Eyes in the Dark

Fifth Day of the Eleventh Month 293 AC

Sandor Clegane sighed as he looked through the old mill, nothing to see save the old millstone hollow post and trestle now a nest of nice whose squeaking might be confused with the creaking of the floorboards. The smell of dust and mildew hung heavy in the air, and from the dust and bird shit everywhere it was clear no one had worked the mill in months, mayhap years. According to the steward Old Lord Dustin had moved the milling up river, 'where the turn of the pallets wouldn't trouble his sleep' but with the death of Willam in the war no one had actually gone to the trouble of tearing the old mill down. A mill without a miller and it was 'the miller's wife' they were looking for. If someone had told him a year ago that he would be looking under rocks following children's rhymes he would have called them mad, but the Hound had seen stranger things since then. Fuck, I'm sleeping across the room from a fellow that's all eyes and teeth but sweet as a spring lamb. What's wicked grumpkins to that?

"There is nothing remotely magical in here besides what we brought with us," the auburn-haired wi... incarnate said. Sandor's thoughts still stuttered over the distinction, but he tried his best. This wasn't like some asswipe of a lordling that'd get angry if you didn't say his fifth title right. She'd been born that way, one of a handful in all the world.

"Find any hidden doors?" he asked, keeping his sword out just in case anything that might be hiding behind those doors decided to take that for a sign to attack.

"Trap doors are the only ones there can be, the place's free-standing and the dimensions match..." Try as they might, the most they found was a nest of rats beneath a rotted board quick to scurry in to the dark, no sign of a miller nor his wife. Hopefully the others were having better luck.

***​

Given their place in the household the pot scrubbers and spit-turners of Barrow Hall were a lucky bunch,
Danar mused as he righted his rune-carved belt and threw his old dark brown cloak over his shoulders, the one he wore when he wanted wandering eyes to slide off him, not search him out in a crowd. They got to sleep in the kitchen where the lingering warmth of the ovens would keep the chill from their bones. More's the pity that there were worse things than a nip of chill abroad in these halls tonight.

Wisdom Xor was surprisingly quiet as he followed Danar and Alyssa down the darkened corridors, or perhaps not so surprising seeing as he didn't have any limbs to stomp too hard or knock about with. All was quiet enough to hear a mouse chitter. The click of the stolen key into the lock, the scrape of the heavy wooden door sounded unnaturally loud, but both Danar and Alyssa had done this enough times to know it for an illusion and the far-traveler likely had his own experiences to draw on.

Nothing stirred within, no sound save for the soft breathing of children sleeping heavily, young Alys no less than the others. Hour after hour they waited and they watched, nine eyes peering into the dark until at last as midnight passed over the land something stirred. Whisper soft moth-wings beat in the dark, by sorcery unseen, by skill almost unfelt, and yet it sang as it swooped down:

Eyes to gouge and teeth to swipe
Snitch's tongue and liar's lips
All so precious, and so so ripe
'Neath the Hill new blood drips

The fey that drew close to the sleeping child had once been a sprite, but it had long since lost the grace of that fairy kingdom, skin gray as a corpse's stretched out over stooped and twisted bones, mouth opened in a mirthless grin as it sang the twisted verse. One had but to look at the gruesome string of eye balls around its neck to guess what it had in mind for the girl.


A ray of pale light from one of Wisdom Xor's stalk-eyed struck the thing in the chest, sending it tumbling right into the sack Alyssa was holding out. They would have their answers soon enough. The children could rest easy again for this night and ever after.

OOC: As usual witting that spinet of verse took an unreasonably long amount of time, but hopefully it's worth it in adding to the atmosphere of the piece and hinting at the mystery.
Oh, you wrote that verse. For a minute there, I thought it was from another twisted nursery rhyme. :o

Good old Sandor, another bro for Xor.
 
So I'm seeing plenty of likes but not a lot of votes. I can guess why with the recent troubles in the thread. To help with that is there anything you guys would particularly like to see in terms of character world-building etc...
 
