[X] Goldfish

we should get some items of Deathwine for our next trip, or just for our use honestly. Being able to convert a healing potion's spell level into a CL buff for a necromancy spell is pretty fantastic.
 
Vote closed.
Adhoc vote count started by DragonParadox on Jul 18, 2020 at 11:56 AM, finished with 36 posts and 14 votes.

  • [X] A bit of everything
    -[X] Tales of life and the changing of the world from the hypothetical perspective of a Myrish trader, including the abolishment of slavery, joining the Imperium, and the boon to trade and travel experienced throughout western Essos now that the Dothraki no longer plague the land.
    -[X] Books of distant lands, with a focus on recent (post-Doom of Valyria) history.
    -[X] Magical charms, talismans, and tools which might prove useful to the living or the living dead, including 2 Negative Energy Healing Belts (heal the Undead or harm the living), 2 Ribbons of Disguise (to allow the dead to pass as the living, if only superficially), 2 Rings of Protection from Evil (though their minds are not as susceptible to Enchantment as are those of the living, there are still a great many dangerous creatures out in the world), 8 Traveler's Any-Tools (any possible tool one might need available at a moment's notice), and 8 Muleback Cords (beasts of burden, living or Undead, can never have too much cargo capacity).
    [X] A bit of everything
 
@DragonParadox, with the Creation Forge now in operation, how much Progress would be needed for Research Actions to add eligible Construct templates to its capabilities? There aren't many good options that make sense, though a few stand out.

Some potential examples include:
Transforming Warforged (+1 CR): Giving a Warforged the ability to change into an alternate form could be very helpful. Since they don't need to breath, an aquatic form would allow them to fight the Deep Ones and their minions beneath the waves. A flying Warforged would be extremely useful just about everywhere else.
Commando Warforged (+1 CR): This one comes with some nice perks, but should probably be limited to the base abilities rather than allowing more based on HD.
Runeplated Warforged (+1): Not super interested in these, though some of the potential effects are neat.

If this is even possible, I don't think we should be able to apply more than a single template to a Warforged chassis.
 
[X] Goldfish

We need to turn up the used car salesmen vibe up as high as possible. The amount of trolling we can do would be amazing.
 
Inserted tally
Adhoc vote count started by Goldfish on Jul 18, 2020 at 12:21 PM, finished with 39 posts and 16 votes.

  • [X] A bit of everything
    -[X] Tales of life and the changing of the world from the hypothetical perspective of a Myrish trader, including the abolishment of slavery, joining the Imperium, and the boon to trade and travel experienced throughout western Essos now that the Dothraki no longer plague the land.
    -[X] Books of distant lands, with a focus on recent (post-Doom of Valyria) history.
    -[X] Magical charms, talismans, and tools which might prove useful to the living or the living dead, including 2 Negative Energy Healing Belts (heal the Undead or harm the living), 2 Ribbons of Disguise (to allow the dead to pass as the living, if only superficially), 2 Rings of Protection from Evil (though their minds are not as susceptible to Enchantment as are those of the living, there are still a great many dangerous creatures out in the world), 8 Traveler's Any-Tools (any possible tool one might need available at a moment's notice), and 8 Muleback Cords (beasts of burden, living or Undead, can never have too much cargo capacity).
 
Part MMMDXCIV: Dark Dreams and Memories
Dark Dreams and Memories

Seventh Day of the Second Month 294 AC

"Why a bit of everything," you answer with a quick smile. "Tales and books, talismans and tools, wards and even..." you break from the breathless recitation as though uncomfortable. "Er, that is... glamours, if the dead would be minded to pass for the living in places where folk might lash out without thinking or asking first. Not everyone can be a merchant venturer."

If you are being honest, and Varys at least will make sure you will be in the silence of your own mind, this is a rather entertaining part to play. There is something about being a magic trader in strange and far off places living off your wits and words that appeals to you in the way some lords love hunting, gardening or the forging of steel.

Thankfully your little performance has the gift of convincing or at last entertaining the greater dead before you. He turns, followed a moment later by his guard, and motions you to follow into the complex proper.

