True. On second thought, while we could probably build an automated Lindorm-killing factory where they're born, contained, and then harvested, that would cost a fortune just to set up. All the walls would have to be Hardened Adamantine, for example... We could afford it, but we don't really need that kind of long-term investments just yet. There are better short-term uses for our money!
I think you guys are looking at this the wrong way around; if these things existed gold's main value to us would be as a snake steroid.:V

Seriously though, if they worked like that we could train them while they were small then grow them as needed to make enormous snake knights.
 
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I think you guys are looking at this the wrong way around; if these things existed gold's main value to us would be as a snake steroid.:V

Seriously though, if they worked like that we could train them while they were small then grow them as needed to make enormous snake knights.
The Legend say they become both stronger and more vicious the larger they grow, so I don't think training while small would work, the change in their instincts would override the training, you can't train a vicious beast to restrain it's instincts, before it has those instincts.
 
The Legend say they become both stronger and more vicious the larger they grow, so I don't think training while small would work, the change in their instincts would override the training, you can't train a vicious beast to restrain it's instincts, before it has those instincts.
Before ya'll go any deeper down this rabbit hole, I'm just gonna say that I'm completely opposed to introducing any sort of modified Linnorm like ya'll are talking about. There are already Linnorms in the source material which DP can draw from as needed.

It's fun to brainstorm and speculate, but please don't let yourself get fixated on the idea, dude. We already know how that will go based off past experiences.
 
Before ya'll go any deeper down this rabbit hole, I'm just gonna say that I'm completely opposed to introducing any sort of modified Linnorm like ya'll are talking about. There are already Linnorms in the source material which DP can draw from as needed.

It's fun to brainstorm and speculate, but please don't let yourself get fixated on the idea, dude. We already know how that will go based off past experiences.
I'm not really fixated on the idea, I just like Scandinavian Lindorms much more than D&D Linnorms, as D&D Linnorms, are really just another random dumber dragon.
 
Inserted tally
Adhoc vote count started by Goldfish on Dec 13, 2019 at 7:10 AM, finished with 183 posts and 18 votes.
 
Here's Maelor's updated character sheet with his new level up taken into account.

This is also the level where Maelor's Phantom Steeds finally gain the ability to fly. :cool:
Name: Maelor
Alias: Gold-Horn, Shadow's Son, The King's Apprentice
Alignment: Chaotically Neutral
Age: 12
Race: Tiefling (Medium Humanoid)
Level: 14 (92,629/105,000 XP)
Class: Warlock 4/Sorcerer 1/Eldritch Theurge 9
Feats: Force of Personality, Maximize Spell-like Ability (Eldritch Blast), Mortalbane, Practiced Spellcaster, Spell-Like Ability Focus (Eldritch Blast), Versatile Spellcaster
Flaw: Vulnerable
Racial Abilities: Darkvision 60ft, Chain of Eyes (1/Day), Shadow Puppetry (Lesser)
Class Features: Eldritch Blast (6d6 + 1d6 = 7d6), DR 4/Cold Iron, Metamagic Specialist, Deceive Item, Spellblast, Eldritch Spellweave, Fiendish Resilience 2

HP: 80/80 +28 (HotE) + 10+1d10 (False Life) = 118+1d10
AC: 10 + 4 (DEX) - 1 (Vulnerable) + 6 (Natural) + 4 (Mage Armor) +2 (Deflection vs Evil) = 23/25
Initiative: +4 (DEX)
Base Attack: +10/+5
  • Melee: +8/+3 (1d6-2/x2)
  • Ranged: +14/+9
  • Eldritch Blast: +15 (6d6 + 1d6[Amulet] = 7d6/x2), Range: 250 feet
    • Noxious Blast: Any creature struck by a Noxious Eldritch Blast must succeed on a DC 26 Fortitude saving throw or be Nauseated for one minute.
    • Special:
      • Maximized: 3/Day your Eldritch Blast can inflict maximum damage to it target(s).
      • Mortalbane: 5/Day your Eldritch Blast can inflict +2d6 damage against any living target which is not an Outsider.
      • Warlock Sceptre: 5 Charges/Day; 1 Charge (+1d6 Eldritch Blast damage), 3 Charges (+2d6 damage), 5 Charges (+3d6 damage)
Spell Save: DC: 10 + 8 (CHA) + spell level
Weapon Proficiency: Thrown Dagger, Mace
Resistances: Fire 30, Cold 10
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]
DR: 4/Cold Iron

Languages Spoken: Low Valyrian (Mantarys, Stepstones), High Valyrian, Draconic, Abyssal, Westerosi Common

Description: Sharp, clever eyes of purple, touched with perhaps a shade of red more than is common, look out at the world from a face that recalls the famed features of the Dragonlords. Only the small golden horns hidden in a mess of silver hair clearly declare Maelor's dark heritage. Rather than robes that might mark him for a sorcerer, the boy prefers solidly made but unexceptional clothes that allow him to slip into the crowd wherever he may be.