[X] The public library, that is the most convenient repository of lore for general acclimatization Urak seeks

I think this is more relevant to getting to know our town than any specific restricted lore.
I wouldn't deny him that, but it's not really the point of this, I think.
 
So I'm seeing plenty of likes but not a lot of votes. I can guess why with the recent troubles in the thread. To help with that is there anything you guys would particularly like to see in terms of character world-building etc...
Just a note, I think meeting and making an arrangement with the newborn Herald of Yss presumably still in the harbor of Sorcerer's Deep is something that shouldn't be skipped.
 
So I'm seeing plenty of likes but not a lot of votes. I can guess why with the recent troubles in the thread. To help with that is there anything you guys would particularly like to see in terms of character world-building etc...
...The "Season Finale" of MirrorVision "scholarum"-show?

I'm out of ideas otherwise. The thread doesn't seem much excited about the last chapters in terms of discussion, and the above is pretty much only my long-standing question.
 
So I'm seeing plenty of likes but not a lot of votes. I can guess why with the recent troubles in the thread. To help with that is there anything you guys would particularly like to see in terms of character world-building etc...
You posted chapters earlier today than normal, DP. It threw off everyone's mental Feng Shei. :p

But if you're taking requests, I'll never say no to more world building. There was something we discussed but haven't yet implemented as part of our bridge construction. Some of the bridges between islands are so long, we planned to create large waypoint compounds where travelers can rest, eat, and get a night's sleep before resuming their journey. An interlude about one of those would be neat.
 
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Just a note, I think meeting and making an arrangement with the newborn Herald of Yss presumably still in the harbor of Sorcerer's Deep is something that shouldn't be skipped.

I'll be sure to cover that. Could someone link me the sheet for the sea serpent?

...The "Season Finale" of MirrorVision "scholarum"-show?

I'm out of ideas otherwise. The thread doesn't seem much excited about the last chapters in terms of discussion, and the above is pretty much only my long-standing question.

Which show had I not covered yet?
 
I'll be sure to cover that. Could someone link me the sheet for the sea serpent?



Which show had I not covered yet?
The Scholarum one, DP.

And here's the Serpent, cudos to @Goldfish -
Champion of Yss
Advanced Divine Cleric Creature Sea Serpent
(CR 20)
Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 15d10 + 210 (292 HP)
Initiative: +4 (Improved Initiative) + 7 (DEX) = +11
Speed: Ground: 20 ft + 30 ft (Haste) = 50 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 38 (-4 Size, +7 Dex, +24 Natural, +1 Dodge), Touch 14, Flat-Footed 30
Base Attack/Grapple: +15/+35
Attack: Bite +31 (4d8+32 plus Grab & Poison), Tail Slap +22 (3d6+9 plus Grab)
Full Attack: Bite +31/+31 (4d8+32 plus Grab & Poison), Tail Slap +29 (3d 8+9 plus Grab)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, Constrict (3d8+18), Swallow Whole (8d6+18 Bludgeoning damage, AC 18, HP 18), Poison (1d6/1d6 STR damage, Fort DC 35 negates), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Acid damage, Reflex DC 35 for half damage), Frightful Presence (20 ft radius, Will DC 25 negates)
Special Qualities: DR 10/Magic, Fast Healing 5, SR 27, Darkvision 120 ft, Low-Light Vision, Immune to Acid & Cold, Resist Fire 30, Immunity to Mind-Affecting effects, Telepathy 100 ft
Saves: Fort +26, Ref +19, Will +13
Abilities: Str 48, Dex 24, Con 39, Int 18, Wis 22, Cha 18
Skills: +10 Knowledge (Arcana), +18 Knowledge (Religion), +10 Knowledge (The Planes), +12 Listen, +18 Sense Motive, +18 Spellcraft, +12 Spot, +10 Swim
Feats: Divine Metamagic, Extra Turning (x2), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Spellcasting Prodigy, Still Spell
Languages: Celestial, Draconic, Infernal, Truespeech
Alignment: Lawful Neutral

Capsize (Ex): The Divine Serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (Sailor) check, whichever is higher.

Turn/Rebuke Undead (Su): 15/Day, the Divine Serpent can Turn or Rebuke Undead as a 15th level Cleric.

