the crown, sparing more spells for the journey ahead and the battle at its end.

"A Dragon... a flame... so long... lost... forgotten... lost..." At first the voices of the dead are little more than a broken litany of woe and anger with neither beginning nor end. You feel the heat of their wrath on your scales. You strain against the currents that would dash you upon jagged crystal edges, trying to make some sense of the echoes layered one upon the other until finally you do.

Nine lights spiral together until you can glimpse the faint outline of an Efreeti, perhaps an officer, wreathed in pale flame. You cannot see his face, though oddly enough the empty sword sheath at his side looks almost solid enough to touch. "Who are you and by whom were you sent?" a voice weary worn by a thousand tides asks.

"None sent us, for we are here to redress an old wrong," Relath replies before you can. "Tell us the way to Fearex's sanctum and we shall trouble your slumber no longer, spirit."

"Slumber...." A mirthless laugh passes, joined by the wails and sorrows echoing through halls of salt and brimstone. "We do not slumber... we cannot rest... Why should we lead you when we are lost?"

"We do not seek to remain here where Fearex would make of you her guards and lackeys," you try. From Dany's expression it is clear she wishes she could offer to lay the dead to rest, but has no more notion of how to do so in any timely manner than you do. The Sea of Wraiths is vast, its broken victims without count, and the ancient Wyrms whose works had sparked the curse long gone into their own graves.

"A bargain then, a bargain true, slay all those who dwell therein... her servants... her subjects... her slaves, and we will guide you whence you must go," comes the reply.

"Who are these servants, subjects, and slaves?" you ask cautiously, or try to at least for as you speak a piece of the vast crystal floating above you shatters, allowing the body of Fish-Man to float downward arms outstretched, shattered joints twisting and waving unnaturally, pale eyes open and staring.

The corpse does not look like a bright-scaled Locathah, nor any other of those you have seen in Vialesk, indeed what it most seems to resemble is one of the Skum servants of the Deep Ones, though with significant alterations, from a stockier frame to stronger legs to help propel it through the waters. It twitches and speaks in the hollow voices of death: "She brought us into being in this place of death... make them all Not Be so they can be free!"

"Flesh-crafting, recent work I'd say," Lya half whispers, motioning to the body. "Do you think the Dragon could have done this?" She is not that much older than Relath remains unsaid for his sake.

You nod slowly, perhaps, though the question remains: What the hells had been in those Deep One artifacts?

What do you answer the dead?

[] Promise to kill all of Fearex's subjects and experiments

[] Promise to either kill them or if they are willing take them far away
-[] Write in arguments

[] Write in


OOC: The reveal of this would normally have been in a later update, but I rolled a 99 on the encounter dice.
 
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"Flesh-crafting, recent work I'd say," Lya half whispers, motioning to the body. "Do you think the dragon could have done this?" She is not that much older than Relath remains unsaid for his sake.

You nod slowly, perhaps, though the question remains: What the hells had heen in those deep one artifacts?
... @DragonParadox, are we going to end up getting a surprise Brainstealer Dragon or something?
 
Research Actions 4.0 - The Controversial Spin-off

Research of Magic:

Fleshcrafting: Everything concerning fleshcrafting, from upgrading and repairing the Fleshforges, to creating Supersoldiers, to researching exotic creature templates.
[] Project Praetorian: WIth use of Fleshforges, create the sort of soldiers that could reasonably fight even Outsiders - elites and Champions the Empire will need in the coming years. (Progress 40 Cost 35,000 IM)

[] Works of Flesh: With the aid of the Flesh-Forge beneath Lys you can craft or improve all manner of beings to better serve your needs and those of your realm:
-[] Further research of Maelephant's breath weapon (Progress: 9 Cost 8,000 IM)
-[] Sonic breathweapon (Kongamato corpse) (Progress: 6 Cost 7000 IM)
-[] Acid breathweapon (Irony's Steel-blooded calves) (Progress: 5 Cost 4000 IM)
-[] Electricity breathweapon (Lightning Lizards) (Progress: 5 Cost 6000 IM)
-[] Hero-Killer creature (Tatzlwyrm Hero-Killers) (Progress: 7 Cost 13,000 IM)
-[] Create cosmetic variations of Leshys (Progress: 2 Cost None)
-[] Create the adamantine-like bone, using the samples from Rhango's knife (Progress: 4 Cost 5000 IM)