STATS:
6 (-2) Strength
16 +2 = 18 (+4) Dexterity
10 +4 = 14 (+2) Constitution
20 +6 = 26 (+8) Charisma
14 (+2) Intelligence
9 +1 = 10 (+0) Wisdom

SAVES:
FORTITUDE: 3 + 2 + 5 = 10
REFLEX: 3 +4 + 5 = 12
WILL: 14 + 0 + 5 + 6(CV) = 25; +8 vs Mind-Affecting spells & abilities

SKILLS:
Bluff:
9 + 8 (CHA) + 6 (BE) + 6 (CV) = 29
Concentration: 11 + 2 (CON) = 13
Diplomacy: 1 + 8 (CHA) + 2 (SYN) + 6 (BE) = 17
Intimidate: 7 + 8 (CHA) + 2 (SYN) + 6 (BE) + 6(CV) = 29
Knowledge (Arcana): 9 + 2 (INT) + 6 (DK) = 17
Knowledge (The Planes): 9 + 2 (INT) + 6 (DK) = 17
Use Magic Device: 14 + 8 (CHA) = 22
Spellcraft: 2 + 2 (INT) + 2 (SYN) + 6 (DK) = 12

Spells Known (CL 14):
Level 0: Arcane Mark, Caltrops, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic (6/Day)
Level 1: Benign Transposition, Grease, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2-1/Day)
Level 2: Blindness/Deafness, Child of the Dark, Invisibility, Mirror Image (6+2-1/Day)
Level 3: Air of Nobility, Fireball, Flashburst(RotF), Phantom Steed (6+2/Day)
Level 4: Heart of Earth, Voice of the Dragon (5+2-1/Day)
Level 5: Greater Blink (3+1/Day)

Grimoire of High Arcana
Level 1: Comprehend Languages, Keep Watch, Spontaneous Search, Authenticating Gaze
Level 2: False Life, Full Pouch, Rope Trick, See Invisibility, Investigative Mind, Resist Energy, Tears to Wine
Level 3: Evaluator's Lens

Invocations Known:
Least: Beguiling Influence, Draconic Knowlege, Eldritch Spear
Lesser: Charm, Flee the Scene, Spellblast, Voracious Dispelling
Greater: Chilling Tentacles,Noxious Blast

Special Abilities:
  • Fiendish Resilience (Su): 1/Day as a Free Action, you can gain Fast Healing 2 for two minutes.
  • Spell-Like Abilities (Sp): Caster Level: 14th; At Will: Detect Magic , 1/Day: Chain of Eyes (DC 20)
  • Eldritch Blast (Su): At Will as a Standard Action, Damage (6d6 + 1d6[Amulet] = 7d6), Range: 250 feet.
  • Deceive Item (Ex): You can Take 10 on all Use Magic Device attempts, even if you are distracted or threatened.
  • Eldritch Spellweave (Su): Apply Eldritch Essence Invocation to Any arcane spell requiring a Touch Attack as long as the level of the spell is at least as high as that of the Essence being used.
  • Lesser Shadow Puppetry (Su): You can attempt to compel a single Standard, Swift, or Move Action from a being under the effects of Chain of Eyes (DC 20 Will save negates). Whether the attempt is successful or not, using this ability ends the Chains of Eyes effect.
  • Resist Energy(Fire) (Su): You ignore the first 30 points of Fire damage inflicted by any attack or effect.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Contingency Spells: Renewal Pact; Stalwart Pact