Spontaneous Casting (Su): The Divine Serpent can spontaneously convert any prepared spell into a Cure or Inflict spell of the appropriate level.

Prepared Divine Spells (Caster Level 15): Spell DC = 10 + 6 (WIS) + 1 (SP) + 4 (MoL) + spell level
Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (4+2/day): Barbed Serpent Chains, Clarion Call, Conviction, Entropic Shield, Shield of Faith, Sign
Level 2: (4+2/day): Boneshaker, Close Wounds x2, Divine Insight, Ironskin, Resist Energy
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Deeper Darkness, Hydrophobia, Venomfire
Level 4: (4+1/day): Air Walk, Assay Spell Resistance, Divination, Divine Power, Panacea
Level 5: (4+1/day): Flame Strike, Greater Command, Revivify, Righteous Might, True Seeing
Level 6: (3+1/day): Banishment, Greater Dispel Magic, Heal, Wind Walk
Level 7: (2+1/day): Destruction, Dictum, Regenerate
Level 8: (1/day): Shield of Law

Divine Serpent:
  • Hasted (Su): The Divine Serpent benefits from a constant Haste spell effect.
  • Reflective Hide (Su): Divine Serpent has a silvery sheen to its skin and is permanently protected by a Spell Turning effect.
  • See in Darkness (Su): The Divine Serpent can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
  • Enhanced Attributes (Ex): The save DC for each of the Divine Serpent's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
  • Regrow limbs (Ex): If the Divine Serpent loses a limb, head, or body part, a new one grows in 1 round. It cannot be slain by a Vorpal weapon's head-severing ability.
  • Truespeech (Su): The Divine Serpent can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
  • Raging Blood (Su): Each time damage is dealt to the Divine Serpent with a Piercing or Slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of Acid damage to all within range (no saving throw). It is not harmed by its own blood.
  • Spells: The Divine Serpent casts Divine spells from the cleric list and from the Protection, Strength, and War Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
  • Frightful Presence (Ex): When the Divine Serpent makes a loud hiss, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become Shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the Divine Serpent's frightful presence for 24 hours.
 
Tagging @egoo for next turn minor actions. @Goldfish @Azel as they expressed mild interest.

So we're obviously going to add more entertainment to our MirrorVision broadcasts, to make them a huge fixture to life in the Imperium. With that in mind, beyond the classics of plays, we should obviously innovate.

[] MirrorVision Killed the Playwright... Then Performed Necromancy On Him: Part I.
-[] We have Azema, Rhaella, Tyene and Teana put their heads together, to do some, well, headhunting, basically.
--[] Azema will go to each and every Free City we have strong ties with hunting through all the Playhouses, all the street shows and the like, looking for hidden gems and famous mummers to form a new social elite: Actors. She will also spearhead formation of an Actor's Guild, leaning on some of our administrative and legislative people for assistance.
--[] Rhaella will search for the most talented musicians to help with the acquisition of talented musicians and composers who can provide accompanying music, and perhaps among them some who have studied sound and could do many aesthetically pleasing things with it using magic that would ordinarily be out of their reach, for aesthetic purposes.
--[] Tyene will acquire the services of many famous brands to help provide costumes for productions, as a form of advertising and perhaps even partnership with her and Viserys' enterprise.
--[] Teana will be able to provide consultation, both in general matters for the aesthetic of the productions, but also and especially for the one focused on magical academics.

---[] MirrorVision Killed the Playwright... Then Performed Necromancy On Him: Part II
---[] A Production Company will be made and folded into Red Scales Holding, Name TBD.
----[] Three concurrent "productions" will be created for the purpose of regular broadcasting across the Imperium (and affiliated soon-to-be-annexed provinces), beginning in the writing phase, undergoing numerous revisions and leaning on all the available resources, researchers, educators and proofreaders that Azema can provide through us. Furthermore, sets will be constructed, determined to be modular or purpose-made depending on the needs of the performance. Depending on the circumstance and as an example, creative uses of environment like the recent play using a real sinking ship for authenticity will be considered.
--[] Titles Placeholding