[] Frost-Forged: Attempt to splice the essence of Heart Tree with the cold-resistant herbs and vegetation gathered by Djinn, ideally searching to give Heart Trees Immunity to Cold. (Progress: 37 32, Cost ??) (Progress reduced to 32 after "The Tree Connection" was finished)

[] The Forge Restored: Centuries of disuse and the waning of magic it survived done little good to one of the most potent weapons of Valyria... Something you had yet to fix.
-[] Increase in CR of creatures available to create in Fleshforge of Lys to 15 (Progress: 10)

[] Watchful Eyes, by Aeons Untouched: Attempt to create the Watchman-creature template (Progress: 25, Cost: ??)

[] To Curb a Dreadful Hunger. The Far-Spawn being that had once been disguised as a chest hungers for the flesh of thinking beings, but it is more than its instincts, however strange. Perhaps the forge could help it live on the healthier fare (Progress: 5 Cost: 4000 IM)

[] Spell-Wrought Daggers: Feeder is indeed a dragon... of sorts at least. By drawing on that ancient legacy, one can not only create more of his kind but also grant some small measure of sorcery to those who possess none.
-[] Create the templated Dagger-wyrms with lvl 1 Sorcerer casting. (Progress 8, Cost ??)

[] Reforging Anew the Secrets Lost: The technique of making Seeker-constructs was lost alongside Valyria itself... Until you took the forge of Gogoss and it's secrets. However, for all their utility, the method of their creation... is severely lacking.
-[] Recreate the ritual technique necessary to create Seekers, without a need for unborn children, or otherwise equally unethical resources, to be used.
(Progress: 25, Cost:)

[] An Eye of Wavering Weave: The eye of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds a terrifying and exciting power. While mass-producing something like that would be too costly and too lengthy... Perhaps one of your oldest friends can have much use of something like it?
--[] Make an artifact/lense for Xor out of Astral Behemot's Eye with an "Antimagic Cone (Su)" as an effect (Progress: 8 Cost: ??)

[] The Segregation of Astral: The claws of the colossal beast captured on Astral Plane preying upon souls lost to Doom holds curious property that few other things or beings in existence can claim to have. If these can in some way be made in a weapon...
-[] Turn the claws of Astral Dreadnought into a weapon capable of severing silver cords. (Progress: 13 Cost: )
Runelore and works of First Men: Everything concerning the Runic language used by First Men - all from wards to Legend-based empowerment.
[] Elder Arts: An in-depth study of Runelore.
-[] Attempt to create advanced wards to protect your places of power (Scholarum, administration, Inquisition, etc…) not unlike those of most ancient castles of Westeros.
--[] Part one, equivalent to a nondetection spell (Progress: 12 Cost: 6000 IM)
-[] Research the Landwards in Thenn's holdings (Progress: 15 Cost: 6000 IM)

[] The Bulwark of North: Take a deeper look into the magics of the Wall, for all the power of enchantment upon it, and long years of its legend, it is not infallible, and you must know the words that will control it before the Enemy marches near it.
-[] Part I: Words of Comand (Progress: 15)
-[] Part II: ???
Godcrafting: Everything concerning the creation of "Imperial Deity"; a tiered line of Research Actions
[] The Tree Connection: While the Old Gods gave you what they remember about their beginning, the knowledge retained within the first dreams is still vague and hard to grasp for mortal minds. However, by examining the magic imbued in a Heart Tree both in the physical and other planes, you might be able to deepen your understanding of their true nature. It will be slow work though, as you can hardly take a tree apart for dissection. (Progress: 30, Cost: 50,000 IM)
Completed.
Follow-up pending - when the other 2 are completed.