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

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: +2 Dexterity
  • Glow as if affected with a Light spell at will.
  • Convert any spell of 1st level and above to Magic Missile.
Greater Fell Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. Constant Protection from Evil effect.
  2. Your Eldritch Blasts and any spell you cast with the Chaotic descriptor inflict +1d6 damage.
  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
Greater Radiant Earring of Arcane Acuity:
  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. Convert any spell of 3rd level and above to Flashburst.
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.
Qartheen Warlock's Scepter:
  1. +1 Attack Bonus to Eldritch Blasts so long as at least one charge remains.
  2. 5 Charges/Day: 1 Charge (+1d6 damage), 3 Charges (+2d6), 5 Charges (+3d6)
Raiment of the Four(Incomplete): Uniting the magic two of the four enchanted items (Gloves of the Starry Sky and Greater Radiant Earring of Arcane Acuity) 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.
Soulfire Mithral Bracelets 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.
Equipped Magic Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON), Calligraphy Wyrm, Cloak of Rimfire (Resist Cold & Fire 5), Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Fell Amulet of Protection from Evil(+5 Resistance), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+1 WIS), Mind Blank ring, Qartheen Warlock's Scepter, Ring of Prestidigitation[At-Will] (Slotless), Ring of Untarnished Glory (+6 CHA), Ring of Sustenance(Slotless), Serpent's Second Skin (+6 Natural Armor), Soulfire Mithral Bracelets of Arcane Freedom, Wand of Cure Light Wounds (50 Charges)
 
Before ya'll go any deeper down this rabbit hole, I'm just gonna say that I'm completely opposed to introducing any sort of modified Linnorm like ya'll are talking about. There are already Linnorms in the source material which DP can draw from as needed.

It's fun to brainstorm and speculate, but please don't let yourself get fixated on the idea, dude. We already know how that will go based off past experiences.
I agree on that point, adding them like this would be silly given they already exist in the setting. Frankly, even if they didn't adding random top end monsters from mythology with all kinds of special powers is how you get the especially shitty kind of home brew.
 
I agree on that point, adding them like this would be silly given they already exist in the setting. Frankly, even if they didn't adding random top end monsters from mythology with all kinds of special powers is how you get the especially shitty kind of home brew.
Then just don't use Linnorms at all, they're just boring and Lindorms deserve better.
 
Here's Maelor's updated character sheet with his new level up taken into account.

This is also the level where Maelor's Phantom Steeds finally gain the ability to fly. :cool:
Name: Maelor
Alias: Gold-Horn, Shadow's Son, The King's Apprentice
Alignment: Chaotically Neutral
Age: 12
Race: Tiefling (Medium Humanoid)
Level: 14 (92,629/105,000 XP)
Class: Warlock 4/Sorcerer 1/Eldritch Theurge 9
Feats: Force of Personality, Maximize Spell-like Ability (Eldritch Blast), Mortalbane, Practiced Spellcaster, Spell-Like Ability Focus (Eldritch Blast), Versatile Spellcaster
Flaw: Vulnerable
Racial Abilities: Darkvision 60ft, Chain of Eyes (1/Day), Shadow Puppetry (Lesser)
Class Features: Eldritch Blast (6d6 + 1d6 = 7d6), DR 4/Cold Iron, Metamagic Specialist, Deceive Item, Spellblast, Eldritch Spellweave, Fiendish Resilience 2

HP: 80/80 +28 (HotE) + 10+1d10 (False Life) = 118+1d10
AC: 10 + 4 (DEX) - 1 (Vulnerable) + 6 (Natural) + 4 (Mage Armor) +2 (Deflection vs Evil) = 23/25
Initiative: +4 (DEX)
Base Attack: +10/+5
  • Melee: +8/+3 (1d6-2/x2)
  • Ranged: +14/+9
  • Eldritch Blast: +15 (6d6 + 1d6[Amulet] = 7d6/x2), Range: 250 feet
    • Noxious Blast: Any creature struck by a Noxious Eldritch Blast must succeed on a DC 26 Fortitude saving throw or be Nauseated for one minute.
    • Special:
      • Maximized: 3/Day your Eldritch Blast can inflict maximum damage to it target(s).
      • Mortalbane: 5/Day your Eldritch Blast can inflict +2d6 damage against any living target which is not an Outsider.
      • Warlock Sceptre: 5 Charges/Day; 1 Charge (+1d6 Eldritch Blast damage), 3 Charges (+2d6 damage), 5 Charges (+3d6 damage)
Spell Save: DC: 10 + 8 (CHA) + spell level
Weapon Proficiency: Thrown Dagger, Mace
Resistances: Fire 30, Cold 10
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]
DR: 4/Cold Iron

Languages Spoken: Low Valyrian (Mantarys, Stepstones), High Valyrian, Draconic, Abyssal, Westerosi Common

Description: Sharp, clever eyes of purple, touched with perhaps a shade of red more than is common, look out at the world from a face that recalls the famed features of the Dragonlords. Only the small golden horns hidden in a mess of silver hair clearly declare Maelor's dark heritage. Rather than robes that might mark him for a sorcerer, the boy prefers solidly made but unexceptional clothes that allow him to slip into the crowd wherever he may be.