***​

Tall Pines is the sort of place nightmares are made of, not the worst ones that leave one waking in a cold sweat, heart hammering against one's ribs, but rather the confused sort of nightmares one might have after one too many stressful days, or poorly fermented beer that went down hard.

The Great House itself was clearly in ruins before the Raising of Sarnor with little more than the foundations and a few pieces of wall peeking out of the tall grass, rebuilt by the tireless but inexpert work of skeletal hands since from vague memories. It leaves Tyene glancing up more than once, looking concerned that it might all tumble on your head. The furnishings are a mix of similarly hammered together work and a few pieces that look to have been looted from elsewhere judging fro the splintering and dark stains.

Upon these seats lie people just as strange, playing the part of provincial nobility with eerie deftness, from ladies worried about the fashions of the capital even as they are draped in rotting funerary bandages and grave shrouds to young men proclaiming their martial valor wearing helms with dents and holes where the arrow of some now long dead Dothraki slipped in as they fought in a last defense perhaps of this very place.

It takes you a while to even realize how much your hosts are present in the moment and how much they understand of their circumstances. The answer you eventually decipher is 'quite present' but they simply do not wish to dwell upon it, a taboo that hangs over the entire gathering thick as the scent of fading incense and old blood.

"I'm glad the children are sleeping," a young lady says to Teana, somehow forming the words in spite of the absence of a jaw. A moment later you realize she means in their graves as the family patriarch gives her a brief glare for mentioning that which should be kept silent.

Most of them seem quite taken with the notion of an empire that has abolished slavery, though in a distant sort of way, as most Braavosi would take news of the Jade Sea.

After everyone has drunk some wine you produce from your cloak, for whatever taste they get out of it before it spills onto the ground or lies rotting in their stomachs for those fortunate enough to retain most of their flesh, you turn the conversation to your reason for being here. From what the folk of Tall Pines say Kasath has been taken over by 'the Mob', as they refer to the many-souled abomination Eskil had described. Beneath the distain, thin as fine rice paper, there is yawning fear that none of them wish to show. Fear of being devoured, perhaps of being lost in the chorus of screening voices.

Probing around the edges of the matter over the evening you discover that everyone here trained to fight has sworn some manner of binding oath to 'Kasath the Eternal' as the city and perhaps also its master are named. Worse still, for the greater dead they do not actually command their 'peasants' nor indeed even the bones of the workers even originate from here. All are under the command of the colossus and merely 'lent out' to help rebuild the manor and sow the lands, fruitless as the latter task might be.

What do you do next?

[] Hint that one of your companions has some skill at curse-breaking, see if anyone is interested

[] Send Vee and Dany out to look at the lesser dead under the pretense of needing to look after the horses you left some distance away

[] Try to take the lord aside to explain that you have closer ties with the Dragon King than you previously said

[] Write in


OOC: I have to say it's really fun to explore different shades of undead and what might have created them.
 
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Getting all of these people into there new notcron warforged bodies is going to take a while, so I've been digging up more anti undead and undead catnip spells for future use.
Deathwine - posting this one again to keep it in the reference group. It basically lets you convert one conjuration healing potion / CL to a new uniform potion that provides anyone who drinks it a CL boost to the first necromancy school spell they cast in the next minute equal to the spell level of the base potion. Any undead who drinks it also gets 1d8 hp back as well. The death wine retains potency for one hour / CL, after which any unused potion is destroyed.

Daywalker - This is the high roller version of fleshy facade; it works on all undead regardless of corporeality and lasts for twenty four hours. During that time the undead creature is transmuted into a form that very realistically simulates life. You can still take some checks to see through the illusion, but it does stuff like faking the need to breathe that I think the undead would like as a luxury item.

Necromantic Burden - Not sure how pleasant this would be for the subject, but it doubles the HD they have for the purposes of resisting magical control effects like turning and command undead.

Dust of Twilight - 10ft spread (I assume this means 5ft radius circle) burst effect on a target at medium range that kills mundane lights and dispells any 2nd level or lower spell with the light descriptor.

Umbral Infusion - level four spell, so not cheap, but it provides a mindless undead creature the advanced creature template for 1 minute / CL at the expense of some control issues.