[] Dreamscaping: The realm of dreams is an odd thing, shaped by the minds of mortals and shaping them in return, though some beings such as Yss have shown you that it can be altered in more direct ways. You will need to learn about such shaping before you can hope to leverage the dreamscape for your grand work. (Progress: 20, requires Dany, progress added by other characters is halved)

[] Fey Lore: Even though they detest the divine, the Fey are closer to the gods in nature than any mortal ever could and in their endless years, they must have acquired much lore on the matter beside. Seek out the Orphne, the Goblin Market and other Fey gathering grounds in your realm and friendly lands to see what can be bargained for. (Progress: 10, Cost: ???)
Necromancy and Negative Energy: Everything concerning the aforementioned, from making Undead that don't "leak" the Negative Energy, to the creation of anti-Undead weaponry.
[] Stabilization of Sentient Undead: While the process to craft lesser undead has been greatly refined, those who still possess sentience are a different matter. Their state makes the process meant to stabilize a soulless husk impossible to apply, but further research might be able to find an alternative. (Progress 30, Cost 100,000 IM, needs at least one sentient undead as a test subject)

[] Undead Template Research
-[] Advanced Template: Qyburn had been trying to use alchemical substances to treat the bodies of his creations before animation to make them stronger and sturdier. With some aid from skilled alchemists, he might be able to finish this process. (Progress 10, Cost 20,000 IM)
-[] Metal-Clad Template (Mundane Metals): Qyburn was trying to incorporate the lead shielding into his creations by applying it directly to the bones, but was met with some troubles in actually raising them afterward. Additional research with other metals would be costly but might yield useful processes. (Progress 10, Cost 30,000 IM)
-[] Metal-Clad Template (Mythral and Adamantine): Unlike the Dreadfort, the Imperium has vast stocks of arcane metals. Some of those might yield exceptionally strong coatings for undead bones. (Requires Metal-Clad Template (Mundane Metals), Progress 20, Cost 100,000 IM)
-[] Metal-Clad Template (Valyrian Steel): With the bonding of arcane metals to undead bones having been researched, the possibility arises to look into applying Valyria's most enduring legacy to these arts. (Requires Metal-Clad Template (Mythral and Adamantine), Progress 30, Cost 50,000 IM and 500 lb. of Valyrian Steel)
Valyrian Magic: Everything concerning the secrets of Fallen Valyria, their crafts, and spells.
[] Secrets by Devils' Blood Wrought: Valyrian Steel holds many a secret, from what was the first seed that bore this metal-eating material... To what it can yet do.
-[] Find out the mechanisms and effects of the process allowing Valyrian Steel to consume ambient magic and release it slightly changed. Potentially, VS could be used to store magical energies or to transform them to cause specific effects, also study the mechanics of the way that Valyrian Steel "devours" other metals. Especially how it is doing so with Gold, which doesn't corrode naturally, and magical metals like Mythral and Adamantine. (Progress: 12)
-[] The process of creating VS can be compared to the way Anu used to "quieten" Living Brass. As the making of both materials has similarities, using life-force and souls respectively to empower mundane metal, this study might give insights into the creation of VS or similar materials from scratch, without needing a pre-existing seed. (Progress: 16)
Fey Magic: Everything concerning learning the secrets of Fey.
[] Currently empty
Shadow Magic: Everything concerning natural and unnatural manifestations of Plane of Shadows, as well as similar effects - such as nature of Shadow Tower of Sorcerer's Deep.
[] Deepening Shadows: Sorcerer's Deep could use more room to house its students and teachers, perhaps with skill and patience one might expand what was wrought from instinct and ambition (Progress: 16)
Forgotten Lore: Everything concerning delving deeper into secrets of magic used by ancient civilizations (Drow, Snake-people, Warforged, etc.)
[] The Forge of Creation: With Anu having finally restored the ritual necessary for the creation of his kin, much may change... But for now, that is but a single ritual. To truly bring his people to life, something yet grander Is needed.
-[] Organise a magi-industrial complex capable of producing Warforged en-mass.
(Progress: 30)