---[] Dictates & Divinations - A production following interrelated yet separate character arcs set in Sorcerer's Deep or outlying lands in the Three Daughters territory (for availability and constraints). It will follow a Lawmen department responsible for investigating the burgeoning, elaborate and sometimes dangerous smuggling trade, featuring characters that range from the cut-throat and cunning to the colorful and sympathetic on both sides. An Advocate pursuing justice for and against different high profile figures involved in trade enterprise with the eastern fringes of the growing Empire, where magic is strong, and the wild frontier where dark artifacts might be recovered. And finally an Investigator searching high and low for the most illegal contraband of all: a certain missing egg, caught in the middle of a quiet struggle between different interests.
---[] Chainbreakers - The story of a company of daring Outriders serving in the Legion, freeing slaves, fighting evildoers and slaying monsters with pluck, courage and a bit of grit. Braavosi flamboyance in abundance, here. This is lighter, softer and perhaps more blatantly propaganda. While no outright lies are being told, it does take more than several fistfuls of artistic liberty and runs wild with it.
---[] Arcane Thesis - This show struggles hard to remain as accurate as possible when in classroom setting. Any ritual or spell knowledge which could be seriously dangerous is essentially useless to a amateur cultist or unregistered/unsupervised mage. It follows the advancement of a talented but naive young mage who moved to the Deep to deepen their craft and perhaps gain the attention of an experienced master to apprentice under, swept up in life in the Scholarium, both academic struggles, romance, intrigue and cut-throat politics, with some action thrown in where appropriate. The conception of "stunt doubles" using mages and Disguise Ribbons for use of real magic during such scenes (to say nothing of special effects) will certainly see its beginnings here, and likely feature heavily in the other two for similar purposes.

@DragonParadox, here you go.
 
You posted chapters earlier today than normal, DP. It threw off everyone's mental Feng Shei. :p

But if you're taking requests, I'll never say no to more world building. There was something we discussed but haven't yet implemented as part of our bridge construction. Some of the bridges between islands are so long, we planned to create large waypoint compounds where travelers can rest, eat, and get a night's sleep before resuming their journey. An interlude about one of those would be neat.
Agreed.
And hadn't there been a need for a glimpse at Imperial Clocks, or whatever we named the contraptions you dessigned and spread throughout the Empire, ones on Infrastructure-page..?
Where did the Cold come from?
*shoves @Goldfish's way*
 
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The Scholarum one, DP.

And here's the Serpent, cudos to @Goldfish -
Champion of Yss
Advanced Divine Cleric Creature Sea Serpent
(CR 20)
Size/Type: Gargantuan Magical Beast (Aquatic, Cold)
Hit Dice: 15d10 + 210 (292 HP)
Initiative: +4 (Improved Initiative) + 7 (DEX) = +11
Speed: Ground: 20 ft + 30 ft (Haste) = 50 ft, Swim: 60 ft + 30 ft (Haste) = 90 ft
Armor Class: 38 (-4 Size, +7 Dex, +24 Natural, +1 Dodge), Touch 14, Flat-Footed 30
Base Attack/Grapple: +15/+35
Attack: Bite +31 (4d8+32 plus Grab & Poison), Tail Slap +22 (3d6+9 plus Grab)
Full Attack: Bite +31/+31 (4d8+32 plus Grab & Poison), Tail Slap +29 (3d 8+9 plus Grab)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, Constrict (3d8+18), Swallow Whole (8d6+18 Bludgeoning damage, AC 18, HP 18), Poison (1d6/1d6 STR damage, Fort DC 35 negates), Breath Weapon (Every 1d4 rounds, 60 foot cone, 15d6 Acid damage, Reflex DC 35 for half damage), Frightful Presence (20 ft radius, Will DC 25 negates)
Special Qualities: DR 10/Magic, Fast Healing 5, SR 27, Darkvision 120 ft, Low-Light Vision, Immune to Acid & Cold, Resist Fire 30, Immunity to Mind-Affecting effects, Telepathy 100 ft
Saves: Fort +26, Ref +19, Will +13
Abilities: Str 48, Dex 24, Con 39, Int 18, Wis 22, Cha 18
Skills: +10 Knowledge (Arcana), +18 Knowledge (Religion), +10 Knowledge (The Planes), +12 Listen, +18 Sense Motive, +18 Spellcraft, +12 Spot, +10 Swim
Feats: Divine Metamagic, Extra Turning (x2), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Spellcasting Prodigy, Still Spell
Languages: Celestial, Draconic, Infernal, Truespeech
Alignment: Lawful Neutral

Capsize (Ex): The Divine Serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (Sailor) check, whichever is higher.