Unhallow - for some of the year long spells that don't cause make the undead subject to NE damage. I forgot this was a thing, so I'm mostly adding it to remind myself when I go back over this stuff later.

Unholy Ward - for blocking that pesky cleric nonsense. Well, 10 points of holy damage /CL of it anyway.

Daybreak Arrow - This is a 3rd level spell that can effect 50 pieces of ammunition, and lasts 10 minutes/ CL. It adds 1d6 of damage to the projectile, but the main benefit is the type conversion. When targeting undead half of all damage such projectiles do is "directly the result of radiant energy" and therefore isn't subject to DR.

Ghost Whip - short duration at 1 round / CL, but it's basically a ghost touch whip that phases through everything but your target. Great for getting ghosts, but also useful for fighting in a tightly packed melee where you don't want to hit your own people since it works just as well on corporeal enemies. It is limited in that it only deals lethal damage to undead and incorporeal creatures, but nonlethal damage still has uses.

Veil of Positive Energy - +2 sacred bonus to AC and all saves to the caster and anyone within 5 feet of them for 10 minutes/CL. As a first level spell it'd be really nice for front line legion groups deploying to this region.

Purge Spirit - low level ghost smiting spell for legion mages.

Minor reversion - long duration contingent healing is fantastic, especially if we can use the mass version for the legion.

Shield of Fortification - level one effect for reducing the odds of a critical hit.
 
@DragonParadox, with the Creation Forge now in operation, how much Progress would be needed for Research Actions to add eligible Construct templates to its capabilities? There aren't many good options that make sense, though a few stand out.

Some potential examples include:
Transforming Warforged (+1 CR): Giving a Warforged the ability to change into an alternate form could be very helpful. Since they don't need to breath, an aquatic form would allow them to fight the Deep Ones and their minions beneath the waves. A flying Warforged would be extremely useful just about everywhere else.
Commando Warforged (+1 CR): This one comes with some nice perks, but should probably be limited to the base abilities rather than allowing more based on HD.
Runeplated Warforged (+1): Not super interested in these, though some of the potential effects are neat.

If this is even possible, I don't think we should be able to apply more than a single template to a Warforged chassis.
In order:
  1. 36 Progress
  2. 42 Progress (no extra HD Warforged are made with just 1)
  3. 30 Progress
 
Dark Dreams and Memories

Seventh Day of the Second Month 294 AC

"Why a bit of everything," you answer with a quick smile. "Tales and books and talismans and tools, wards and even..." you break from the breathless recitation as though uncomfortable. "Er that... is glamors if the dead would be minded to pass for the living in places where folk might lash out without thinking or asking first. Not everyone can be a merchant venturer."

If you are being honest, and Varys at least will make sure you will be at least in the silence of your own mind, this is a rather entertaining part to play. There is something about being a magic trader in strange and far off places, living off your wits and words, that appeals to you the way some lords love hunting, gardening, or the forging of steel.

Thankfully, your little performance has the benefit of convincing or at last entertaining the greater dead before you. He turns, followed a moment later by his guards, and motions you to follow into the complex proper.

***​

Tall Pines is the sort of place nightmares are made of. Not the worst ones that leave one waking in a cold sweat, heart hammering against one's ribs, but rather the confused sort of nightmares one might have after one too many stressful days, or poorly fermented beer that went down hard.

The Great House itself was clearly in ruins before the Rising of Sarnor with little more than the foundations and a few pieces of wall peeking out of the tall grasses, since rebuilt by the tireless but inexpert work of skeletal hands from vague memories. It leaves Tyene glancing up more than once, looking concerned that it might all tumble down on your head. The furnishings are a mix of similarly hammered together work, and a few pieces that look to have been looted from elsewhere judging from the splintering and dark stains.

Upon these seats lie people just as strange, playing the part of provincial nobility with eerie deftness, from ladies worried about the fashions of the capital even as they are draped in rotting funerary bandages and grave shrouds, to young men proclaiming their martial valor wearing helms with dents and holes where the arrow of some now long dead Dothraki slipped in as they fought in a last defense, perhaps of this very place.

It takes you a while to even realize how much your hosts are present in the moment how much they understand of their circumstances. The answer you eventually decipher is 'quite present', but they simply do not wish to dwell upon it, a taboo that hangs over the entire gathering, thick as the scent of fading incense and old blood.