[] The Stone of Memories, The Stone of Visions: The mysterious Serpentstone Projector you recovered from the deeper parts of Riz'Neth's city may not look like much... But you have learned quite well how much but a little show before the audience as large as cities could mean for a ruler.
-[] Research the Serpentstone Projectors, emphasizing the function of recording visual and auditory signals - something that may well be priceless if a way is found to make more of such "recorders" cheaply, and also searching for a way to integrate them with the MirrorVision network - allowing to both (hopefully) make MirrorVision sets cheaper and easier to make, and to store transmissions shown - perhaps allowing for plays and speeches to be replayed in the future? (Progress: 45, Cost: 50.000 IM)
Research and compiling of available Lore: Everything concerning looking through already existing compilations of lore, or learning from masters of specific crafts.
[] The Mysteries of East: With them now open to you, have the libraries of Vahar accessed, and scoured through for lore of illusion, divination, and other low-energy magics. (Progress: 18)

[] Waves of the Sea, on Depths and Fire Turned: research the wardings of the Marid house of Mardja.
-[] Wards that could be of use in Efreeti Ritual Fortress (Progress: 15, Cost: 100.00 IM)
-[] Wards that would be able to protect the coastal regions and cities of Plane of Balance (Progress: 30, Cost: 80.000 IM)

[] Study Qarthi Lore: Deep and old runs the lore of Qarth, Gateway between East and West. Long have the Warlocks toiled in the workings of fell magics. Where others faltered, they endured. What secrets might be gleaned from their artifacts and writings? Lya is more than happy to try and seek the answers. (Progress: 12)
Spellcrafting: Everything concerning the creation of new spells, or changing the effects of the existing ones.
[] Spell-Crafting
-[] Research a spell Eject (Progress: 12)
-[] Attempt to create an "inverted" version of Icy Soul spell, negating Cold subtype instead. (Progress: 10)
-[] Research a Greater version of Baleful Teleport [no distance limit, 8th level] (Progress: 16, Cost: ??)

[] Sand Wiper's Reach: Have Tyene retrain her Occular Spell into a version of a Reach Spell that has only +1 level adjustment (Progress: 8)
Primordial Magic: Everything concerning the very base structures of magic making up the world, from Pact Primeval to forging elemental spirits from clear energies of elements.
[] The Final Contravention: With how far you have come, and how many you broke off from Hells' leash, perhaps you can go around the Pact Primeval in a way none before you had - and utilise the Lawful nature of all Devils to create a Ritual that would be capable of severing their connection to Hells regardless of their exact kind, or strength. (Progress: 30, Cost: 20.000 IM)

[] Connections Broken, Chains Undone: there are many more beings scattered across the Planes, who may find use in having the connection to what once was their home Planes subverted and becoming Native Outsiders to the Garden - be it because their home is no more, or they themselves have changed.
-[] Create a ritual designed to sever an Archon's connection to their sundered home plane, designating Prime Material as their new home plane and allowing them to reform there in safety.
(Progress: 15, Cost: 10.000 IM)
-[] Requires the "The Final Contravention"-Research to be completed.

[] Motes of Fire: With the lore Lya uncovered in R'hlor's holy work, the possibility of delving yet deeper into the matter is now open to you.
-[] Create Pyrasta in the Fleshforge, open further research into forging elemental spirits (Progress: 10, Cost: 9000 IM)
Psionic Research: Everything concerning with Psionics, from applying templates in Fleshforge to finding weaknesses in Illithid's network
[] A Method to Madness: the body the Mind-Eaters crafted for Jeyne with infiltration in mind is an incredible piece of magic wholly unlike anything you've ever seen. Copying it won't be easy, but succeeding promises an ability to flesh-craft similar vessels as needed, granting you an in into mysteries of Psionic powers.
-[] Research into Psionic templates
(Progress: 40, Cost: 200.000 IM)

[] The Heavy Thoughts: The Mindspeak that some creatures wield in this day and age has proven it's utility time and time again - and finding a way to grant the ability to use it holds great promise for various fields.
-[] Find a way to evoke the ability of Telepathy in those without innate talent for it.
(Progress: 8, Cost: 7500 IM)

[] Mind's shackles, by blood cast off: By following along the secrets of Drow Flesh-crafters, attempt to create something the degenerate blood-drinkers only speculated about in their notes - a creature capable of twisting the reality in same and ways so different to magic Aberrations do - yet not bound to Outer realms.
-[] Adds Vampire, Psychic (CR+2) template, as possible creation in Fleshforge. Requires a functioning Flesh-forge. (Progress: 24, Cost: 26.000 IM)
Assorted lore and exotic magic: Everything concerning the topics that don't cleanly fit into other categories
[] In Hatred Ancient, a Soul Restored: The former Priestess of Spider-Goddess Lollth, cursed into form of a staff for centuries, has not forgotten the slight of her former Mistress. Her soul may have been damaged too much to simply will her into a new body... But with time and effort, she too can be mended back together. (Progress: 15, Cost: )