STATS:
6 (-2) Strength
16 +2 = 18 (+4) Dexterity
10 +4 = 14 (+2) Constitution
20 +6 = 26 (+8) Charisma
14 (+2) Intelligence
9 +1 = 10 (+0) Wisdom

SAVES:
FORTITUDE: 3 + 2 + 5 = 10
REFLEX: 3 +4 + 5 = 12
WILL: 14 + 0 + 5 + 6(CV) = 25; +8 vs Mind-Affecting spells & abilities

SKILLS:
Bluff:
9 + 8 (CHA) + 6 (BE) + 6 (CV) = 29
Concentration: 11 + 2 (CON) = 13
Diplomacy: 1 + 8 (CHA) + 2 (SYN) + 6 (BE) = 17
Intimidate: 7 + 8 (CHA) + 2 (SYN) + 6 (BE) + 6(CV) = 29
Knowledge (Arcana): 9 + 2 (INT) + 6 (DK) = 17
Knowledge (The Planes): 9 + 2 (INT) + 6 (DK) = 17
Use Magic Device: 14 + 8 (CHA) = 22
Spellcraft: 2 + 2 (INT) + 2 (SYN) + 6 (DK) = 12

Spells Known (CL 14):
Level 0: Arcane Mark, Caltrops, Detect Poison, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic (6/Day)
Level 1: Benign Transposition, Grease, Mage Armor, Magic Missile(RotF), Nerveskitter, Net of Shadows, Shield (6+2-1/Day)
Level 2: Blindness/Deafness, Child of the Dark, Invisibility, Mirror Image (6+2-1/Day)
Level 3: Air of Nobility, Fireball, Flashburst(RotF), Phantom Steed (6+2/Day)
Level 4: Heart of Earth, Voice of the Dragon (5+2-1/Day)
Level 5: Greater Blink (3+1/Day)

Grimoire of High Arcana
Level 1: Comprehend Languages, Keep Watch, Spontaneous Search, Authenticating Gaze
Level 2: False Life, Full Pouch, Rope Trick, See Invisibility, Investigative Mind, Resist Energy, Tears to Wine
Level 3: Evaluator's Lens

Invocations Known:
Least: Beguiling Influence, Draconic Knowlege, Eldritch Spear
Lesser: Charm, Flee the Scene, Spellblast, Voracious Dispelling
Greater: Chilling Tentacles, Noxious Blast

Special Abilities:
  • Fiendish Resilience (Su): 1/Day as a Free Action, you can gain Fast Healing 2 for two minutes.
  • Spell-Like Abilities (Sp): Caster Level: 14th; At Will: Detect Magic , 1/Day: Chain of Eyes (DC 20)
  • Eldritch Blast (Su): At Will as a Standard Action, Damage (6d6 + 1d6[Amulet] = 7d6), Range: 250 feet.
  • Deceive Item (Ex): You can Take 10 on all Use Magic Device attempts, even if you are distracted or threatened.
  • Eldritch Spellweave (Su): Apply Eldritch Essence Invocation to Any arcane spell requiring a Touch Attack as long as the level of the spell is at least as high as that of the Essence being used.
  • Lesser Shadow Puppetry (Su): You can attempt to compel a single Standard, Swift, or Move Action from a being under the effects of Chain of Eyes (DC 20 Will save negates). Whether the attempt is successful or not, using this ability ends the Chains of Eyes effect.
  • Resist Energy(Fire) (Su): You ignore the first 30 points of Fire damage inflicted by any attack or effect.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Spirit" effect.
Contingency Spells: Renewal Pact; Stalwart Pact