"I'm glad the children are sleeping," a young lady says to Teana, somehow forming the words in spite of the absence of a jaw. A moment later you realizes she means in their graves as the family patriarch gives her a brief glare for mentioning that which should be kept silent.

Most of them seem quite taken with the notion of an empire that has abolished slavery, though in a distant sort of way, as most Braavosi would take news of the Jade Sea.

After everyone has drunk some wine you produce from your cloak, for whatever taste they get out of it before it spills onto the ground or lies rotting in their stomachs for those fortunate enough to retain most of their flesh, you turn the conversation to your reason for being here. From what the folk of Tall Pines say, Kasath has been taken over by 'the Mob', as they refer to the many-souled abomination Eskil had described. Beneath the distain, thin as fine rice paper, there is yawning fear that none of them wish to show. Fear of being devoured, perhaps of being lost in the chorus of screening voices.

Probing around the edges of the matter over the evening's conversation, you discover that everyone here trained to fight has sworn some manner of binding oath to 'Kasath the Eternal' as the city and perhaps also its master are named. Worse still for the greater dead, they do not actually command their 'peasants' nor indeed do the bones of the workers even originate from here. All are under the command of the colossus and merely 'lent out' to help rebuild the manner and sow the lands, fruitless as the latter task might be.

What do you do next?

[] Hint that one of your companions has some skill at curse-breaking, see if anyone is interested

[] Send Vee and Dany out to look at the lesser dead under the pretense of needing to look after the horses you left some distance away

[] Try to take the lord aside to explain that you have closer ties with the Dragon king than you previously said

[] Write in


OOC: I have to say it's really fun to explore different shades of undead and what might have created them. Not yet edited.
Here's an edited version of the chapter, DP.

You've managed to make me feel bad for the Undead, dude. :(
 
@DragonParadox, with the Creation Forge now in operation, how much Progress would be needed for Research Actions to add eligible Construct templates to its capabilities? There aren't many good options that make sense, though a few stand out.

Some potential examples include:
Transforming Warforged (+1 CR): Giving a Warforged the ability to change into an alternate form could be very helpful. Since they don't need to breath, an aquatic form would allow them to fight the Deep Ones and their minions beneath the waves. A flying Warforged would be extremely useful just about everywhere else.
Commando Warforged (+1 CR): This one comes with some nice perks, but should probably be limited to the base abilities rather than allowing more based on HD.
Runeplated Warforged (+1): Not super interested in these, though some of the potential effects are neat.

If this is even possible, I don't think we should be able to apply more than a single template to a Warforged chassis.
In order:
  1. 36 Progress
  2. 42 Progress (no extra HD Warforged are made with just 1)
  3. 30 Progress
Whew, pricey! Understandable, though.

What would y'all rather focus on from these three, if we put Anu on such a project? I think Commando Warforged would be the best choice for combat purposes, but Transforming Warforged could be really useful, too.
 
[X] While Tyene and Dany go to snoop under the guise of looking after horses, you will try to gain a sense of what drives the lord here, if that could be reconciled with some of your own ideas for the region.
-[X] Ultimately you are willing to tolerate autonomous city-states with the knowledge that they will fall under your direct sphere of influence in essentially all cases barring open warfare or isolationism. Your economic primacy and your military support being essential to remain independent states will render them into protectorates within a generation or two.
-[X] You hope they will willingly form a union with the Imperium but that can manifest itself over time. If this lord can convince many of his rusticating fellows to ally themselves with you for a campaign against Sarnath, with the assurance your attentions will soon fall upon the perfidious Gornath thereafter, you are willing to extend some trust to make it happen.
 
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This is what the Warcraft Forsaken should have been about

A pity that Blizzard degrading their plot quality over the years made them become what they are now
 
Whew, pricey! Understandable, though.

What would y'all rather focus on from these three, if we put Anu on such a project? I think Commando Warforged would be the best choice for combat purposes, but Transforming Warforged could be really useful, too.
I think the transforming template might be the best one to start with as it seems slightly more versatile.

can't check the description as I'm on my tablet right now
 
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