[] The Undeath's End: The secret of creation of the ancient and extremely potent anti-Undead poison you received from Faceless Men is lost to eons... Yet one of the greatest poison-makers the world knows is in your employ, and few other races have as much intimate knowledge of poisons as the Snake-kin, and the Drow, both of whom you have access to. Recreate the ancient mixture (Progress: 50, Cost: ??)

[] The Magic Made Manifest: Research the Living Spells you've captured at Lys.
-[] Find a method to keep them docile at all times (Progress: 18)
-[] Find a method to increase their population
--[] Tiered research (requires getting first tiers before next ones):
---[] Level 1-3 spells - (Progress: 30)

[] The Magic by Ink Bound: Research a way to make Tattoo Guardians become inert on command for a short time, so that their presence does not interfere with translocation magic. (Progress: 15)

Item-crafting and identification, development of armaments:
Item identification: Everything concerning unknown effects on gear, or learning the secrets of its origin.
[] Tools of the Trade: Through the ritual you gained in the Opaline Vault has revealed the secrets of many of the arcane treasures in your possession, yet some remain beyond the ritual's reach. Will you study them further?
-[] Empty
Requirements: Must be performed by a mage with the requisite skill
Action: Research
(Progress: Item Caster Level*0.5)

[] It's not the Size of the Instrument...: The Fleasticker, sword found in Essaria and now serving as Bronn's weapon of choice, holds a unique effect to it. The size-changing, unseen in any other magical item, is somehow possible to it. This merits some research if only because of prospects such an effect opens before you. (Progress: 22)

[] The Crown of Flowers: Without a doubt, this is one of the most potent magical artifacts you ever witnessed. From it much can be learned, even if it is never put on by anyone.
-[] Attempt to further Lya's understanding of Artifacts their creation and rules of existence. (Progress: 18)

[] Hellfire Belchers: Captured in a battle with Devil's battleship, carry secrets of holding and utilizing some of one the most powerful weapons in Hells' arsenal. (Progress: 12)
Item improvement: Everything concerning upgrading, reforging, or otherwise changing the effects on existing gear/items.
[] Empower Dark Sister: The Sword of Queen Visenya, ever loyal in the hand has been little used of late, though you wonder if it could be empowered to strike not only at flesh but at the soul
Requirements: Must be performed by a mage with the requisite skill
Action: Research
(Progress: 12)

[] A Broken Treasure: Plinth you found in the treasury of Valyria, broken as it may yet be, holds great promise in its sheer power if nothing else.
-[] Find the purpose of the broken artifact, possibly repair given new information. (Progress: 22)
Armor Development: Everything concerning research into new and unique armor types, be it advancing the ideas of the subdermal armor found on Varys, or something entirely new.
[] Layering the Defenses: The composite mesh recovered from Varys was truly an ingenious work... Yet based on it, even more could be achieved.
-[] Develop the Composite Armor, combining the expertise of Fey artisans, Imperial magesmiths, and Celestial spellwork to create the sort of armor that has so far no equal in the world - not hindering the wearer in any way, yet leave no gaps or chinks in his defense. Light and inconspicuous, yet stopping even the blades of demonic warriors. (Progress: 20, Cost: 90,000 IM)