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

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: +2 Dexterity
  • Glow as if affected with a Light spell at will.
  • Convert any spell of 1st level and above to Magic Missile.
Greater Fell Amulet of Protection from Evil: +5 Resistance bonus to Saving Throws
  1. Constant Protection from Evil effect.
  2. Your Eldritch Blasts and any spell you cast with the Chaotic descriptor inflict +1d6 damage.
  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
Greater Radiant Earring of Arcane Acuity:
  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. Convert any spell of 3rd level and above to Flashburst.
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.
Qartheen Warlock's Scepter:
  1. +1 Attack Bonus to Eldritch Blasts so long as at least one charge remains.
  2. 5 Charges/Day: 1 Charge (+1d6 damage), 3 Charges (+2d6), 5 Charges (+3d6)
Raiment of the Four(Incomplete): Uniting the magic two of the four enchanted items (Gloves of the Starry Sky and Greater Radiant Earring of Arcane Acuity) 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.
Soulfire Mithral Bracelets 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.
Equipped Magic Items: Anklets of Translocation, Bead of Newt Prevention, Boneward Belt (+4 CON), Calligraphy Wyrm, Cloak of Rimfire (Resist Cold & Fire 5), Gloves of the Starry Sky (+2 DEX), Greater Radiant Earring of Arcane Acuity, Greater Fell Amulet of Protection from Evil(+5 Resistance), Greater Ribbon of Disguise, Handy Haversack, Headband of the Whisper Within (+1 WIS), Mind Blank ring, Qartheen Warlock's Scepter, Ring of Prestidigitation[At-Will] (Slotless), Ring of Untarnished Glory (+6 CHA), Ring of Sustenance(Slotless), Serpent's Second Skin (+6 Natural Armor), Soulfire Mithral Bracelets of Arcane Freedom, Wand of Cure Light Wounds (50 Charges)
Example future progression for Maelor, assuming he finishes Eldritch Theurge and Inquisitorial Asset :
  • 1 more Greater Invocation known : Eldritch Cone (for damage, ignores concealment), or maybe Wall of Perilous Flame (creatures this wall of fire kills cannot be brought back, 1/2 of damage ignores fire resistance)
  • 2 more Dark Invocations known : Word of Changing (Baleful Polymorph at will! He can be a turtler like his master before him!), Dark Foresight (a great defensive buff)
  • 1 more level 2 spell known : Maelor doesn't seem to have Wings of Cover for some reason. If it's because we can't teach it to him, then I suggest Ray of Stupidity or something. Whatever, he already has the good stuff here.
  • 1 more level 3 spell known : Alter Fortune! It's a great panic button in case he ever fails a save-or-die.
  • 2 more level 4 spells known : Assay Spell Resistance (all his warlock abilities allow SR), Dimensional Anchor (his latest fight shows how good it is!)
  • 3 more level 5 spells known : Xorn Movement (amazing infiltration spell), Firebrand (like Viserys!), Telepathic Bond (amazing intrigue spell),
  • 3 more level 6 spells known : Probe Thoughts, Greater Dispel Magic, Disintegrate or Legend Lore
  • 2 more level 7 spells known : Greater Arcane Sight, Spell Turning
You can see that I envision Maelor as someone who will keep doing intrigue stuff, and will use his spells for defence and versatility more than just pure combat (he has good warlock abilities for that, after all).
Thoughts?
 
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You know, seeing the state of heaven, it got me thinking.

With how we were able to get demons and fallen angels/archond both recruited, and saw degrees of good and evil in both heavenly and infernal beings; I feel Asmodeus has opened up hell to being subverted as well.

It was unintentional, but by changing heaven, he changed hell in turn. The perception of it if I am being more specific.

I now feel hopeful in slowly subverting it till it is a neutral and eventually good place.

I don't mean to sound silly, but I think I need to try and be more coherent after some sleep and my work shift.

That whole arc left me excited, at the end, for eventually changing things for the better.
 
You know, seeing the state of heaven, it got me thinking.

With how we were able to get demons and fallen angels/archond both recruited, and saw degrees of good and evil in both heavenly and infernal beings; I feel Asmodeus has opened up hell to being subverted as well.

It was unintentional, but by changing heaven, he changed hell in turn. The perception of it if I am being more specific.

I now feel hopeful in slowly subverting it till it is a neutral and eventually good place.

I don't mean to sound silly, but I think I need to try and be more coherent after some sleep and my work shift.

That whole arc left me excited, at the end, for eventually changing things for the better.
Heh.