Turn/Rebuke Undead (Su): 15/Day, the Divine Serpent can Turn or Rebuke Undead as a 15th level Cleric.

Spontaneous Casting (Su): The Divine Serpent can spontaneously convert any prepared spell into a Cure or Inflict spell of the appropriate level.

Prepared Divine Spells (Caster Level 15): Spell DC = 10 + 6 (WIS) + 1 (SP) + 4 (MoL) + spell level
Level 0: (6/day): Detect Poison, Detect Magic, Light, Mending, Message, Read Magic
Level 1: (4+2/day): Barbed Serpent Chains, Clarion Call, Conviction, Entropic Shield, Shield of Faith, Sign
Level 2: (4+2/day): Boneshaker, Close Wounds x2, Divine Insight, Ironskin, Resist Energy
Level 3: (4+2/day): Alter Fortune, Battlemagic Perception, Blindness/Deafness, Deeper Darkness, Hydrophobia, Venomfire
Level 4: (4+1/day): Air Walk, Assay Spell Resistance, Divination, Divine Power, Panacea
Level 5: (4+1/day): Flame Strike, Greater Command, Revivify, Righteous Might, True Seeing
Level 6: (3+1/day): Banishment, Greater Dispel Magic, Heal, Wind Walk
Level 7: (2+1/day): Destruction, Dictum, Regenerate
Level 8: (1/day): Shield of Law

Divine Serpent:
  • Hasted (Su): The Divine Serpent benefits from a constant Haste spell effect.
  • Reflective Hide (Su): Divine Serpent has a silvery sheen to its skin and is permanently protected by a Spell Turning effect.
  • See in Darkness (Su): The Divine Serpent can see perfectly in darkness of any kind, even that created by Deeper Darkness spells.
  • Enhanced Attributes (Ex): The save DC for each of the Divine Serpent's special attacks, spells, and spell-like abilities increases by +4 (already included in stats).
  • Regrow limbs (Ex): If the Divine Serpent loses a limb, head, or body part, a new one grows in 1 round. It cannot be slain by a Vorpal weapon's head-severing ability.
  • Truespeech (Su): The Divine Serpent can speak with any creature that has a language, as though using a Tongues spell (caster level equal to HD). This ability is always active.
  • Raging Blood (Su): Each time damage is dealt to the Divine Serpent with a Piercing or Slashing attack, its blood sprays outward in a 5-foot cone, dealing 1d4 points of Acid damage to all within range (no saving throw). It is not harmed by its own blood.
  • Spells: The Divine Serpent casts Divine spells from the cleric list and from the Protection, Strength, and War Domains as a 5th-level Cleric, though it does not gain extra Domain spell slots. This ability stacks with the spellcasting granted Cleric Creature template.
  • Frightful Presence (Ex): When the Divine Serpent makes a loud hiss, it inspires terror in all creatures within 20 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed at a Will save (DC 25) or become Shaken - a condition that lasts until the opponent is out of range. A successful save leaves that opponent immune to the Divine Serpent's frightful presence for 24 hours.


Thanks guys.
 
Where did the Cold come from?
The Monster of Legend template. It either becomes Fire or Cold subtype. I figured Cold subtype would be better considering our enemies on Planetos. One less vulnerability to be exploited. It still has Fire Resistance 30, though.
 
[X] Goldfish

And for all that the mechanical effects may not be all that much better than Flamesense the rule of cool element blows it away and it builds into the whole mythos of Viserys and the Imperium really well.
 
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