[] Tireless Steel, by Sorcery Moved: The art of golem-making is ancient indeed... but one has to wonder if it is possible to wring an armor in the same qualities, to create personal defense truly unsurpassable. (Requires the "Layering the Defenses"-Research Action)
-[] Develop the basic chassis of the Imperial Powered Armor systems - and create the Warden Pattern armor. (Progress: 26, Cost: 140.000 IM)
-[] Continue the research into the creation of unstoppable war-gear - develop Warlord Pattern armor [requires Warden Armor developed] (Progress: 30, Cost: 20.0000)
-[] Reach the peak of what is possible in the field without the direct Divine intervention - develop Titan Pattern armor [requires Warlord Pattern armor developed] (Progress: 30, Cost: 300.000 IM)
Inquisitorial Armaments Projects: [REDACTED]
[] Inquisitorial Armaments > Black Projects: Inquisition faces challenges beyond those that can be reasonably solved with mundane equipment. As the realm grows, so does the need to supply Inquisitors with the tools to solve such problems. This line of projects intends to create a whole new tool, that, given a certain level of secrecy, will guarantee a significant rise in Inquisitors' effectiveness (Tiered research, each development requires previous tiers)

[] Inquisitorial Armaments: Black Project "Arbiter": Create a modified version of a Launcher, the "Arbiter"-class Launcher, a modular weapon and a base for further technological improvement, yet an effective weapon all in of itself. (Progress: 20, Cost: 60.000)
-[] Inquisitorial Armaments: Black Project: "Heavy Arbiter" and FIrefield: Further develop the concept of "Arbiter"-class Launcher for use in missions requiring precise devastation of targets, with no mage of sufficient power available. Develop the "Heavy Arbiter"-class Launcher. As further development of the concept, "Firefield"-class Launcher would serve in situations when overwhelming firepower and total destruction of the target is necessary, but no sufficient source of fire support is available. (Progress: 28, Cost: 100.000 IM)

[] Inquisitorial Armaments: Black Projects: "Dragon's Fang" and "Viper's Kiss": As a tool for a very particular sort of missions where direct engagement isn't possible, "Dragon's Fang"-class Launcher would serve as a long-range engagement or assassination. "Viper's Kiss"-type Alchemical Dart would further enhance the performance by allowing unnoticeable delivery of poisons over extreme distances. (Progress: 28, Cost: 140.000 IM)
-[] Inquisitorial Armaments: Black Project: "Deathstrike Projector": Further develop on of concepts applied by "Dragon's Fang"-class Launcher and "Viper's Kiss"-type Alchemical Dart, creating a unique completely magic-based long-range engagement/assassination weapon - the "Deathstrike Projector". (Progress: 32, Cost: 150.000) IM

[] Inquisitorial Armaments: Black Project: "Lawgiver": The pinnacle of Launcher-based weaponry - the peak of efficiency and the project of utmost secrecy - "Lawgiver"-class Launcher would be one of the most powerful personal weapons known to Imperium, and one made to serve only the best of Inquisition's field agents, bound to them ritually, and crafted by the only person who could be trusted with it - Wisdom Lya herself. (Progress: 32, Cost: 180.000 IM)
 
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Changelog (since the last public update to RAs):
[] Things have been labelled a bit more clearly, and organized a tiny bit.
[] The following cathegories been added, or had additional content:
[] Motes of Fire: With the lore Lya uncovered in R'hlor's holy work, the possibility of delving yet deeper into the matter is now open to you.
-[] Create Pyrasta in the Fleshforge, open further research into forging elemental spirits (Progress: 10, Cost: 9000 IM)
[] The Arts Once Lost: With Gogossos retaken, Flesh-smiths taken in into the Green Dream, and the more powerful of the Fleshcrafters made into books... One can start hammering away at not merely repairing, but improving what Valyrians built.
-[] Upgrade the Gogoss' Fleshforge [greater CR ceiling, better recycling cost] (Progress: 45, Cost: 300.000 IM)
[] Waves of the Sea, on Depths and Fire turned: research the wardings if the Marid house of Mardja.
-[] Wards that could be of use in Efreeti Ritual Fortress (Progress: 15, Cost: 100.00 IM)
-[] Wards that would be able to protect the coastal regions and cities of Plane of Balance (Progress: 30, Cost: 80.000 IM)
[] Layering the Defenses: The composite mesh recovered from Varys was truly an ingenious work... Yet based of it, even more could be achieved.
-[] Develop the Composite Armor, combining the expertise of Fey artisans, Imperial magesmiths, and Celestial spellwork to create the sort of armor that has so far no equal in the world - not hindering the wearer in any way, yet leave no gaps or chinks in his defense. Light and inconspicuous, yet stopping even the blades of demonic warriors. (Progress: 20, Cost: 90,000 IM)