I highly doubt he's allowing any of that sort of perception to settle in -
And all our Erynies would have had a far easier time time staying loyal to Hells had such themes been present enough I feel -
But that's a really nice thought.

Hell had seemingly taken over managing a huge part of Hellven and Axis - so if nothing else, they are stretched thin enough that we can operate without fearing immediate reprisal for stepping our for on either.

-------------------------------------
Hm.
@everyone, a trip to Axis, when?
Shall we try before, or after the upcoming illithid war?

We know very little for sure, even about Devils interacting with them.
It can be a treasuretrove of resources;
A deathtrap;
A bureaucratic nightmare... while mixing the previous two;
Etc.
 
Inserted tally
Adhoc vote count started by Goldfish on Dec 13, 2019 at 7:10 AM, finished with 183 posts and 18 votes.
 
Part MMMCCXXVIII: To Dream of Fire
To Dream of Fire

Twenty Fifth Day of the Eleventh Month 293 AC

In the end you decide against involving Benerro in your plan, you would not wish him to be tangled in the middle of this should it go ill. That is not to say that you would be going at it alone. Lya, Ser Richard and Dany are all at your side as you look up to the slopes of the Dragonmount, black against the crimson light of sunset. Here you are closest to fire, and to the heritage of your House, here you will meet the Red God. You eschew the tunnels you had chased the devils through, however, for you do not wish any of their lingering influence upon this meeting. Instead you ascend to the summit of the mountain, riding the hot breath of the earth until you can see the fire twist and coil bellow. By enchantments still bound, you realize, narrowing your eyes against the blaze.

"I wounder how they did that." Lya asks besides you, eyes slightly out of focus as she too looks deeper than the world under the sun. "Was this how the Fourteen Fires were bound?"

"No," you and Dany reply at once, almost instinctively. The roots go deeper in stone and in time. You try to follow the thought, but as quick as it had arisen it fades into the depths of the Dream and memory.


"If you need help..." Dany trails off, obviously wishing to follow though she understands why you wish to go down alone.

"You will know," you assure her. Not even Ser Richard gainsays the notion.

Thus you descend at last to rest upon the smooth dragonstone at the lip of the fire, you claws sinking into it as they do into clay. Not the Eternal Flame of the Sea of Fire this, nor the conjured blaze of a magician's will, but the living fire of this earth that had awoken in wrath at some point in the deep past and some day it would die, the rocks will forget the kiss of heat and the winds will grow cold. The fires would arise in another place and another casting their life-giving ash upon the fields with every conflagration. From fire light, from fire life.

There in the Dragonmount's heart you ward yourself against peril with spell and invocation, then with eyes open to drink in the flame you dream.

***​

Elsewhere Elsewhen

The first thing you realize is that you are in human shape again, you are sitting on a divan that would not be out of place in Zherys' or Malarys' home, a soft even light falls upon a chamber of black stone, one you recognize though there had certainly not been anything as homey as a chair here when last you saw it.

"An altar would make for poor seating," a voice calls from your right, you causing you to turn in shock. You know that voice, you know that face from a dream of despair and wrath.

"I am not him you know," R'hllor the Red, Lord of Light and god to most of Essos says as he approaches. Of shimmering silk that passes through all the colors of fire are his robes, between his brows the mark of a golden flame as his eyes. "No more than the fire is the kindling with which it has been fed." A smile that almost looks wistful crosses the features of the long dead mage. "Still, I reasoned you would be more comfortable with this than any of my usual faces. It has been a very long time since I have had cause to take this guise."

"But you did use it?" you prompt, curiosity overwhelming caution. This is not what you had imagined for this meeting.

"Long ago, yes, when men first spoke the name R'hllor in prayer," the god replies, his language formal but not so much as would stand out in ordinary conversation in Volantis or even Tyrosh. "Yet the name is not all that I am either. Men have looked to the sun for light and life, and to fire for protection for as long as their line has been upon the earth. From thence I woke and thence I endure, ever-changing yet to myself and those who look to me true." He takes a seat opposite to you, though there had not been one a moment before. "I assume you have more questions, and perhaps a request."

What do you reply?

[] Ask questions
-[] Write in

[] Make a request
-[] Write in

[] Write in


OOC: Here we are R'hllor the Red, unlike the Old Gods he is very much a god of men so he can take human seeming when it suits him.
 
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@Crake you're up. Come hell or high water, I'll follow it.
Hell's more likely, what with... fires, and all.
:V

Edited in getting the buffs, I did roll with them, but since you did not come anywhere near needing them with the rolls you had, I forgot to write them in.
Ah, and here I wondered if they had any effect whatsoever.

Out of curiosity- what would have been the situation where the buffs would have been of use, had we rolled poorer?
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@everyone, I really dont like how we "suddenly come to find ourselves" in his domain, and likely completely at his mercy.
But nothing can really be done about that.


Still, if there is anything I'd like to get our of this meeting, as a bottom line...

[] Ask what he had in mind for the "favor" he asked of Garin.

We are ready to cut that connection if he asks for anything tenuous, but... just in case. I doubt he'd lie.
 
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[] Ask what he had in mind with the favor he asked of Garin.

We are ready to cut that connection if he asks for anything tenuous, but... just in case. I doubt he'd lie.

*ponders*

Hmm, that's when we're dealing with the Vampire, Garin's aunt, and a plague of sorts in Lys, ja?

Urgh, nearly forgotten that one. But, isn't that supposed to be a pact between the Red God and Garin alone? And also, didn't Garin told us not to meddle with it, then?
 
[X] "Many, but I am not sure how many we have time for, or how many would even be safe to answer. Even in the fastness of gods I am sure secrets are kept lest they slip their own leash to wreak havoc upon the Spheres."
-[X] "I expect you have a notion of why I am here, however. Not just enmity I have that would drive me to seek audience with not one god alone but many. What I must know is this. You who have gazed upon my changing Realm and in some ways the most effected out of any individual being by the charge I lead, some have called frantic that which I call necessary. What say you? Do I lead your followers and their fellow citizens if not Faithful into folly, or do you see merit in the burden in which we take up where all would look into the fire, seeking your face and voice for an answer?"
-[X] Grimly, before he answers if possible: "I would name you ally if I could, you know, even with what I knew, or thought I knew at the start. There are far too many enemies in this world to not look for friends, even if instinct would guide me to search for more foes." R'hllor became a tyrant by his followers will, and you know with no ignorance in face of the truth that any God can become less or more through the changing of the world and of their worshipers. The question would be if you two could work together and find the best path forward, if there indeed be a path at all.
 
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Example future progression for Maelor, assuming he finishes Eldritch Theurge and Inquisitorial Asset :
  • 1 more Greater Invocation known : Eldritch Cone (for damage, ignores concealment), or maybe Wall of Perilous Flame (creatures this wall of fire kills cannot be brought back, 1/2 of damage ignores fire resistance)
  • 2 more Dark Invocations known : Word of Changing (Baleful Polymorph at will! He can be a turtler like his master before him!), Dark Foresight (a great defensive buff)
  • 1 more level 2 spell known : Maelor doesn't seem to have Wings of Cover for some reason. If it's because we can't teach it to him, then I suggest Ray of Stupidity or something. Whatever, he already has the good stuff here.
  • 1 more level 3 spell known : Alter Fortune! It's a great panic button in case he ever fails a save-or-die.
  • 2 more level 4 spells known : Assay Spell Resistance (all his warlock abilities allow SR), Dimensional Anchor (his latest fight shows how good it is!)
  • 3 more level 5 spells known : Xorn Movement (amazing infiltration spell), Firebrand (like Viserys!), Telepathic Bond (amazing intrigue spell),
  • 3 more level 6 spells known : Probe Thoughts, Greater Dispel Magic, Disintegrate or Legend Lore
  • 2 more level 7 spells known : Greater Arcane Sight, Spell Turning
You can see that I envision Maelor as someone who will keep doing intrigue stuff, and will use his spells for defence and versatility more than just pure combat (he has good warlock abilities for that, after all).
Thoughts?
For one of his Dark Invocations, I would select Utterdark Blast. It's disgustingly good.

Touch of Idiocy will be a great 2nd level spell for him because he can use it with his Greatreach Blast effect he gets at next level.

For his next feat we'll need him to lean Alertness, but maybe we can retrain Force of Personality (no longer necessary with Mind Blank) for Arcane Mastery. Combined with ASR, Spell Resistance will no longer be an issue.

I'm wary of focusing him too heavily on infiltration, though. We'll have to debate spell selection when the time comes.
 
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