[] Tireless Steel, by Sorcery Moved: The art of golem-making is ancient indeed... but one has to wonder, if it is possible to wring an armor in the same qualities, to create personal defense truly unsurpassable. (Requires the "Layering the Defenses"-Research Action)
-[] Develop the basic chasis of the Imperial Powered Armor systems - and create the Warden Pattern armor. (Progress: 26, Cost: 140.000 IM)
-[] Continue the research into creation of usntoppable war-gear - develop Warlord Pattern armor [requires Warden Armor developed] (Progress: 30, Cost: 20.0000)
-[] Reach the peak of what is possible in the field without the direct Divine intervention - develop Titan Pattern armor [requires Warlord Pattern armor developed] (Progress: 30, Cost: 300.000 IM)
[] Inquisitorial Armaments > Black Projects: Inquisition faces challenges beyond those that can be reasonably solved with mundane equipment. As the realm grows, so does the need to supply Inquisitors with the tools to solve such problems. This line of projects intends to create a whole new tool, that, given certain level of secrecy, will guarantee significant rise in Inquisitors' effectiveness (Tiered research, each development requires previous tiers)

[] Inquisitorial Armaments: Black Project "Arbiter": Create a modified version of a Launcher, the "Arbiter"-class Launcher, a modular weapon and a base for further technological improvement, yet an effective weapon all in of itself. (Progress: 20, Cost: 60.000)
-[] Inquisitorial Armaments: Black Project: "Heavy Arbiter" and FIrefield: Further develop the concept of "Arbiter"-class Launcher for use in missions requiring precise devastation of targets, with no mage of sufficient power avaliable. Develop the "Heavy Arbiter"-class Launcher. As further development of the concept, "Firefield"-class Launcher would serve in situations when overwhelming firepower and a total destruction of the target is necessary, but no sufficient source of fire support is avaliable. (Progress: 28, Cost: 100.000 IM)

[] Inquisitorial Armaments: Black Projects: "Dragon's Fang" and "Viper's Kiss": As a tool for a very partucular sort of missions where direct engagement isn't possible, "Dragon's Fang"-class Launcher would serve as a long-range engagement or assasination. "Viper's Kiss"-type Alchemical Dart wold further enhance the perfomance by allowing unnoticeable delivery of poisons over extreme distances. (Progress: 28, Cost: 140.000 IM)
-[] Inquisitorial Armaments: Black Project: "Deathstrike Projector": Further develop on of concepts applied by "Dragon's Fang"-class Launcher and "Viper's Kiss"-type Alchemical Dart, creating a unique completely magic-based long-range engagement/assasination weapon - the "Deathstrike Projector". (Progress: 32, Cost: 150.000) IM

[] Inquisitorial Armaments: Black Project: "Lawgiver": The pinnacle of Launcher-based weaponry - the peak of efficiency and the project of utmost secrecy - "Lawgiver"-class Launcher would be one of the most powerful personal weapons known to Imperium, and one made to serve only the best of Inquisition's field agents, bound to them ritually, and crafted by the only person who could be trusted with it - Wisdom Lya herself. (Progress: 32, Cost: 180.000 IM)

@DragonParadox, please threadmark the above post and remove the "Research Actions 3.0" from threadmarks.
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Those Armor and Weapon-development programms have been a weight on the back of my mind for quite a while.
Had to really push myself to write them up.
And we don't even have those people here anymore, so I can't jsut ask for a write-up... like I did even back then...

@Duesal, advancing what Gogoss' Fleshforge can do is not easy as expected. Valyrians have been bullshit to get us even this far.


...shit, that thing above is, like, 2 times' my term paper's size wordcount-wize.
Oh wow, priorities, amirite? :V
 
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@Duesal, advancing what Gogoss' Fleshforge can do is not easy as expected. Valyrians have been bullshit to get us even this far.
I never implied Flesh Forge research would ever be easy or quick. It'll still be worthwhile, however.
Viserys does not know about the dragon, but someone is clearly performing Deep One inspired flesh-crafting
Clearly.

Well, this makes it easier. Time for sacrifice hunting.
 
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